Digimon 5e Players Handbook by (2022)

How to run your own Digimon role-playing game using existing 5e rules.

Including 60 Digimon and Digivolutions

Homebrew created by @SayaIttetsu

Disclaimer

Based on the original series by Akiyoshi Hongo

© Bandai Namco © Toei Animation

We do not claim ownership of anything related to Digimon or Dungeons and Dragons. Please support the original source

No profits are made from the release of this supplement

All others are credited below image.

Digimon images in Stat Block section come from https://digimon.fandom.com/wiki/Digimon_Wiki and are owned by Akiyoshi Hongo, Bandai Namco, and Toei Animation.

Inspiration and Ideas from: JoeTheDM of Pokemon 5e

Special Thanks

To the members of the Digimon 5e Discord for your support, ideas, and playtesting

In addition, I would like to extend a special thanks to JoeTheDM and the Pokemon 5e community for inspiration and ideas on how certain aspects should work,

Made with GM Binder

Ideas/Concerns/Questions?

Join our Discord! (https://discord.gg/W6aeqke)

Digimon 5e Players Handbook by (1)

Introductory Note

Welcome to the Digital World! It is a pleasure to meet you, most people call me Saya and I am the creator of this supplement and a Digimon Fanatic.

Through grit, hard work, and determination you are to embark on your very own digital adventure with a partner digimon (or two!) by your side. Digimon has always been about the bond of friendship to break free of the restraints of a difficult choice or world ending threat. Though this supplement is designed to run on itself, it is more than capable to play a Digimon Master in a normal 5th edition campaign. Digimon has always had that factor of Danger...running into digital monsters that could destroy the very foundation of reality or fabricated reality. I wish you the best of luck!

My goal in creating this supplement was to bring a beloved franchise into a world of imagination as a way to strengthen the growing bonds. Many of the features of Dungeons and Dragons 5th Edition can transfer back and forth relatively easily as I tend to bring a way that both can be played well together.

In the end, I plan to update this Supplement over time as the players of the Digimon Discord Playtest and other necessities arise. Be sure to check the changelog either at the end of this document, or in the Digimon Discord. If you have any questions, concerns or comments, please join our community at Discord! (https://discord.gg/W6aeqke)


Now show them what you and your Digimon Partner is truly capable of!

-SayaIttetu


Creating a Digimon Master

A young boy steps forward facing the giant beetle like digimon. A gleam of hope in his eye, he grips the Digivice he was just given. In a blink of an eye an Angel-Like being flies over head, his hands radiating a holy energy.

The Chosen

Digimon Masters are adept at commanding and befriending digital monsters in a way that most could only dream of. However, most digidestined were chosen either by a High Leveled Digimon, a trait they possess, or by watching an event that could lead them to the digital world.

In any event, no matter why they were chosen, Digimon Masters tend to arise to the occassion and fight harder than any other being. Though they owe it in part to their partners.

Digi-Friend

The strength of the Digimon Master is the bond they share with their Digital Partner. Each Digimon Master has either one or two digimon partners, or they become their own Digital Partner. The bond between the two allows for Digimon to always overcome challenges through digivolution.

Class Features

As a Digimon Master, you gain the following class features

Hit Points

  • Hit Dice: 1d8 per Digimon Level
  • Hit Points at 1st Level: 8 + Your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Digimon Master level after 1st

Proficiencies

  • Armor: None
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Charisma
  • Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, or Survival.

Equipment

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

  • A Digivice
  • A Simple Weapon
  • (a) Explorer's Pack or (b) Scholar's Pack
  • 1000 Bits + 100 * 4d4 Bits
  • 1 Hp Capsule C
Digimon Master
LevelProficiency BonusFeaturesDigivolutions
1st+2Digimon Partner, Digimon Master Archetype, Digivice
2nd+2D-Terminal
3rd+2Lesser Crest
4th+2Ability Score Improvement
5th+3Digivolution (Champion)2
6th+3Digidestined Archetype Feature3
7th+3Resolve3
8th+3Ability Score Improvement3
9th+4Reactive Digivolution3
10th+4The True Crest4
11th+4Digivolution (Ultimate)4
12th+4Ability Score Improvement4
13th+5Warp Digivolution4
14th+5Digidestined Archetype Feature5
15th+5Swift Digivolution5
16th+5Ability Score Improvement5
17th+6Digivolution (Mega)5
18th+6Perfect Bond6
19th+6Ability Score Increase6
20th+6Digidestined Archetype Feature6

Digimon Partner

You must choose any Rookie Level Digimon to become your Digimon Partner. This digimon is your life long partner, together you and your Digimon Partner will undergo adventures, expeience to enhance the bond you two share, and together you two shall perform miraculous deeds.

Digimon Master Archetype

Starting at 1st level, you may select among three Digimon Master archetypes. These three archetypes define how you use your Partner Digimon. Each one offering unique features to further your Digimon Master experience. Choose between: The Digidestined, Digimon Tamer, and Legendary Spirit.

Your Digimon Master Archetype grants you features at 1st, 6th, 14th, and 20th levels.

These archetypes are detailed at the end of this section.

Digivice

The Digivice is an intricate piece of technology and through it allows your Digimon Partner to Digivolve into higher levels of Digimon. In addition, each Digivice has Radar software installed. As long as you are on the same plane of existence as another Digidestined, you may locate and track them with this Digivice.

Your Digivice may be enhanced based on the Archetype you chose.

Digivices in Standard 5th Edition Games:

As a DM, you may decide to change how Digivices work. However, I do implore you to reconsider. Digivices are the main crux of this class. It is the only way Digimon may digivolve or improve. By taking away this feature, you may limit the party's over all strength. That being said, you may also consider allowing this to be a type of magic. Therefore, not working in an antimagic field or anything else that may block magic.

D-Terminal

At second level, you gain the ability to create your own D-Terminal and repair the one you have. The D-Terminal is a piece of communication technology. With it, you may send messages to any other Digidestined that has one.

In addition, should you find any digi-eggs you may store them inside the D-terminal.

D-Terminals in Standard 5th Edition Games:

As a DM, you may choose to change how this work if there is no technology in your games. However, this is a crucial feature to the Digimon Master in case they would like to digivolve their digimon into special digimon.

However, you can also decide that this type of technology is considered magic and does not work under an Anti Magic field or anything else that may block magic.

Lesser Crest

Each Digimon Master is chosen. Usually, to become a Digimon Master, you must show and expereince one of these exemplary traits. When you reach 3rd level, choose one of these following traits/crests to embody. These crests will grant you unique features.

Crest of Courage: Those who embody courage show no fear. They charge ahead ready to tackle any challenge. If you choose the Crest of Courage, you and your Digimon Partner have advantage on any Saving Throws made against being frightened.

Crest of Friendship: Those who embody friendship put their friends before themselves or are a great friend to everyone around them. If you chose the crest of friendship, you and your Digimon Partner exude an aura of friendship. Each Ally within 5 feet of either you or your Digimon Partner (Cannot benefit from both) receive a +2 bonus to all saving throws.

Crest of Love: Those who embody love tend to love others. They love everyone around them with their heart and soul. However, the most important thing to remember, they are also loved. If you choose the crest of love, you and your Digimon Partner have advantage on any Saving Throws made against being charmed.

Crest of Sincerity: Those who embody sincerity are free from hypocrisy and deceit. They can see through deceit and will speak true. If you choose the crest of sincerity, you gain proficiency in either Persuasion or Insight. If you already have proficiency, you may gain expertise in chosen skill. Expertise adds double your proficiency bonus to the skill, whichever skill you choose, your Digimon Partner gains the opposite.

Crest of Knowledge: Those who embody knowledge seek it out whenever and wherever they can. The more knowledge they possess the better chance they can predict the outcome. If you choose the crest of knowledge, you gain proficiency in one of the following skills of your choice: Arcana, Nature, or Religion. If you already have proficiency in the skill of your choice, you gain expertise in that skill instead. Expertise adds double your proficiency bonus to the skill. Your Digimon Partner also gains proficiency or expertise in the same skill.

Crest of Reliability: Those who embody reliability are trustworthy souls. Others depend on you for stability and strength. If you choose the crest of reliability you and your digimon partner exude an aura of trustworthiness. Each ally within 5 feet of either you or your Digimon Partner (cannot benefit from both) receive a +1 bonus to AC.

Crest of Hope: Those who embody hope give a feeling of expectation. They grant others the feeling of trust and a promise for a better tomorrow. If you choose the Crest of Hope, you and your Digimon Partner exude an aura of hope. When you finish a long rest, you may grant hope to your allies. All allies within 10 feet of you gain 10 temporary hit points.

Crest of Light: Those who embody light shine brightly than any other. They bring lightness on a dreary day. They are the embodiment of good. If you choose the Crest of Light, you and your Digimon Partner have advantage on any saving throws made against being blinded.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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. In addition, when you obtain an Ability Score Increase, your Digimon Partner obtains an Ability Score Increase. It follows the same rules as you do.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. You may also choose a feat instead for your Digimon Partner.

Digivolution

When you reach 5th level, your Partner Digimon may now digivolve into the Champion Level. When you reach 11th level, your Partner Digimon may now digivolve into its Ultimate Level. Finally, when you reach 17th Level, your digimon may digivolve into its Mega level.

When you digivolve you may only digivolve one stage at a time. (For Example, you may divolve from Rookie to Champion. Then Champion to Ultimate. Each requiring an action).

You can digivolve a certain amount of times according to the Class Table. You regain all uses of Digivolution when you finish a long rest. Digivolution is a way for your Partner Digimon to grow in strength for a set period of time. More information on Digivolutions in the next section.

Resolve

At 7th level, choose another Saving Throw. You gain proficiency in that saving throw.

Reactive Digivolution

At 9th level, your Digivice reacts to your pain so your Digimon Partner can protect you. When you take damage, as a reaction, you may have your Digimon Digivolve. In addition, the Digimon immediately moves its movement speed towards you. You cannot use more digivolutions than your table allots you. Once you use this feature, you cannot use it again until you finish a long rest.

The True Crest

Your bond with your Digimon Partner and the trait that you were chosen for merges into your soul. You gain your True Crest. The True Crest replaces the effects of the Lesser Crest.

Crest of Courage: Your Lesser Crest of Courage evolves into The True Crest of Courage. You and your Digimon Partner gain immunity to the Frightened Condition.

Crest of Friendship: Your Lesser Crest of Friendship evolves into the True Crest of Friendship. While your allies are within 5 feet of you or your Digimon Partner (Cannot benefit from both) they gain a +4 to all saving throws.

Crest of Love: Your Lesser Crest of Love evolves into the True Crest of Love. You and your Digimon Partner gain immunity to the Charmed Condition.

Crest of Sincerity: Your Lesser Crest of Sincerity evolves into the True Crest of Sincerity. You and your Digimon Partner gain proficiency in Persuasion and Insight. If you already have proficiency in one or both skills, you may gain expertise instead. Expertise adds double your proficiency bonus to the skill.

Crest of Knowledge: Your Lesser Crest of Knowledge evolves into the True Crest of Knowledge. You gain proficiency in two of the following skills of your choice: Arcana, Nature, or Religion. If you already have proficiency in the skills of your choice, you gain expertise in those skill instead. Expertise adds double your proficiency bonus to the skill. Your Digimon Partner also gains proficiency or expertise in the same skills. The skil you chose with the Lesser Crest of Knowledge must be one of the two you choose.

Crest of Reliability: Your Lesser Crest of Reliability evolves into the True Crest of Reliability. Each ally within 5 feet of either you or your Digimon Partner (cannot benefit from both) receive a +2 bonus to AC.

Crest of Hope: Your Lesser Crest of Hope evolves into the True Crest of Hope. When you finish a long rest, you may grant hope to your allies. All allies within 10 feet of you gain 20 temporary hit points.

Crest of Light: Your Lesser Crest of Light evolves into the True Crest of Light. You and your Digimon Partner are immune to the Blindness Condition.

Warp Digivolution

Starting at 13th level, you may now digivolve to the higher levels more quickly. When activating Digivolution, you may digivolve straight to the highest level you are capable of digivoling into. However, it still takes the same amount of digivolutions that it would normally use. (For Example: If you have a Rookie Digimon and Warp Digivolve into its Ultimate Level, it uses 2 of your Max Digivolutions.) More information about Warp Digivolution can be found in the Next Section.

Swift Digivolution

Starting at 15th level, you may now digivolve your Digimon as a bonus action instead of an Action. More information for Digivolution can be found in the next section.

Perfect Bond

At 18th level, the bond between you and your Digimon Partner becomes unbreakable. When you gain this feature, any effects that would turn you or your digimon partner against each other, does not work. Instead, if either of you are under the control of another creature or must fight each other due to a magical effect, the creature or effect must choose a different target for your attacks.

Digimon Master Archetypes

The Digidestined

You are have a natural talent to control two Digimon at a time. You have also enough skill as a Digidestined to learn lost digivolution techniques to fuse your Digimon together.

Bond of Two

When choosing this Archetype at 1st level, instead of one Digimon Partner you may select a Second Digimon Partner. In battle, the three of you use the same rules as having only one digimon. Each of you have your own movement, however as a unit all three of you share the same Action/Reaction/Bonus Actions.

Improved Digivolution

Your connection with your Digimon Partners improve, they wish to keep you safe at all times. This being the case they will do anything to have the strength to protect you.At 6th level, when you gain this feature, increase the amount of times you may digivolve by 2.

Transcending Bonds

The connection with your digimon improves beyond limits. When one of your digimon are reduced to 0 hit points but not killed outright, as a reaction you can have them drop to 1 hit point instead (keeping digivolutions intact). You may use this feature twice (once for each Digimon). You regain all expended uses of this feature when you finish a long rest.

Jogress Digivolution

Your two Partner Digimon have connected on a level of true friendship and admiration in their never ending pursuit to protect their Digimon Master. As an action, you may combine your Digimon to Digivolve into a stronger digimon. You may have your Digimon fuse together into one Digimon. More information on Jogress Digivolution can be found in the next section. You may only use this feature once before needing to finish a long rest.

Tamer

Tamers focus on the one digimon partner they have. They use cards to enhance their Digimon into the Ultimate Fighting Machine. In addition, the Tamer's Digivice changes to the D-tector. An unique digivice that allows them to power up their digimon through cards.

You gain a deck of digimon cards that can be used for your Digimon Master's Archetype.

Digi-Modify

As a bonus action, you may slash a card through your D-Tector to improve your Digimon. You may Digi-Modify a number of times equal to your Wisdom Modifier. Each Card lasts for 1-Minute unless otherwise noted.. If your Digimon is already affected by a Card, you may still use another card. However, the orginal card is overwritten. You regain all expended uses after finishing a long rest. As you grow in levels the more different kinds of cards you can use increases.

Cards Unlocked at 1st Level:
  • Power: Increase your Digimon Partner's Damage by your Proficiency Bonus.

  • Speed: Increase your Digimon Partner's Movement speed by 10 feet.

  • Targeting: Your Digimon Partner gains a bonus to their attack rolls equal to your Proficiency bonus.

    (Video) How to Play Wargreymon in D&D 5e! | Nerd Immersion

  • Stamina: Your Digimon Partner gains 10 Bonus Temporary Hit Points. (These Hit Points may stack with the bonus from Digivolving).

  • Alias: You clone your Digimon Partner, your Digimon Partner's next attack may be used twice for the next attack. This card lasts until the end of your digimon partner's next attack.

  • Goliath: Your Digimon Partner's Size increases to the next stage. (For Example: Tiny to Small, Small to Medium..ect) Increase your Digimon Partner's Reach by 5 feet.

Cards Unlocked at 5th Level:
  • Hyper Wings: Your Digimon Partner gains a flight speed of 30 feet. If your Digimon already has a flight speed, increase it by 10 feet.
  • Hypersonic: Your Digimon Partner's Movement Speed increases by 20 feet.
  • Hyper Power: Increase your Digimon Partner's Damage by double your Proficiency Bonus.
  • Rock Armor: Increase your Digimon Partner's AC by 2.
Cards Unlocked at 11th Level:
  • Hyper Speed: Increase your Digimon Partner's Movement Speed by 30 Feet.
  • Radiant Aura: Your Partner Digimon gains Proficiency in all Saving Throws.

Shining Digivolution

Somewhere in the world, there is a little animal digimon waiting to assist you in digivolving. Starting at 6th level, Each Level above Rookie gains a permanent bonus of +2 Strength and +2 Dexterity.

Hyper Digi-Modify

Starting at 14th level, your skill with commanding your Digimon Partner continues to increase. Your Digimon Partner can now use two cards at once. However, the cards you choose may not be from the save unlock level and cannot produce the same benefits (For Example, you cannot use Hypersonic and Hyper Speed).

In addition, should you choose to use a 3rd card, both cards that were previously activated are overwritten.

Bio-Merge Digivolution

At 20th level you may call forth the power of Bio-Merge Digivolution. As an action, you may merge with your Digimon Partner as long as they are at the Ultimate Level or higher and within 30 feet of you. While Merged your digimon gains 100 Temporary Hit Points. These Temporary Hit Points stack with the normal digivolution temporary hit points.

In addition, your Digimon Partner's damage attacks now crit on a 18-20.

While in this Bio-Merged formed, your Digimon Partner and yourself retains your consciousness. You can communicate with each other and take ideas of the others. You are one unit. You may only use this feature once before needing to finish a long rest.

More Information on Bio-Merge can be found in the next section.

Legendary Spirit

You were given a spirit of one of six Ancient Level Digimon. The Legendary Spirit changes many of the Digimon Master Class Features.

Spirit of the Warrior

When you choose the Legendary Spirit archetype at 1st level, you may only choose between 6 Digimon: Spirit of Fire, Spirit of Light, Spirit of Thunder, Spirit of Wind, Spirit of Ice, or Spirit Of Darkness. You do not gain a Digimon Partner. Instead you fuse with the spirit that you chose to become the digimon. More information on Spirit Digivolution can be found in the next section.

Multiattack

Starting at level 6, you gain your Spirit's Multiattack feature.

Slide Digivolution

It is easier for you to switch between forms. Starting at 14th level, you may digivolve freely (no action require for you or your digimon) However, it still takes one of your digivolutions.

Susanoomon

Starting at 20th level, you may use the power of all 20 spirits across the universe. As an action, you may Digivolve into Susanoomon, while digivolved into Susanoomon you may attack three times instead of once when using Susanoomon's weapon attacks. You may only use this feature once before needing to finish a long rest.

Digimon Spirits

Currently, due to the lack of time, only one Digimon Spirit is implemented. I plan to introduce the other Spirits at a later point. However, for this Alpha Release, I hope the one digimon will suffice.

Digimon Master Backgrounds

Backgrounds

Every digimon master has a story behind them. Were they chosen by some uncircumstantial happenstance? Or did they witness a gigantic battle between two digimon? Perhaps, they were summoned to the digital world with a digital train. Whatever the case may be, this background helped define you as a Digimon Master

Choosing a background provides you with extra story elements, figuring out who you are as a Digimon Master. In addition, you may gain extra benefits and equipment.

Backgrounds in this section provides both concrete benefits and roleplaying suggestions.

Proficiencies

Each background gives a character proficiency in two skills. In additionk, most backgrounds give a Digimon Master proficiency in a tool. If a Digimon Master would receive the same proficiency from two different sources, he or she can choose a different proficiency, the Digimon Master may choose another proficiency (of the same kind).

High-View Terrance Incident

You witnesses a great battle when you were a kid. A gargantuan-sized Greymon fought with a gargantuan-sized Parrotmon. The battle shook you to the very core. Little did you know that this very battle marked you to become a Digimon Master. You also watched as two young kids blew a whistle to make them stop.

Witnessing this battle created a sense of purpose in your head. After surviving this major battle, you became confident in your own inner abilities.

Skill Proficiencies: Athletics, Survival

Tool Proficiencies: Musical Instrument

Equipment: A whistle and 150 Bits.

Kidnapped

While you were a kid, an evil digimon snuck into your room and kidnapped you from your bedroom. While kidnapped, the digimon secretly raised you. However, it had a more sinister plan for you.

This digimon decided to teach you ancient machinations with the forces of darkenss and how to create Black Gears, Dark Rings, and Dark Spirals. It taught you that Digimasters and Digimon are tools for your own desires.

Skill Proficiencies: Intimidation, Slight of Hand

Tool Proficiencies: Artisan Tools

Equipment: Artisan tools and 1 Dark Ring

Accidental Card Mishap

While dueling with a deck of Digimon cards, you found a mysterious blue card. Unsure of what it was capable of, you used it, in a flash of a light you obtained a digivce and your dream digimon(s) appeared before you.

Finding this digimon has distilled an uneasy happiness. Though the digimon doesn't looked to be all that trained or skilled. Finding this digimon has boosted your ability to take on tasks.

Skill Proficiencies: Investigation, Animal Handling

Tool Proficiencies: Gaming Set

Equipment: A deck of Digimon Cards and 150 bits.

Call of The Trailmon

While minding your own business, you received a call on your cell phone. This call told you where to go and how to get there. It also told you to follow its instructions and something wonderful would happen.

Racing towards train station (where the call told you to go). You had to quickly choose a Trailmon. This is the choice that allows you to enter the digital world. This one choice affected your entire beginning of your journey.

Skill Proficiencies: Athletic or Acrobatics, Persuasion

Tool Proficiencies: Land Vehicles

Equipment: Trailmon Pass and 150 Gold.

Digimon Partners

Digimon Partners

Your digimon partner is a best friend that you can undertake difficult adventures together. Digimon are actual creatures, figuratively, and have the ability to communicate with other creatures, in addition to yourself.

Outside of battles, Digimon can assist their Digimon Master in skill checks, granting them Advantage, should they be proficient. Otherwise, like the Digimon Master can perform the skill checks on their own.

Items

Digimon are made of bits of data, for that reason, most items that affect Digimon Masters do not affect their Digimon. Any Items found in the Items Section of this document can be used on Digimon unless otherwise noted.

Resting

Digimon require a great deal of rest. When a Digimon fights with its Digimon Master, the amount of strength it uses is immense. This also includes the act of Digivolving. If a Digimon doesn't rest after fights, their camaraderie is lowered. (More on camaraderie at the end of this section.)

Food

Food is an extremely important source of power for a Digimon. Even though they are made of data, they require sustanence to sustain digivolution. Most food can grant the Digimon bonus benefits. In addition, most food also removes the exhaustion from Digivolving.

Digimon Personalities

Each Digimon will act quite a bit different from others in their species. Each Digimon has their own likes or dislikes when it comes to activities or even food. These Personalities also change how that Digimon wishes to fight in combat. As such, each digimon you may encouter also has their own personality.

The Table below can be used by DMs to randomly assign a Personality to a Digimon. When you choose your Digimon you may select one of the following.

Digimon Personalities can raise a Digimon's Ability Scores to max of 22.

d6PersonalityEffect
1Durable+2 Constitution
2LivelyExhaustion from Digivolving decreases by 1
3Fighter+2 Strength
4Defender+1 to AC
5Brainy+2 Intelligence
6Nimble+2 Dexterity
7Charming+2 Charisma
8Wise+2 Wisdom

Digimon Attributes

Each digimon you may encounter belongs to one of five different attributes: Data, Vaccine, Virus, Free, and Variable. Each of these attributes have an affect on fighting other digimon.

Data, Vaccine, and Virus Digimon have a simple relationship. Data does more damage to Vaccine, Vaccine does more damage to Virus, and Virus deals more damage to Data. If your Digimon Partner attacks and deals damage against a digimon that is weak to your attribute. Any attack the digimon makes against a digimon who is weak to their attribute deals double the damage.

Any digimon that received damage from an attribute they are strong against, receives half damage.

Free and Variable digimon deals normal damage and receives normal damage. They are unaffected by the attribute triangle noted above.

Attack Types and Digimon Types

In addition to Digimon Attributes, Digimon and their Attacks have Types. When you attack a Digimon with an Attack that the Digimon is weak to, it deals double the damage.

Fire deals double damage to Plant. Plant deals double damage to Water. Water deals double damage to Fire.

Electric deals double damage to Wind. Wind deals double damage to Earth. Earth deals double damage to Electric.

Light deals double damage to Dark. Dark double damage to Light.

As per usual, you cannot deal more than double damage through attributes and types. Ie a Virus Electric attack doesn't deal 4 times the damage to a Base Wind type.

Bonding

Your bond with your Digimon Partner(s) can change how the two of you fight. After each long rest, you may play or spend time with your Digimon Partner(s). If you have two Digimon Partners, you may only bond with one Digimon Partner after each long rest. By doing this, your Digimon Partner gains the following effects:

  • 1 Point of Inspiration
  • Increase your Digimon's Camaraderie by 1 point.

Feats

This supplement allows for Digimon Masters to be a part of any 5th Edition Campaign or played on its own. Many of these features work well with 5th edition. Feats can be selected for Digimon instead of taking the Ability Score Improvement given during the level process. Note: Unearthed Arcana Feats are marked with (UA).

  • Acrobat (UA)
  • Alert (Initiative bonus applied to the digimon master)
  • Athlete
  • Brawny (UA)
  • Charger
  • Durable
  • Elemental Adept (Choose any Type or Attribute provided in this handbook)
  • Mobile
  • Perceptive (UA)
  • Quick-Fingered (UA)
  • Resilient
  • Savage Attacker
  • Sentinel
  • Sharp Shooter (Replace Ranged Weapon Attack with just Ranged Attack)
  • Skulker
  • Stealthy (UA)
  • Tough

Camaraderie

In addition to bonding with your Digimon Partner, you may begin to build up Camaraderie. There are 6 different levels of Camaraderie, and as your Digimon gain those levels they may increase their usefulness in battle. Camaraderie might not appear to be doing much, but the stronger the build the more likely it will be to digivolve when you really assistance.

Ultimately, the Camaraderie of your Digimon Partner(s) are up to your DM. Though there are other ways to increase your Camaraderie. Most Digimon Partner(s) begin with 30 Camaraderie, but as you bond you may gain more. If your digimon ever reverts to a Digi-Egg, your Digimon Partner loses 10 Camaraderie when they hatch.

CamaraderieLevel of FriendshipEffect
0StrangerA digimon that feels like a complete stranger to their Digimon Master doesn't have much will to fight. It's a crippling depression that effects them through their core. Digimon Partner(s) at this level receive a -2 to attack rolls. In addition, this Digimon cannot Digivolve to the Ultimate or Mega Level.
1-20ColleagueA digimon that feels more like an associate and a buisness parter to their Digimon Master can survive but it's not the same as having a true friend. Digimon Partner(s) at this level receive a -1 to attack rolls. In addition, this Digimon cannot Digivolve to the Champion, Ultimate, or Mega Levels.
21-40AcquaintanceAt first most digimon feel more like an acquaintance to their Digimon Masters. It's a neutral stance. Though most digimon wish to become closer to their Digimon Masters.
41-60FriendA digimon that is considered a friend by the Digimon Master tries a bit harder to keep them happy. They will fight with a little enthusiasm. Digimon Partner(s) at this level receive a +1 to attack rolls. In addition, this digimon receives 1 less point of Exhaustion for Digivolving.
61-80Close FriendA digimon that is considered a close friend by the Digimon Master will do everything in its power to keep fighting no matter how exhausted they get. They wish to assist their Digimon Master in anyway. Digimon Partner(s) at this level receive a +2 to attack rolls. In addition, this digimon receives 2 less points of Exhaustion when Digivolving.
81-100FamilyA digimon that is family is a partner that will never abandon their Digimon Master. They will become an ultimate Partner to protect their family. Digimon Partner(s) at this level receive a +3 to attack rolls. In addition, this digimon receives 3 less points of Exhaustion when Digivolving.

Digivolution

What is Digivolution?

Digivolution is the act of changing a Digimon of a lower level or rank to a higher one. When digivolving, usually it involves changing a Digimon from the Rookie Level to the Champion Level. The Champion Level to the Ultimate Level, and finally the Ultimate Level to the Mega Level. However, there are also many different types of special digivolutions that change this formula.

Digivolving in Digimon 5e

Digivolving in Digimon 5e is a simple process. When your Digimon Master reaches a certain level, you gain access to the next Digimon Level (ie: Champion, Ultimate, Mega). You may spend your Action to digivolve them into the next level. Your Digimon Undergoes the following changes when they digivolve:

  • You gain temporary Hit Points equal to the Temporary HP in the Digimon's Stat Block. These Temporary Hit Points may stack with other Digimon Tamer Features.

  • If you digivolve, while already digivolved, the New Digimon's Temporary Hit Points replace your current Tempory HIt Points.

  • Your Digimon Partner's Armor Class becomes the New Digimon's Armor Class.

  • Your Ability Scores become the New Digimon's Ability Scores. However, if you spent Ability Score Improvements on Ability Scores, you increase the New Digimon's Ability Scores by that much as well. If your Digimon Partner gained a Feat, the new digimon also possesses that feat.

  • If you used items to increase your Digimon's Ability Scores, these changes also are reflected in the Digivolved form.

  • You replace the previous Digimon Moves with the moves from the new Digimon.

  • You replace any Saving Throws or Skill Proficiencies from the old Digimon to the New Digimon.

  • Some Digimon have a choice to make when they digivolve. (For Example: Greymon can digivolve into either Metal Greymon or Skullgreymon). The first time you digivolve into that level, you may select the Digimon to digivolve into. Once you've made this selection, you cannot change it

Changing Digivolutions

As a DM, you may allow a player to change a Digivolution if something curcial happens in the story. For Example, if a tragedy should befall the Digidestined and instead of honoring their trait, they rebuke it. Greymon might instead digivolve to Skullgreymon instead of the previously chosen Metal Greymon. If that is the case, consider making the Digimon go berserk.

  • Digimon that Digivolve remain in the new level for 1-Minute
  • You may have them Digivolve again while already digivolved. It still takes a Digivolution. In addition, your Digivolution timer is reset.
  • If your Digimon returns to being a Rookie either after battle, or during battle your Digimon gains 1 point of Exhaustion for each Level it reached. (ie: Champion-1, Ultimate-2, Mega- 3, Jogress/Biomerge/Susanoomon-4)

Warp Digivolution

Warp Digivolution is the act of having a Digimon Partner Digivolve at a faster rate. This usually results in a Rookie Digivolving into an Ultimate or Mega Digimon. Warp Digivolution fundamentally doesn't change anything except for the following.

  • You take the Highest Form's Temporary Hit Points as your Digivolution's Temporary Hit Points.
  • Your Digivolution lasts for 1-Minute for each Form you change to. (Champion: 1-Minute, Ultimate: 2-Minutes, Mega 3-Minutes.)
  • Each Level still requires a digivolution. (Champion: 1, Ultimate: 2, Mega: 3)

Special Digivolutions

Jogress Digivolution

When two powerful digimon fuse together to form a new digimon, this is the power of Jogress. Jogress Digivolution is exclusive to just the Digidestined Archetype.

In order to begin a Jogress Digivolution, both Digimon must be within 30 feet of you. As an action, you may spend 2 Digivolutions to fuse your two Digimon Partner's together. You must choose one Digimon as the base Digimon. The Jogress evolution effects affect the Base Digimon. Otherwise the rules for Jogress are as follows:

(Video) Zweihander Players Handbook [Unboxing]

  • Your Base Digimon Partner gains Temporary Hit Points equal to the Temporary HP in the Digimon's Stat Block. These Temporary HIt Points may stack with other Digimon Master features.

  • Your Base Digimon's Armor Class becomes Jogress Digimon's Armor Class.

  • Your Base Digimon's Ability Scores become the New Digimon's Ability Scores. However, if you spent Ability Score Improvements from either Digimon to improve your Ability Scores, you increase the New Digimon's Ability Scores by that much as well. If either Digimon Partner gained a feat, the new digimon also possesses that feat.

  • If Both Digimon have the same feat. Only one instance of the feat applies.

  • You replace any Saving Throws or Skill Proficiencies from the Base Digimon to the New Digimon.

  • The Jogress Digimon lasts for 1-Minute, after which, your Digimon Partners return to being Rookies.

  • Finally, each Jogress Digimon will belong in the Jogress Section of the Digimon PDF. Jogress Digimon require two specific Digimon to Digivolve.

Bio-Merge Digivolution

When the bonds between Digimon and Tamers transcend the confines of data, Digimon and Humans may merge together to form powerful new digimon. Bio-Merge Divolution is exclusive to the Digimon Tamer archetype.

In order to begin a Bio-Merge, you and your Digimon must be within 30 feet of each other.

  • Your Digimon must be an Ultimate or Mega level Digimon.
  • While Merged your Digimon gains 100 additional Temporary Hit Points. (These Stack with the base Digivolution)
  • Your Digimon Partner's Damage attacks now crit on a 18-20.
  • While Bio-Merged you and your Digimon Partner retains your own consciousnesses. You can communicate with your Partner Digimon and vice versa. You are one Unit.
  • This Bio-Merge Lasts for 1-Minute, after which your Digimon Partner returns to being a Rookie.

Spirit Digivolution

The Legendary Warrior Spirits are powerful creatures that once sacrificed themselves to save the Digital World. Their spirits can now reside inside of you. Spirit Digivolution is quite different than normal digivolutions as you combine with the Spirit to become a Digimon. As an action, you may spend a Digivolution to Digivolve into your Humanoid Form.

  • When you Spirit Digivolve, you gain Temporary Hit Points. These temporary hit points can be found in your Digimon's Stat Block.
  • Your Ability Scores Become the New Digimon's Ability Scores. If you used the Ability Score Improvement feature to increase your Ability Scores, your New Form also gains those Improvements, likewise if you gained a feat instead.
  • Your Saving Throw Proficiencies become the New Digimon's.
  • Spirit Digivolution lasts for 1-Minute.

The Legendary Spirits can also digivolve into Susanoomon. When you digivolve into Susanoomon, you gain the following changes:

  • You gain 100 Temporary Hit Points. These Temporary Hit Points stack with your Spirit Digivolution Temporary Hit Points.
  • Your Ability Scores Become the New Digimon's Ability Scores. If you used the Ability Score Improvement Feature to Increase your Ability Scores, Susanoomon also gains those Improvements, likewise if you gained a feat instead.
  • Whenever you take the Attack Action with a Weapon Attack from Susanoomon, you may make three attacks instead of one.
  • Your Saving Throw Proficiencies becomes Susanoomon's.
  • Susunoomon lasts for 1- Minute

Combat

Combat

Combat is a normal part in any 5th edition game, and Digimon 5e is no exception. As a Digimon Master, you need to keep an additional eye on your Digimon Partner in addition to yourself. Without you, the Digimon cannot survive. The only differences in combat are as follows:

  • At the start of a battle, you make one initiative roll for both you and your Digimon Partner(s) using your Digimon Master's initiative bonus.
  • On your turn, both you and your Digimon Partner(s) have a movement up to their speed, but only one of you may take an action/bonus action. A Digimon Master's job on their turn is to assist their Digimon Partner in battle.
  • If your Digimon is reduced to 0 HP they revert back to a Digi-Egg. All of the data no matter how much is destroyed makes the egg. The digi-egg will hatch after 8 hours of taking care of it and 25 gold worth of materials.
  • If you die, your Digimon Partner(s) return to the data stream, destroyed at the lost of their Digimon Master.

Attacks of Opportunity

If a Digimon leaves the melee range of another without using the Disengage action, the opponent may use a melee weapon attack immediately as a reaction.

Attacks/POW

No matter which digimon(s) you have, each digimon have several different attacks they may use. Attacks in Digimon on 5e function similarly to monsters and their Actions combined with spells. These attacks are called Actions. Each attack (POW) is an attack that you may use in combat. Some of them have restraints which are describe in each Digimon's Stat block.

Some attacks might require a Saving Throw. For those that do, in each attack will be the required saving throw. For the most part it will be:

Attack Roll Bonus = POW Mod + Proficiency Mod
Damage Bonus = POW Mod
Saving Throw DC = 8 + Proficiency Mod + POW Mod

Conditions

There are several new conditions in the Digital World that can affect Digimon and Digimon Masters. However, there is also one condition in specific that can only affect Digimon. In addition there are other conditions that are normal to 5th Edition as well.

If a creature is already under the effect of a condition, the effects of the same condition do not stack.

Blinded

  • A blinded Digimon can't see and automatically fails any ability checks that require sight.
  • Attack rolls against the creature have adfvantage, and the creature's Attack rolls have disadvantage.

A long rest can remove being Blinded

Bugged

  • A digimon that is bugged has their resistances and vulnerabilities swapped. They are vulnerable to their resistances and are resitance to their vulnerabilities.

Charmed

  • A charmed digimon can't Attack the charmer or target the charmer with harmful Abilities or magical effects
  • The charmer has advantage on any ability checks to interact socially with the digimon.

Enslaved

  • Enslaved is an enhanced version of Charmed
  • Anything that protects against Charmed protects against Enslaved
  • When a Digimon is enslaved, the digimon will listen to any requests that the other Digimon tells them to do. (Unless noted, a Digimon that is Enslaved will not hurt themselves)
  • Each time a Digimon that is enslaved takes damage, they may roll their saving throw again. (Some restrictions may apply depending on digimon)
  • The Digimon may direct the Enslaved Digimon through telepathy as long as they are on the same plane of existence. (Depending on the Digimon and skill there may be a restriction).
  • Enslaved Digimon that are more than a mile a way, may make a saving throw immediately. (This can only happen once per 24 hours. Some restrictions may apply.)

Panicked

  • A panicked Digimon must roll 1d20 at the start of its turn.
  • On a 6 or below you make an attack against yourself. You must choose your attack before you roll the d20.
  • On a 6-13, you move to the nearest ally and attack them. Your attack must be chosen before you roll the d20.
  • On a 14-19, you may move and attack normally.
  • On a Natural 20, you are no longer Confused.

Panicked lasts for 1d4 rounds.

Paralyzed

  • A paralyzed Digimon cannot take Actions or Reactions.
  • A paralyzed Digimon automatically fail Strength and Dexterity Saving Throws.
  • Attack Rolls against the Digimon are at advantage.

Paralysis lasts for 1d4 rounds. At the end of each of your turns, you may roll 1d20. On a Natural 20, you are no longer paralyzed.

Poisoned

  • Take 1d6 Points of unresistable damage at the start of your turn.
  • Every turn that passes add an extra 1d6 points of damage.

Poison lasts until removed by an item, short rest, long rest, until a digimon reverts to a digi-egg, or until the end of combat.

Prone

  • A prone digimon's only Movement option is to crawl, unless it stands up and thereby ends the condition.
  • The digimon has disadvantage on Attack rolls
  • An Attack roll against the digimon has advantage if the attack is within 5 feet of the digimon. Othewise, the Attack roll has disadvantage.

Sleep

  • A Digimon that is put to sleep, magically, cannot move, take reactions, or actions.
  • A sleeping digimon cannot be woken up except through items and other means.
  • On a Sleeping Digimon's Turn, they may roll 1d20, on an 11 or higher, the digimon wakes up.

Sleep lasts for 3 rounds.

Stunned

  • A stunned digimon cannot take Actions or Reactions.
  • The digimon automatically fail Strength and Dexterity Saving Throws.
  • Attack rolls against the digimon have advantage.

Stunned wears off at the start of the digimon's next turn

Items

Items

The items listed below affect only Digimon. Mostly since they are data their bodies and restorative properties are much different than humans, (or any other race.)

Basic Restoratives and Medicines

The following items are used by Digimon Masters to restore Digimon Partners to make them stronger or restored.

ItemEffectCost
HP Capsule CRestores 2d4+2 HP100 Bits
HP Capsule BRestores 3d6+6 HP400 Bits
HP Capsule ARestores 4d12+10 HP900 Bits
Poison RecoveryCures The Poison Condition150 Bits
Panic RecoveryCures The Panicked Condition₽ 150 Bits
Paralysis RecoveryCures the Paralyzed Condition₽ 150 Bits
Sleep RecoveryWakes up from Magical Sleep₽ 150 Bits
Stun RecoveryCures the Stunned Condition₽ 150 Bits
Full HealRestores all Status Effects₽ 450 Bits
Revival CapsuleRevives fallen Digimon with 2d4+2 HP (Only affects Digi-Eggs)₽ 3,000 Bits
Revival Capsule DXRevives fallen Digimon with 4d12+10 HP (Only affects Digi-Eggs)₽ 5,000 Bits


Boosts

The following items are used by Digimon Masters to restore Digimon Partners to make them stronger.

ItemEffectCost
ATK BoostAdds +2 to Attack rolls for 1 minute.1000 Bits
DEF BoostAdds +2 to AC for 1 Minute1000 Bits
INT BoostAdds +2 to Digimon's Action DCs for 1 minute1000 Bits
SPD BoostIncrease a Speed type by 10 feet for 1 minute1000 Bits
HIT BoostGrants Advantage on next three attack rolls1000 Bits
AGL BoostThe next three attack or spell attack rolls against you are made at disadvantage1000 Bits
CRT BoostCritical hits on attacks occur on rolls of 19 or 20 for 1 minute1000 Bits

Dark Items

Dark Items are items created by villains, evil Digimon Masters or evil Digimon. These should not be used by your every day Digimon Masters. These items usually are sold and bought on the black market.

ItemEffectCost
Black GearBlack Gears have a Range of 30 feet. When thrown at a Digimon (Requires a Ranged Attack), causes them to go berserk. A digimon that goes berserk on their turn, must immediately move towards the nearest creature and use their action to attack that creature. (Digimon must move before the Digimon Master). A Digimon Master within 5 feet of a Digimon may spend a bonus action to use their Digivice to remove the black gear.1500 Bits
Dark RingDark Rings have a Range of 30 feet. When thrown at a Digimon (Requires a Ranged Attack, or if it's your Digimon Partner you automatically succeed on the attack), causes them to surge with dark energy. A dark ring allows you to control the digimon even if its not your Digimon Partner. The Dark Ring can only affect Digimon that are Champion Level or below. Digimon affected by a Dark Ring is not affected by the effects of the Colleague or Stranger Camaraderie levels. Using the Dark Ring on a Digimon your Digimon Partner can see or on your Digimon Partner lowers its Camaraderie by 10 points. The Dark Ring may be targeted for attacks, it has an AC of 14 and 30 Hit Points. (It is unaffected by any attack or spell that affects areas. It must be targeted by the attack to be affected.)2000 Bits
Dark SpiralDark Spirals have a Range of 30 feet. When thrown at a Digimon (Requires a Ranged Attack, or if it's your Digimon Partner you automatically succeed on the attack), causes them to surge with dark energy. A dark spiral allows you to control the digimon even if its not your Digimon Partner. The Dark spiral can only affect Digimon that are Mega Level or below. Digimon affected by a Dark Spiral is not affected by the effects of the Colleague or Stranger Camaraderie levels. Using the Dark Spiral on a Digimon your Digimon Partner can see or on your Digimon Partner lowers its Camaraderie by 10 points. The Dark Spiral may be targeted for attacks, it has an AC of 18 and 60 Hit Points. (It is unaffected by any attack or spell that affects areas. It must be targeted by the attack to be affected.)4000 Bits

Food

The following items are used by Digimon Masters to feed their Digimon Partner(s).

ItemEffectCost
DigimeatIncreases your Partner Digimon's Camaraderie by 1 points2500 Bits
Exciting DigimeatIncreases your Digimon's Camaraderie by 3 points.5000 Bits
Best MeatIncreases your Digimon's Camaraderie by 5 points10000 Bits
Miracle MeatIncreases your Digimon's Camaraderie by 10 points1000000 Bits
Vigor MushroomIncrease maximum HP by the maximum roll of one of your hit dice. (Max 3 per Digimon)100000 Bits
Power PineIncreases Strength by 1. Maximum 20 (Before Personality)100000 Bits
Aegis AppleIncreases Dexterity by 1. Maximum 20 (Before Personality)100000 Bits
Clever CarrotPermanently increases the DCs of all Attacks by 1. (Max 1 Per Digimon)100000 Bits
Boost BananaIncreases Speed by 10 feet. (Max 1 Per Digimon)100000 Bits

Other Items

These are different items that don't have a category. They usually cannot be sold and other than special ways to obtain, it is up to DM's discretion.

ItemEffectCost
Trailmon PassWhile you have this pass, any Trailmon will allow you to ride it for free to the next station. (If Trailmon doesn't exist in your campaign, setting, or world allow this pass to be used for other modes of transportation.)_

Attacks

Attacks

The following is a list of moves a Digimon can learn, in alphabetical order. The "POW Modifier" is the ability used for the modifiers for the attack or calculating saving throws. If an POW Modifier states “Ability 1/Ability 2”, that means thateither ability can be used for the move.

Angel Rod

Angemon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Angemon slams its angel rod onto a digimon, dealing 2d8 + POW neutral damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d12 at level 11, and 6d6 at level 17.

Angel Slam

Angemon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: Melee
  • Description: Angemon slams its rod into a digimon lifting it up in the air, then slamming it down into the ground. Make a melee attack, dealing 2d8 + POW neutral damage on a hit. The digimon must first make a CON saving throw followed by a STR saving throw against your POW DC. If the digimon fails the CON saving throw, they are stunned. If they fail the STR saving throw, they are knocked prone. A Successful CON saving throw negates the stunned condition, just like a successful STR saving throw negates being knocked prone.
  • At Higher Levels: The damage dice rolled for this attack changes to 3d10 at level 11, and 4d12 at level 17.

Apocalypse

Magnadramon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Electric/Light
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 30ft Radius
  • Description: Magnadramon summons forth an intense thunderstorm in a 30 ft radius centered on it. All digimon in the area make a DEX saving throw against Magnadramon's POW DC, taking 4d8 electric damage and 4d8 + POW light damage on a failed save, or half as much on a successful save. If the digimon failed the save, the digimon must also succeed a CON save or be paralyzed.

Arm Scissors Mini

Kokuwamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Attribute: Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Kokuwamon’s claws become electrified and he attempts to cut an enemy with them. Make a melee attack against one digimon, dealing 1d8 + POW electric damage on a hit. In addition, the target must succeed a CON saving throw or be stunned.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Arctic Blizzard

Vikemon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Water
  • Duration: Concentration 1-Minute
  • Recharge: Recharges (6)
  • Range: 40 ft Radius
  • Description: Vikemon summons an icy demise for all digimon within 40 feet of it. All digimon within the area must succeed a CON saving throw against your POW DC or have their speed reduced to 0, and take 2d10 + POW water damage. This area is considered difficult terrain, which Vikemon treats as normal terrain. If a digimon starts their turn or enters the area, they must succeed a CON saving throw. Digimon that had their speed reduced to 0 by this effect, may spend their action to break out of the ice. In addition, if Vikemon uses Mjollnir on a digimon affected by this attack, Mjollnir deals an additional 4d10 water damage.

Atomic Inferno

Aldamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
    • Range: 30 ft
  • Description: Aldamon fires high-temperature shots from its gauntlets. Make a ranged attack, dealing 3d10 + POW fire damage on a hit. In addition, the target must succeed a STR saving throw or be pushed back 10 feet.
  • At Higher Levels: The damage dice rolled for this attack changes and 3d12 at level 17.

Atomic Ray

HiAndromon

  • POW Modifier: DEX/INT
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 100 ft line
  • Description: HiAndromon fires a powerful neutral beam. Each digimon in a 15 foot wide, 100 foot line originating from HiAndromon must make a DEX saving throw or take 8d8 fire damage, or half of that on a successful save.

Ballet Gun

Rafflesimon

  • POW Modifier: DEX/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft line
  • Description: Rafflesimon shoots a large flower shot from its sleeve in a 30 ft line, 5ft wide, condensed blast. All digimon in range, must make a DEX Saving throw or take 2d10 + POW Plant damage. If a Ballet Gun's shot hits a reflector, it bounces off the reflector in a 30 ft straight line off of it, increasing it's power by 2d10. A ballet gun may bounce off of 3 reflectors gaining speed and power each time. If the shot hits a digimon or an object, the blast no longer rebounds, and ends, dealing its current build up to the digimon.

Berserk Howl

Vikemon

  • POW Modifier: STR/CHA
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: 1-Minute
  • Recharge: Recharges (6)
  • Range: Self
  • Description: Vikemon roars with a bestial rage, Vikemon's movement speed doubles while the Berserk Howl is active. In addition, all of its attacks now deal double POW in damage (Not just water attacks.)

Big Horn Attack

Kabuterimon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Kabuterimon charges an enemy digimon, impaling the creature. Make a melee attack against one digimon, on a hit this attack deals 2d8 + POW neutral damage. If Kabuterimon moved at least 20 feet toward the target and the attack hit, immediately make a Strength (Athletics) check against the target. On a success, Kabuterimon is considered grappling the creature. Kabuterimon may push the digimon up to its full movement on each of its turns that it grapples the digimon.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11 and 6d6 at level 17.

Bir-Flame

Birdramon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 15 ft cone
  • Description: Birdramon breathes a stream of red-hot fire in a 15 cone in front of it. Any Digimon caught in the cone must succeed on a DEX saving throw against your POW DC, taking 2d10 + POW fire damage on a failed save, or half damage n a successful save.
  • At Higher Levels: The damage dice rolled for this attack changes to 3d10 at level 11, and 4d12 at level 17.

Blue Blaster

Gabumon

  • POWT Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
    • Range: 30 ft
  • Description: Gabumon breathes a blue flame from its mouth. Make a ranged attack against one digimon within range, dealing 1d6 + POW fire damage on a hit. In addition, if Gabumon deals damage with Blue Blaster, allies have a +1 on attack rolls against that target. (May Stack up to 5 times)
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Body Blow

Garurumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Garurumon launches itself into the air before landing on its target. Make a melee attack, dealing 2d8 + POW neutral damage on a hit. In addition, the target must make a STR saving throw or be knocked prone.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11 and 6d6 at level 17.

Body Flop

Ikkakumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 feet
  • Description: Ikkakumon leaps into the air landing on a digimon with its furry body. Make a melee attack against the target, dealing 1d12 + POW neutral damage on a hit. The target digimon must make a STR saving throw or be knocked prone. In addition, if the digimon is knocked prone by Body Flop, it is considered gappled by Ikkakumon.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 11, and 4d6 at level 17.

Boom Bubble

Patamon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Wind
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: Patamon breathes in air, holding it there for a split second before letting it burst into an air shot at one digimon. Make a ranged attack at one digimon in range, dealing 1d6 + POW on a hit. On a successful hit, the target must make a STR saving throw or be pushed back 5 feet. In addition, Patamon is pushed back 5 feet straight back after using Boom Bubble. In addition, Patamon's speed increases by 10 feet. (This movement persists through digivolutions)
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Brave Shield

WarGreymon

  • POW Modifier: None
  • Action Time: 1 Reaction
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: Self
  • Description: WarGreymon senses something is amiss and reacts to the threat of danger and quickly equips the shield from his back to defend itself with. When targeted by an attack, WarGreymon automatically avoids taking damage of this attack. If its Digimon Master is within 5 feet of it, Wargreymon may also shield its Digimon Master. This skill cannot recharge at the start of your next turn.

Bubble Deflector

Gomamon

  • POW Modifier: None
  • Action Time: 1 Action
  • Type: Water
  • Duration: 1-Min Concentration
  • Recharge: Recharges (4-6)
  • Range: Self
  • Description: Gomamon spits out water to form a frothy bubble shield around it. Gomamon increases its AC by +2. In addition, any melee attack that hits Gomamon deals 1d4 water damage to the attacker.

Burning Salamander

Agunimon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
    • Range: 10 feet
  • Description: Agunimon engulfs its gauntlets into two fire dragons, and launches them at a target. Make two ranged attack rolls against one target, each one dealing 1d6 + POW fire. The dragon rushes out and grips the target digimon. If both dragons latch onto the target, Agunimon is considered grappling them.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Cactus tail

Sunflowmon

  • POW Modifier: None
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Reaction
  • Recharge: Recharges (4-6)
  • Range: Self
  • Description: Sunflowmon releases its defense mechanism, and protects itself. As a reaction to being the target of a melee attack, Sunflowmon mamy release cacutus spikes all over its body imposing disadvantage on the attack roll.

Cat Claw Fury

Gatomon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Gatomon sharpens its claws on one target. Make two melee attacks against one target in range, dealing 1d6 + POW neutral damage on each attack. On a successful hit, increase the bonus to Gatomon's attack rolls by +1. (Stacking to a max of +5), for 1-minute.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d8 at level 11 and 2d6 at level 17.

Cat Laser

Gatomon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 feet
  • Description: Gatomon's eyes begin to glow a bright yellow before she unleashes two lasers from its eyes at one target. Make a ranged attack against one digimon within range, dealing 2d8 + POW light damage.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d12 at level 11 and 6d6 at level 17.

Cat's Eye Hypnotism

Gatomon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 30 ft
  • Description: Gatomon pierces the soul of creature it can see within 30 feet of it. The target must succeed a WIS saving throw against your POW DC or the first attack they make on their next attack, must be made against itself.

Celestial Arrow

Angewomon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Light/Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: 60 ft
  • Description: Angewomon summons a bow from its arms and conjures a celestial arrow, letting loose the homing lightning encased holy arrow. Choose a digimon within range, this attack cannot miss, dealing 2d10 + POW light damage and 2d10 electric damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d8 light damage and 3d8 electric damage at level 17.

Celestial Blade

Susanoomon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: No
  • Range: 15 ft.
  • Description: Susanoomon conjures a holy blade made purely of light energy. Make a melee attack, dealing 10d6 + POW light damage on a hit. Susanoomon can use this attack twice instead of just once.

Claw Attack

Agumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Agumon slashes at a digimon with its sharp claws. Make a melee attack, dealing 1d4 + POW neutral damage, on a hit. If Agumon successfully hits with a claw attack, as a bonus action, Agumon may make another claw attack.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level 17.

Coconut Punch

Togemon

  • POW Modifier: STR
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: Melee
  • Description: Togemon centers herself before going in for an intense jab. Make a melee attack, dealing 1d10 + POW neutral damage on a hit. On a successful hit, the target must succeed a CON saving throw against Togemon's POW DC or be stunned.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 11 and 5d4 at level 17.

Cold Crusher

Zudomon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: No
  • Range: 15 ft cone
  • Description: Zudomon breathes a 15 ft cone of cold ice in front of him. All digimon in the area must make a Constitution saving throw. On a failed save, each digimon takes 2d12 + POW water damage and their speed is lowered to 0 until the start of Zudomon's next turn, or half damage and their speed is not lowered on a successful save. A digimon can spend its action to break the ice and return their speed to normal.
  • At Higher Levels: The damage dice rolled for this attack changes to 8d6 at level 17.

Copy and Paste

HIAndromon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: HiAndromon hits a digimon twice with two batons it carries with it. Make two melee attacks, each attack deals 2d10 + POW electric damage.

Crimson Claws

Garudamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Garudamon summons the fire within itself and heats up its claws. Make a melee attack against one creature within range, dealing 4d6 + POW fire damage. In addition, this attack crits on a 19 or 20.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Crimson Fang

BurningGreymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
    • Range: Melee
  • Description: BurningGreymon charges forward unleashing a flurry of fiery fists. As an action, BurningGreymon moves up to its movement and makes a melee attack, dealing 2d8 + POW Fire damage on a hit. In addition, the target must make a STR saving throw against your POW DC or be knocked prone.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d12 at level 11 and 4d8 at level 17.

Crimson Flare

Hououmon

(Video) Nat19: Digimon Emblem Story | Oliver's Law | Session 5 (D&d 5th Edition)

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No (Recharges on 6)
  • Range: 15 ft Cone
  • Description: Hououmon breathes an intense white-hot flame in a 20 ft cone before it. All digimon in the cone must make a Dexterity saving throw against your POW DC, taking 8d8 + POW on a failed save, and half as much on a successful one.

Dis-assembler

Kokuwamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Kokuwamon slashes with his pincers. Make two melee attacks, dealing 1d4 + POW neutral damage on each hit.
  • At Higher Levels: At 5th level you make three attacks, at 11th you make 4 attacks, and at 17th 5 attacks.

Double Punch

Tentomon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Tentomon punches at a digimon with its fists. Make a melee attack, dealing 1d4 + POW neutral damage, on a hit. If Tentomon successfully hits with a double punch, as a bonus action, Tentomon may make another double punch.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level 17.

Dramon Killer

WarGreymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: WarGreymon slashes at a target digimon with its Dramon Killer Guantlets, dealing 4d12 + POW neutral damage, on a hit. If this attack deals damage to a Dragon, deal an additional 3d6 neutral damage. For the purpose of this attack, "dragon" refers to any digimon with the dragon type.

Electro Shocker

Kabuterimon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: 60 ft
  • Description: Kabuterimon launches a ball of electricity at the enemy. Make a ranged attack, dealing 2d10 + POW electric damage on a hit. In addition, on a hit, the target must succeed on a CON saving throw against your POW DC or be paralyzed.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11, and 6d6 at level 17.

Electric Storm

Greymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Kabuterimon charges electricity in its wings and unleashes it in an explosion out from itself in a 10 foot radius. All Digimon in the area must succeed on a DEX saving throw against your POW DC, taking 2d8 + POW electric damage on a failed save and half as much on a successful save.
  • At Higher Levels: The damage dice rolled for this attack changes to 5d4 at level 11 and 4d8 at level 17.

Excalibur

MagnaAngemon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: MagnaAngemon extends Excalibur on its right hand, in a brilliance of light, Excalibur glows with holy energy. Make a melee attack, dealing 4d8 + POW Light damage on a hit. Excalibur crits on a 19 or 20.
  • At Higher Levels: The damage dice rolled for this attack changes to 8d6 at level 17.

Fairy Vine

Lillymon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 ft
  • Description: Lillymon shoots out and attacks a nearby digimon with her dangerous vines. Make a melee attack against one digimon, dealing 2d8 + POW plant damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 17.

Fascination

Rosemon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 10 feet
  • Description: Rosemon exudes pollen into the air while she snaps its dominating whip at a digimon within range. Make a melee attack against one digimon. That digimon must succeed on a WIS saving throw against Rosemon's POW DC or be enslaved. The enslaved target is under Rosemon's control and can't take reactions, and Rosemon can communicate to the enslaved digimon with imagery through telepathy as long as they are on the same plane of existence.

Whenever the enslaved digimon takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from Rosemon. Rosemon can not have more than 3 digimon enslaved this way. (This effect persists through digivolution.) If Rosemon returns to Rookie, Champion, or Ultimate Forms, the enslaved digimon will regain control of themselves.

Fire Flap

Birdramon

  • POW Modifier: None
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: Self
  • Description: Birdramon stores flames inside its wings charging for one powerful attack. The next fire attack Birdramon uses on its next turn deals double damage. However, if Birdramon takes damage, it is stunned instead and Fire Flap doesn't increase damage.
  • At Higher Levels:

Fire Horn

Greymon

  • POW Modifier: None
  • Action Time: 1 Bonus Action
  • Type: Fire
  • Duration: Concentration, 1-Min
  • Recharge: Recharges (4-6)
  • Range: Self
  • Description: Greymon heats up its horns with fire. Its next Great Horns Attack deals 2d8 additional fire damage.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11, and 6d6 at level 17.

Fire Hurricane

Garudamon

  • POW Modifier: CON/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (5-6)
  • Range: 20 ft Radius
  • Description: Garudamon gathers as much fire power as it can, using the phoenix dormant inside of it, unleashes a burst of fiery flame in the shape of a tornado in a 20 ft radius around it. All digimon in the area must make a STR Saving throw. On a failed save, each digimon takes 8d8 + POW fire damage and is pushed back 10 feet, or half as much on a successful save and not pushed back.
  • At Higher Levels: The damage dice rolled for this attack changes to 8d6 at level 17.

Fist of the Phoenix

Garudamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Garudamon ignites its phoenix fire around its fist, before uppercutting a digimon. Make a melee attack, dealing 2d12 + POW fire damage on a hit. In addition, the digimon must succeed a STR saving throw against your POW DC, or be knocked 10 feet up in the air. The Digimon will take falling damage in addition to being knocked prone.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Final Heal

Seraphimon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 30 ft
  • Description: Seraphimon conjures heaven's final will. Select one digimonn within 30 feet. It heals 4d12 + POW hp.

Flame Storm

BurningGreymon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
    • Range: 10 ft Radius
  • Description: BurningGreymon puts its arms together and channels through it an intense inferno in a 10 ft radius around it. All digimon in the area must make a STR saving throw against its POW DC, on a failed save, each digimon takes 2d10 + POW Fire damage and are pushed back 10 feet, on a successful save, each digimon takes half damage and are not pushed back.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11 and 4d10 at level 17.

Flaming Wings

Hououmon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 80 ft
  • Description: The phoenix soul inside of Hououmon erupts turning Hououmon into a phoenix made of fire, as it soars through the air launching itself into digimon within range (Ignoring flight speed). Make a melee attack, dealing 8d8 + POW fire damage on a hit.

Flower Cannon

Lillymon

  • POW Modifier: DEX/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: Recharges (5-6)
  • Range: 30 ft
  • Description: Lillymon transforms the flowers on her arms into a cannon that fire pollen, firing it at one digimon. Make a ranged attack at one Digimon, dealing 4d6 + POW plant damage on a hit. If this attack successfully hits a digimon, that digimon must succeed on a WIS saving throw, or be paralyzed.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Flower Wreath

Lillymon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: 1-Minute, Concentration
  • Recharge: Recharge (5-6)
  • Range: 20 ft
  • Description: Lillymon creates a wreath of flowers and places it around a digimon's neck. That target must make a CHA saving throw against your POW DC. On a failed save, the digimon is enslaved. Lillymon (no action) can command the Digimon to move and what attacks to use on its turn. She cannot command the digimon to hurt itself. This attack can only affect Virus Digimon. At the end of each of its turns, it may make another CHA saving throw. A successful save, ends this effect. A digimon immune to charm is unaffected by this effect.

Forbidden Temptation

Lillymon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: 1-Minute, Concentration
  • Recharge: Recharges (6)
  • Range: 20 ft
  • Description: Rosemon conjures an aura of pure bliss and pleasure affecting all digimon within 20 feet. All digimon in the area must make a WIS saving throw against Rosemon's POW DC. On a failed save, the digimon takes 4d6 + POW plant damage, and half damage on a successful one. Rosemon restores hp equal to half the damage dealt. Whenever a digimon enters the aura or starts their turn in it, the digimon must make a Wisdom Saving Throw against your POW DC for this effect. This damage doesn't wake up sleeping digimon.

Fox Fire

WereGarurumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: WereGarurumon fires high temperature blue flames from its mouth. Make a Ranged attack, dealing 4d8 + POW fire damage. On a successful hit, WereGarurumon's walking movement speed increases by 10 feet. (This Movement persists through digivolution, and stacks with howling blaster)
  • At Higher Levels: The damage dice rolled for this attack changes to 8d6 at level 17.

Freezing Breath

MetalGarurumon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 60 ft Cone
  • Description: MetalGarurumon breathes out a blast of air that freezes the target. MetalGarurumon blows a gust of freezing cold air in a 60 foot cone, centered on you. Digimon in the cone must succeed on a DEX saving throw, against your POW DC, taking 8d6 + POW water damage and their movement speed is reduced to 0 for 1 minute, on a successful hit. The digimon may use its action, to break the ice. On a successful save, digimon in the cone takes half damage and their movement speed isn't reduced.

Gaia Tornado

AncientGreymon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: 1-minute
  • Recharge: Recharges (6)
  • Range: 80 ft Radius
  • Description: AncientGreymon calls to the Spirit of the Land, conjuring an enormous lava tornado in a 80 foot radius centered on itself. All digimon in its range, must make a dexterity saving throw against its POW dc, dealing 10d6 on a failed save, or half as much on a successful one. Any digimon that fails their save is sucked in 30 feet closer to the center. The inferno is considered difficult terrain. Any digimon that starts their turn or enters the tornado, must make the save again. If a digimon succeeds the save, the terrain isn't considered difficult terrain for that turn, any digimon that succeeds the initial DEX save can immediately move their movement speed.

Garuru Kick

WereGarurumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: WereGarurumon rushes a target digimon, launching a powerful enough kick to launch itself backwards off the digimon. Make a melee attack against a target in range, dealing 4d10 + POW neutral damage on a hit. In addition, if Garuru Kick hits, WereGarurumon may move up to 10 feet behind itself, this movement doesn't provoke an attack of opportunity.
  • At Higher Levels: The damage dice rolled for this attack changes to 7d8 at level 17.

Gatling Missiles

Andromon

  • ACT Modifier: DEX/INT
  • Action Time: 1 Action
  • Attribute: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 150 ft
  • Description: Andromon fires two missiles at the opponent. The missiles they fire have machine guns on them. The missiles fly toward a target up to 150 feet away from Andromon, and during their journey they make a weapon attack against an enemy within 60 feet of them. Make two ranged attacks for the machine guns, doing 1d12 damage on a hit. Then, make two ranged attacks for the missiles themselves, doing 2d8 damage on a hit.
  • At Higher Levels: At 17th level the machine guns do 2d8 damage, and the missiles themselves do 2d12 damage.

Giga Cross Freezer

MetalGarurumon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 60 ft
  • Description: MetalGarurumon unloads frozen missiles at up to 3 targets it can see within range. Make 3 ranged attacks against targets MetalGarurumon can see. On a hit, they take 2d12 + POW water damage and must succeed a CON saving throw against your POW DC or their movement is reduced to 0 for 1-minute. A digimon may use their action to break the ice and restore their movement speed.

Giga Destroyer

MetalGreymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (5-6)
  • Range: 60 ft
  • Description: MetalGreymon opens up the hatch in its chest and launches a gigantic missile at one digimon. Make a Ranged attack against one digimon at range, dealing 4d10 + POW fire damage on a hit. Digimon within 5 feet of the target must succeed at a DEX saving throw or take half the damage dealt.
  • At Higher Levels: The damage dice rolled for this attack changes to 7d8 at level 17.

Giga Missile

MetalGarurumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: No
  • Range: 90 ft
  • Description: MetalGarurumon launches a powerful missile. Make a ranged attack against one target it can see within range, dealing 8d6 + POW neutral damage.

Giga Scissor

HerculesKabuterimon

  • POW Modifier: None
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: Melee
  • Description: HerculesKabuterimon grabs the head of a digimon with its sharp horns. Make a Melee attack, on a natural 20, you instantly cause the digimon to revert back to a digi-egg. On any other attack roll, this attack has no effect.

Grasp Hang

Andromon

  • ACT Modifier: None
  • Action Time: 1 Reaction
  • Attribute: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: None
  • Description: Andromon releases its arm to prevent itself from falling. When Andromon would take falling damage, as a reaction, Andromon may extend its arms to the nearest object to grasp and prevent itself from taking falling damage.

Great Horn Attack

Greymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Greymon charges an enemy digimon, impaling the creature. Make a melee attack against one digimon, on a hit this attack deals 2d8 + POW neutral damage. If Greymon moved at least 20 feet toward the target and the attack hit, immediately make a Strength (Athletics) check against the target. On a success, Greymon is considered grappling the creature. Greymon may push the digimon up to its full movement on each of its turns that it grapples the digimon.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11 and 6d6 at level 17.

Great Tornado

WarGreymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: Melee
  • Description: WarGreymon cloaks itself in a tornado with a spinning attack, which doubles its fly speed and allows it to attack a target digimon. Make a melee attack against one creature within range, dealing 4d12 + POW neutral damage on a hit. If WarGreymon deals damage to a target with this attack, that target must make a STR Saving Throw. On a failed save, WarGreymon may push their target up to its movement speed, this movement can move into the air. If the target has a fly speed, it may spend its reaction to negate the fall damage. On a success, the target avoids being pushed.

In addition, WarGreymon may use this attack to bury into the ground. At the end of Wargreymon's turn, the spinning tornado ends, if WarGreymon is in the air, its wings take flight. WarGreymon cannot end its turn underground.

Grenade Destroyer

Guardromon

  • POW Modifier: STR/INT
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 60 ft.
  • Description: Guardromon fires a swarm of missiles from its arm. Chose a point Guardromon can see within 60 feet. All digimon within a 10 foot radius of that point must succeed at a DEX saving throw against your POW DC or take 2d8 + POW fire damage. On a successful save, this damage is halved.
  • At Higher Levels: the damage dice rolled for this attack changes to 2d12 at level 11 and 6d6 at level 17.

Ground Circuit

MegaKabuterimon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: electric
  • Duration: Instantaneous
  • Recharge: Recharges (5-6)
  • Range: 20 ft
  • Description: MegaKabuterimon summons a magnetic electrical field around itself. Digimon within 20 feet of MegaKabuterimon must make a DEX saving throw against your POW DC. On a failed save, they take 6d6 + POW electric damage and their speed is lowered by 10 feet for 1-minute. On a successful save, creatures take half damage and their movement is not lowered.
  • At Higher Levels: The damage dice rolled for this attack changes to 7d8 at level 17.

Guard Change

Guardromon

  • POW Modifier: None
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Concentration, 1-minute
  • Recharge: No
  • Range: Self
  • Description: Guardromon activates defense protocol increasings its AC by +2 for 1-minute. (This bonus persists through digivolution)

Hallowed Ascension

Seraphimon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 20ft Radius
  • Description: Seraphimon summons a powerful thunderstorm in a 20 foot radius centered on it. Digimon in the area must make a DEX save against your POW DC, taking 7d8 electric damage or half as much on a success.

Hand of Fate

Angemon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: Varies
  • Description: Angemon charges its hand with holy light. Make a melee attack against one digimon, dealing 2d12 + POW Light damage. Alternatively, Angemon may make this a ranged attack with a range of 30 feet. In addition, when Hand of Fate deals damage to a Digimon, increase the damage of all Angemon's attacks by +2 for 1-minute (This bonus can stack to +6)
  • At Higher Levels: The damage dice rolled for this attack changes to 4d8 at level 11, and 8d6 at level 17.

Happy Paw

Salamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: light
  • Duration: Instantaneous
  • Recharge: No
    • Range: 30 ft.
  • Description: Salamon releases a holy blast from its paw. Make a ranged attack against one digimon that Salamon can see within range, dealing 1d6 + POW light damage, the target must succeed a CON saving throw against your POW DC or be blinded.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Hard Beak

Biyomon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Biyomon slams its sharp beak into a nearby digimon. Make a melee attack against one digimon within range, dealing 1d6 + POW neutral damage on a successful hit.
  • At Higher Levels: The damage dice rolled for this atack changes to 1d10 at level 5, 2d8 at level 11, and 5d4 at level 17.

Harpoon Torpedo

Ikkakumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 60
  • Description: Ikkakumon shoots a homing missile at one digimon. Harpoon Torpedo does not miss, dealing 3d10 + POW fire damage to one digimon.
  • At Higher Levels: The damage dice rolled for this attack changes to 3d10 at level 11, and 4d12 at level 17.

Headbutt

Patamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Patamon headbutts a digimon in range. Make a melee attack against one digimon, dealing 1d4 + POW neutral damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level 17.

Heaven's Charm

Angewomon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: Angewomon calls its beauty and charm, Angewomon winks and blows a kiss to the target. Target one digimon within range, that digimon must make a WIS saving throw. On a failed save, the digimon is charmed for 1-minute and put to sleep by Angewomon.

Heaven's Cure

Angewomon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 30 ft
  • Description: Angewomon calls upon the blessing of heave itself to heal two allies within range. Heals two allies within the area 4d10 + POW. Heaven's Cure cannot recharge on Angewomon's next turn.
  • At Higher Levels: The damage dice rolled for this attack changes to 7d8 at level 17.

Heaven's Gate

MagnaAngemon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 10 ft
  • Description: MagnaAngemon cuts open a different dimension with its Excalibur, which proceeds to try to suck in the digimon. Choose one digimon MagnaAngemon can see within 10 feet of it, that digimon must make a WIS saving throw. On a failed save, take 3d10 + POW light damage, or half as much on a successful one. In addition, roll a d20, if MagnaAngemono rolls a natural 20, the digimon is immediately abosrbed by the gate and reverts to a digi-egg.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d12 at level 17.

Heaven's Heal

MagnaAngemon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 ft radius.
  • Description: MagnaAngemon uses the blessing of heaven to heal itself and all allies in a 10ft radius. Heal all allies within the area by 4d6 + POW.
  • At Higher Levels: The healing dice rolled for this attack changes to 6d6 at level 17.

Heaven's Thunder

Susanoomon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Electric
  • Duration: 1 Min Concentration
  • Recharge: Recharges (6)
  • Range: 100 ft Radius
  • Description: Susanoomon summons a heavenly storm that rains down 8 lightning dragons. As an action, Susanoomon can summon forth the storm of lightning dragons, after which it may point to a digimon in range, and as a bonus action command the dragon to attack the target. THe dragon will rain down in a 10 ft radius centered on the digimon. All digimon in the area must make a DEX saving throw against Susanoomon's POW DC, dealing 8d6 + POW electric damage on a failed save or half as much on a successful one. This attack lasts until all 8 dragons are commanded to attack, concentration breaks, or until time runs out, whichever happens first.

Hermit's Fog

Magnadramon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 ft cone.
  • Description: Magnadramon breathes a poisonous gas made of light in a 10 foot cone before it. All digimon within the area must succeed a DEX saving throw against your POW save DC or take 4d10 + POW light damage. In addition, their AC is lowered by 1. (This bonus can stack up to 5 times, granting a -5 to AC.)

Holy Bullet

Angemon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 30 ft
  • Description: Angemon starts to spin its rod, charging up holy energy then shoots it. Roll a d6, the number that appears is the amount of bullets that shoot out. You may shoot these bullets at any digimon within 30 feet of you. Each bullet on a hit deals 1d10 Light damage.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 11, and 5d4 at level 17.

Holy Flame

Magnadramon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light/Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 15ft Cone
  • Description: Magnadramon breathes a holy flames in a 15 ft cone before it. All digimon must make a DEX saving throw against your POW DC, taking 4d8 + POW light and 4d8 fire damage on a failed save, or half as much on a successful one.

Homing Laser

Guardromon

  • POW Modifier: STR/INT
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 60 ft.
  • Description: Guardromon fires homing beams for the cylinders on its shoulders. Choose a target within range, this attack cannot miss, and deal it 2d6 + POW fire damage.
  • At Higher Levels: the damage dice rolled for this attack changes to 4d4 at level 11 and 3d6 at level 17.

Horn Attack

Gabumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Gabumon charges forward piercing a digimon with its horn. As part of the action, Gabumon may move up to its speed toward the target and make a melee attack against its target, dealing 1d6 + POW neutral damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Horn Buster

MegaKabuterimon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Varies
  • Duration: Instantaneous
  • Recharge: No
  • Range: Varies
  • Description: MegaKabuterimon stabs the enemy with its horn. Make a melee attack against one target within 5ft of MegaKabuterimon, dealing 4d6 + POW neutral damage on a hit. Alternatively, MegaKabuterimon can fire a blast of lightning at a digimon. MegaKabuterimon can make a Ranged attack with a range of 30 feet instead. Regardless of which form of this attack, MegaKabuterimon uses, it ignores resistances.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Horn Buster II

HerculesKabuterimon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges
  • Range: Melee
  • Description: HerculesKabuterimon charges forward with its horn, flipping the target behind it. Make a melee attack against one digimon within range, dealing 8d6 + POW electric damage on a hit. On a successful hit, the target digimon must succeed a STR saving throw against your POW DC or be knocked prone, directly behind HerculesKabuterimon.

Howling Blaster

Garurumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 60 ft
  • Description: Garurumon fires blue, high-temperature flames from its mouth. Make a ranged attack, dealing 2d8 + POW fire damage on a hit. On a successful hit, Garurumon's base walking movement speed is increased by 10 feet. This boost lasts until Garuruumon is incapacitated or the combat ends. (This movement speed persists through digivolution)
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11 and 6d6 at level 17.

Hyper Mega Blaster

HerculesKabuterimon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: 60 ft
  • Description: HerculesKabuterimon creates lightning in each of its four hands, and fires them at different digimon. Make 4 ranged attacks against digimon in range, dealing 3d6 + POW electric damage on a hit.

Ice Wall

Garurumon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Water
  • Duration: 10 Minutes, concentration
  • Recharge: Recharges (4-6)
  • Range: 30 ft
  • Description: Garurumon creates a wall of ice on a solid surface within range. The wall is 1 foot thick, and lasts for the duration. The wall is a flat surface made up of ten 10-foot panel. Each panel must be contiguous with another panel

If the wall cuts through a digimon's space when it appears, the digimon within its area is pushed to one side of the wall and must make a DEX saving throw against your POW DC. On a failed save, the creature takes 2d8 + POW water damage, or half as much on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit points per 10 food section and it is vulnerable to fire. Reducing a 10 foot section of wall to 0 destroys it.

  • At Higher Levels: The damage dice rolled for this attack changes to 5d4 at level 11 and 4d8 at level 17.

Icicle Coat

Ikkakumon

  • POW Modifier: None
  • Action Time: 1 Action
  • Type: Water
  • Duration: 1-Min, Concentration
  • Recharge: Recharges (4-6)
  • Range: Self
  • Description: Ikkakumon hardens its fur creating an icy coat. Ikkakumon increases its AC by +4. In addition, if Ikkakumon is hit by a melee attack, deal 1d6 water damage to the attacker. In addition, reduce the attacker's movement speed by 5 feet.

Judgement Slash

MagnaAngemon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: Melee
  • Description: MagnaAngemon vows to destroy all evil. Excalibur radiates holy destruction within it. Make a melee attack against one digimon in range, dealing 4d6 + POW light damage. If the digimon is a Virus type this attack automatically crits.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Life Force

Hououmon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: Self
  • Description: Hououmon begins to rejuvenate with its fiery passion. Restoring 8d6 + POW HP.

Lightning Paw

Gatomon

  • POW Modifier: None
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Gatomon lashes out with a quick strike. As a bonus action, Gatomon can immediately move and attack a creature in range without taking an attack of opportunity. Make a melee attack against one digimon within range, dealing 1d6 + POW neutral damage. The target must make a successful WIS saving throw against your POW DC or be panicked.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d8 at level 11 and 1d10 at level 17.

Lightning Wave

MegaKabuterimon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (5-6)
  • Range: 60 ft line
  • Description: MegaKabuterimon sends shock waves of electricity through the ground in a 30-foot line that is 5 feet wide. Each digimon in that line must make a DEX saving throw against your POW DC, taking 3d10 + POW electric damage on a failed save, or half as much on a successful one.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d12 at level 17.

Lightspeed Jab

Togemon

  • POW Modifier: STR
  • Action Time: 1 Action
  • Type: neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Togemon rapidly punches the target with a swift jab. Make a melee attack against the target, dealing 1d12 + POW neutral damage on a hit. When Togemon uses this attack, as a bonus action, Togemon may make another Lightspeed Jab attack.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 11, and 4d6 at level 17.

Lila Shower

Lilamon

  • POW Modifier: INT?CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: 60 ft
  • Description: Lilamon showers an area with poisonous pollen. Choose a point Lilamon can see within 60 feet. In a 30 foot radius centered on that point, rains the poison pollen. All digimon in the area must make a CON saving throw. On a failed save, all digimon in the area takes 5d4 + POW plant damage and are poisoned, half as much and not poisoned, on a successful save.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d8 at level 17.

Lilac Dagger

MetalGreymon

  • POW Modifier: CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Lilamon grows a lilac dagger and places it in its hands. Make a melee attack against one target, dealing 3d10 + POW plant damage on a hit. If the target is charmed by Lilamon, the attack automatically crits.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d12 at level 17.

Lilac Needle

Lilamon

  • POW Modifier: DEX/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: 60 ft
  • Description: Lilamon charges a small beam smelling of lavender. Make a ranged attack, dealing 2d12 + POW plant damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Lightning Blade

Andromon

  • ACT Modifier: STR/DEX
  • Action Time: 1 Action
  • Attribute: Neutral & Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Andromon slashes at its opponent with an electrified blade. Make a melee attack, dealing 3d8 + POW electric damage and 3d8 neutral damage on a hit.
  • At Higher Levels: At 17th level this attack does 3d12 electric damage and 3d12 neutral damage.

Lightning Blade II

HiAndromon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral/Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: HiAndromon slashes at its opponent with an electified blade. Make a melee attack dealing 2d12 + electric POW and 2d12 neutral damage on a hit.

Lullaby

Lalamon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
    • Range: 10 ft
  • Description: Lalamon sings a song for a digimon. Target one digimon within 10 feet. That digimon must succeed a WIS saving throw against your POW saving throw or be put to sleep.

Mach Glide

Birdramon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Birdramon flies down at a Digimon, slamming into them with a headbutt. Birdramon moves 30 feet toward the diigmon. Make a melee attack, dealing 2d8 + POW neutral damage, on a hit. (Birdramon can only use this attack when Airborne). In addition, the target must succeed on a STR saving throw or be knocked prone.
  • At Higher Levels: The damage dice rolled for this attack changes to 5d4 at level 11, and 4d8 at level 17.

Marching Fishes

Gomamon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 30 ft
  • Description: Gomamon calls upon its underwater friends, summoning colorful fish to come to its aide. Make a ranged attack against one digimon it can see in range, dealing 1d4 + POW water damage on a hit. After successfully hitting a target, roll d6. On a result of 4, 5, or 6, you may immediately hit again for an addition 1d4 normal damage. Continue this process until you fail to roll a 4, 5, or 6 on the d6 roll, up to a maximum of 2 additional hits.
  • At Higher Levels: The damage dice rolled for this atack changes to 1d6 at level 5, 1d8 at level 11, and 2d6 at level 17.

Mega Electro Shocker

HercluesKabuterimon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 120 feet.
  • Description: HerculesKabuterimon unleashes a huge blast of electriity in a 30-feet line that is 5 feet wide. All digimon in that line must make a DEX saving throw against your POW DC, taking 8d8 + POW electric damage on a failed save, or half as much damage on a successful one. If a digimon fails its DEX saving throw. It must make a Constitution Saving Throw, on a failed save the digimon is paralyzed, on a successful one it is not paralyzed. Mega Electro Shocker cannot recharge on your next turn.

Mega Guard

Vikemon

  • POW Modifier: STR/CHA
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: 1-Minute
  • Recharge: Recharges (6)
  • Range: Self
  • Description: Vikemon makes a beastial roar, causing water and electricity to surge forth from Mjollnir, protecting it from damage. Increase Vikemon's AC by 4 for the duration. In addition, it has advantage on any effect that requires Vikemon to make a DEX saving throw.

Metal Howling

MetalGarurumon

  • POW Modifier: STR/CHA
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 30 ft
  • Description: MetalGarurumon lets out a terrifying roar, increasing its attack by +4 for 1-minute. (This boost persists through digivolution). In addition, any digimon within 20 feet radius of MetalGarurumon must make a WIS saving throw or be panicked.

Metal Slash

MetalGreymon

(Video) Digimon an X-Treme Digiventure!!! Session 0 (TTRPG)

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: MetalGreymon slashes out at a digimon in range. Make a melee attack, dealing 2d12 + POW neutral damage on a hit. Metal Slash results in a critical hit on a 19 or 20.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Meteor Wing

Birdramon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 60 ft
  • Description: Birdramon flaps its wings unleashing powerful fireballs at an enemy. Choose a point Birdramon can see within 60 feet. All digimon within 10 feet of that point must make a Dexterity Saving Throw. On a failed save, they take 2d10 + POW fire damage, and half as much on a successful save.
  • At Higher Levels: The damage dice rolled for this attack changes to 3d10 at level 11, and 4d12 at level 17.

Mjollnir

Vikemon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: NO
  • Range: Melee
  • Description: Vikemon slams its morning star into a digimon within range. Make a melee attack, dealing 2d10 + POW water damage on a hit.

Moonsault Kick

WereGarurumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: WereGarurumon launches itself into the air and brings its foot down, creating a wave of pure energy at one target before landing. Make a ranged attack on one digimon it can see within range, dealing 4d8 + POW neutral damage on a hit. In addition, the target must make a STR saving throw against your POW DC or be pushed back 10-feet.
  • At Higher Levels: The damage dice rolled for this attack changes to 8d6 at level 17 and WereGarurumon can push them up to 20 feet back.

Multiattack: Aldamon

Aldamon

  • POW Modifier: None
  • Action Time: None
  • Type: None
  • Duration: None
  • Recharge: None
    • Range: None
  • Description: Starting at 6th level, Aldamon can make two attack with Atomic inferno, instead of one.

Multiattack: Agunimon

Agunimon

  • POW Modifier: None
  • Action Time: None
  • Type: None
  • Duration: None
  • Recharge: None
    • Range: None
  • Description: Starting at 6th level, Agunimon can make two Pyro Darts attacks, instead of one.

Multiattack: AncientGreymon

Omnimon

  • POW Modifier: None
  • Action Time: None
  • Type: None
  • Duration: None
  • Recharge: None
  • Range: None
  • Description: Starting at 6th level, AncientGreymon can make two Omega Corona attacks, instead of one.

Multiattack: BurningGreymon

BurningGreymon

  • POW Modifier: None
  • Action Time: None
  • Type: None
  • Duration: None
  • Recharge: None
    • Range: None
  • Description: Starting at 6th level, BurningGreymon can make two Pyro Barrage attacks, instead of one.

Multiattack: Susanoomon

Susanoomon

  • POW Modifier: None
  • Action Time: None
  • Type: None
  • Duration: None
  • Recharge: None
  • Range: None
  • Description: Starting at 6th level, Susanoomon can make three Celestial Blade attacks, instead of two.

Needle Fist

Togemon

  • POW Modifier: None
  • Action Time: 1 Bonus Action
  • Type: Plant
  • Duration: 1-Min, Concentration
  • Recharge: Recharges (4-6)
  • Range: Self
  • Description: Togemon forces its needles to puncture its boxing glove. Its next LightSpeed Jab deals an additional 2d8 plant damage. In addition, Togemon may make its next Lightspeed Jab a ranged attack instead of melee. If it does, the range is 20 feet.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11, and 6d6 at level 17.

Needle Spray

Togemon

  • POW Modifier: STR/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 20 ft Radius
  • Description: Togemon spins around unleashing its needles in a 20ft radius around it. All digimon in the area must make a DEX saving throw. On a failed save, the digimon takes 2d8 + POW plant damage or half as much on a successful save. If a digimon fails their dexterity save, the target must succeed ona WIS saving throw or be paralyzed for 1-minute. At the end of each of the digimon's turns, the digimon can make another WIS saving throw. On a success, the the paralysis wears off.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d6 at level 11, and 6d6 at level 17.

Northern Lights

Ikkakumon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: No
  • Range: 15 ft cone.
  • Description: Ikkakumon breathes a colorful blast of cold air in a 15 ft cone. All Digimon within the cone must make a DEX saving throw. On a failed save deal 2d8 + POW water damage, or half as much on a successful save.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 11, and 4d6 at level 17.

Nova Blast

Greymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 60 ft
  • Description: Greymon builds up fire in its mouth before launching a powerful fireball. Choose one point Greymon can see, all digimon within 20 foot radius of that point must make a DEX saving throw. On a failed save, each digimon takes 2d10 + POW fire damage, or half as much a successful one.
  • At Higher Levels: The damage dice rolled for this attack changes to 3d10 at level 11 and 4d12 at level 17.

Omega Blast

Omnimon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 100 ft
  • Description: Omnimon slashes its Grey Sword, unleashing an explosion of fire. Choose a point Omnimon can see within 100 feet. All digimon in a 20 ft radius centered on that point must make a DEX saving throw, taking 6d12 + POW fire damage on a failed save, or half as much on a successful one.

Omega Corona

AncientGreymon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge:
  • Range: 200 ft
  • Description: AncientGreymon induces a super detonation up to 200 feet away in an intense blast. Make a ranged attack against one creature within range, dealing 8d6 + POW fire damage on a hit. All digimon within 10 feet of the target must succeed a DEX saving throw against AncientGreymon's POW DC. or take half the damage.

Omega Howling

Omnimon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 200 ft
  • Description: Omnimon fires a powerful swarm of ice energy from its Garuru cannon. Target one digimon it can see within range. Make a ranged attack dealing 6d12 + POW water damage on a hit. On a hit, target digimon must make a CON saving throw against your POW DC, or be stunned.

Overflame

MetalGreymon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 20 ft Cone
  • Description: MetalGreymon releases an inferno of hot flames at all digimon in a 20 foot cone. Digimon in the blast must make a DEX saving throw against your POW DC, taking 4d6 + POW fire damage.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Pepper Breath

Agumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: Agumon launches a ball of fire at one target within range. Make a ranged attack, dealing 1d6 + POW fire damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Petit Punch

Salamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
    • Range: Melee
  • Description: Salamon quickly lunges and punches a digimon with its paw. Make a melee attack against one digimon, dealing 1d4 + POW neutral damage.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d4 at level 5, 1d12 at level 11, and 4d4 at level 17.

Phantom Hurricane

Biyomon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 30 feet
  • Description: Biyomon flaps its wings sending a powerful whirlwind at an enemy digimon. When you activate this attack, the target digimon must succeed a STR saving throw or be knocked prone. In addition, the whirlwind induces hallucinations of powerful digimon. The target must also succeed an INT Saving Throw or be panicked.

Poison Ivy

Palmon

  • POW Modifier: DEX/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 ft
  • Description: Palmon fingers extend to grab or whip its target. Make a melee attack against one digimon in range, dealing 1d4 + POW plant damage on a hit. In addition, the target digimon must succeed a WIS saving throw or be paralyzed until the end of your next turn.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d6 at level 5, 1d8 at level 11, and 2d6 at level 17.

Power Surge

Kokuwamon

  • POW Modifier: DEX/INT
  • Action Time:* 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • *Recharge: No
  • Range: 30 ft line
  • Description: Kokuwamon’s blasts lightning from its head. Any creature in a 30-foot line, 5- foot wide, originating from him must make a dexterity saving throw against your POW DC, or take 1d4 lightning damage, or half that on a successful save.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d8 at level 5, 1d12 at level 11, and 2d8 at level 17.

Puppy Howling

Salamon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
    • Range: 10 ft Radius
  • Description: Salamon lets out a loud howl. All digimon within 10 feet of it must make a Wisdom Saving throw or be paralyzed.

Pyro Barrage

BurningGreymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
    • Range: 30 ft
  • Description: BurningGreymon fires a fireblast from the cannon on its arm. Make a ranged attack, dealing 2d6 + POW fire damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 11 and 2d10 at level 17.

Pyro Darts

Agunimon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: Agunimon conjures fire from its gauntlets, using one hand it throws the fire from the gauntlets at one digimon. Make a ranged attack witin range, dealing 1d4 + POW fire damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17.

Quick Thrust

Kabuterimon

  • POW Modifier: STR/DEX
  • Action Time: 1 Bonus Action
  • Type: Wind
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 feet
  • Description: Kabuterimon swiftly slashes at the air with its horn or claws, delivering a quick blade of air to a digimon within range. Make a ranged attack dealing 1d6 + POW wind damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d8 at level 11 and 1d10 at level 17.

Rapid Punch

Gabumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges
  • Range: Melee
  • Description: Gabumon punches the target in quick succession. Make a melee attack against one target, dealing 1d4 + POW neutral damage. If Gabumon uses this attack, as a bonus action, it may make another Rapid Punch attack.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d4 at level 5, 1d12 at level 11, and 4d4 at level 17.

Red Alert

Guardromon

  • POW Modifier: STR/INT
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft.
  • Description: Guardromon starts to beep red and a countdown begins for 3 seconds, before releasing a massive explosion, reverting to a digi-egg afterwards. Digimon within 30 feet radius must make a DEX saving throw against your POW DC, dealing 4d10 + POW fire damage on a failed save, and half as much on a successful one.
  • At Higher Levels: the damage dice rolled for this attack changes to 6d10 at level 11 and 8d12 at level 17.

Reflector Cage

Rafflesimon

  • POW Modifier: CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: 1- minute.
  • Recharge: Recharges (6)
  • Range: 60 ft radius
  • Description: Rafflesimon duplicates its reflectors and calls them back to it. In a 60 ft Radius around it, it seals all digimon inside the reflector cage for 1-minute. While in the Reflector cage, any Ballet Gun shot that hits the cage, is amplified dealing an extra 4d10 damage. As a bonus action if there is currently a shot inside the cage, Rafflesimon may have it continue to rebound on its turn. Only one shot can continue to rebound at a time. A digimon can escape the cage by succeeding a STR saving throw against Rafflesimon's POW DC.

Reflectors

Rafflesimon

  • POW Modifier: None
  • Action Time: 1 Bonus Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: Varies
  • Description: Rafflesimon commands her three reflectors to take position. As a bonus action, Rafflesimon may move up to as many reflectors to fly into place anywhere on the field. Reflectors can move only 30 feet at one time and cannot move more than 240 feet away from Rafflesimon.

Rhino Charge

MegaKabuterimon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: MegaKabuterimon charges forward with its horn, flipping the target behind him. MegaKabuterimon moves 20 feet toward a digimon and makes a melee attack against it, dealing 4d10 + POW neutral damage on a hit. On a successful hit, the target digimon must succeed a STR saving throw against your POW DC or be knocked prone, directly behind MegaKabuterimon.
  • At Higher Levels: The damage dice rolled for this attack changes to 7d8 at level 17.

Rolling Guard

Tentomon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: 1-Minute, Concentration
  • Recharge: Recharges (4-6)
  • Range: Melee
  • Description: Tentomon curls up into a ball. Increase Tentomon's AC by 2. In addition, as long as Tentomon moves at least 20 feet while in a ball, as an action on its turn, it may move through a digimon. The target digimon must make a DEX saving throw against your POW DC. The digimon takes 2d6 + POW on a failed save, and no damage on a successful one.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level 17.

Root Breaker

Palmon

  • POW Modifier: DEX/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 ft
  • Description: Palmon stretches its roots to absorb nutrients from another digimon. Make a ranged attack against one digimon within range. On a hit, Palmon restores half the damage it dealt as HP.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Rosy Cradle

Rosemon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: 1-minute
  • Recharge: No
  • Range: 20 ft Radius
  • Description: Rosemon releases pollens into the air, smelling of the most pleasant, desirable, alluring scent of each digimon in a 20ft radius centered around it. All digimon that are in the area, must succeed a WIS saving throw against your POW DC or be put to sleep.

Salamander Strike

Patamon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 ft Radius
  • Description: Agunimon engulfs itself in a raging inferno, spinning while in the tornado, kicking every creature within a 10 foot radius centered on it. All digimon within the area must make on a STR saving throw against its POW DC, dealing 1d6 + POW fire damage and is pushed back 10 feet, on a failed save, half damage and not pushed back on a successful save.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d10 at level 5, 2d6 at level 11, and 2d10 at level 17.

Saint's Air

Angewomon

  • POW Modifier: None
  • Action Time: 1 Reaction
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: Self
  • Description: Angewomon slides its halo off its head to protect itself. If Angewomon is the target of an attack or effect from an Evil, Dark, or Virus Digimon, it may spend its reaction to negate the damage or the effects of the attack.

Seed Bazooka

Lalamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
    • Range: 20 ft
  • Description: Lalamon energizes a seed in its mouth before releasing an explosive seed. Make a ranged attack against one digimon within range, dealing 2d6 + POW plant damage on a hit. On a hit, all digimon within 5 feet of the target must succeed at a DEX saving throw against your POW DC or take half damage.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level 17.

Seed Blast

Lalamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
    • Range: 30 feet
  • Description: Lalamon energizes a seed inside its mouth before releasing it at a digimon. Make a ranged attack at one digimon Lalamon can see within range, dealing 1d6 + POW plant damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Self-Destruct

HiAndromon

  • POW Modifier: INT
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 feet Radius
  • Description: HiAndromon releases a massive explosion in a 30 foot radius centered on itself, immediately reverting to a digi-egg after the explosion. Digimon in the area must make a DEX saving throw against your POW DC. On a failed save, the digimon takes 8d12 electric damage, or half as much on a successful save.

Serpent's Bite

Lotosmon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: Lotosmon slams its staff on the ground, uncoiling a snake upon her staff that leaps out and bites a digimon. Make a ranged attack against one digimon in range, dealing 8d6 + POW plant damage on a hit. The digimon must succeed on a CON saving throw against your POW DC or be poisoned.

Serpent's Cure

Lotosmon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: 1-Min Concentration
  • Recharge: Recharges (6)
  • Range: 10 ft Radius
  • Description: Lotosmon creates an aura of healing created from its right staff. All digimon of Lotosmon's choosing heals 2d12 + POW at the end of Lotosmon's turn. Lotosmon can concentrate both on Serpent's Cure and Serpent's Ruin at the same time. If it loses concentration, it can choose which effect to end first.

Serpent's Ruin

Lotosmon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: 1-Min Concentration
  • Recharge: Recharges (6)
  • Range: 10 ft Radius
  • Description: Lotosmon creates an aura of dark energy created from its left staff. All digimon of Lotosmon's choosing must succeed a CON saving throw against its POW DC, or takee 2d12 + POW at the end of Lotosmon's turn. Lotosmon can concentrate both on Serpent's Ruin and Serpent's Cure at the same time. If it losses concentration, it can choose which effect to end first.

Seven's Fantasia

Seraphimon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 60 ft
  • Description: Lotosmon sends a wave of rainbow colored euphoria to one digimon. Choose one digimon within range, that digimon must succeed on a WIS saving throw against your POW DC or be Charmed for 1-minute and Panicked by Lotosmon.

Shadow Wings

Garudamon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 120 ft
  • Description: Garudamon ignites its wings and sends a fireball in the shape of its wings that explodes on contact. Choose a point, Garudamon can see within 120 feet, all Digimon within 30 feet radius of that point must make a DEX saving throw against Garudamon's POW DC, dealing 4d8 + POW fire damage on a failed save, and half damage on a successful one.
  • At Higher Levels: The damage dice rolled for this attack changes to 8d6 at level 17.

Sharp Claws

Gomamon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Gomamon slash out at a Digimon in range. Make a melle attack, doing 1d6 + POW neutral damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Shining Heal

Magnadramon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 20 ft Radius
  • Description: Magnadramon calls forth a holy waving of healing might. All digimon of its choice within a 20ft radius centered on her, heals for 4d12 + POW.

Slamming Attack

Patamon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
    • Range: Melee
  • Description: Patamon charges a digimon and tackles it. As an action, Patamon may move up to its speed toward a digimon and make a melee attack, dealing 1d6 + POW neutral damage on a successful hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Sleep Spores

Palmon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: 1-Minute
  • Recharge: Recharges (4-6)
  • Range: 10 ft Radius
  • Description: Palmon shakes the pollen from her air affecting any digimon within 10 feet of it. Any digimon caught in the pollen must succeed a WIS saving throw against your POW DC or fall asleep.

Smiley Slap

Sunflowmon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Sunflowmon smiles widely before slapping the digimon with its face. Make a melee attack against one digimon within range, dealing 2d8 + POW neutral damage on a hit. On a successful hit, the target must make a WIS saving throw or be charmed by Sunflowmon.
  • At Higher Levels: The damage dice rolled for this attack changes to 5d4 at level 11 and 4d8 at level 17.

Solar Wind Destroyer

Aldamon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (5-6)
    • Range: 60 feet
  • Description: Aldamon summons a lava infused fireball form its digicore, with all of its might it throws at it at a point it can see within 60 feet. All digimon in a 20 ft radius centered on that point must make a DEX aving throw against Aldamon's POW DC, taking 6d8 + POW fire damage, or half as much on a successful save.
  • At Higher Levels: The damage dice rolled for this attack changes 6d12 at level 17.

Spiral Twister

Biyomon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: Biyomon fires an ethereal flame at one digimon. Make a ranged attack against one digimon within range, dealing 1d4 + POW fire damage on a hit. When Biyomon hits a target with Spiral Twister, it gains a +1 on all attack rolls for 1-minute. (May stack up to 5 times)
  • At Higher Levels: The damage dice rolled for this attack changes to 1d10 at level 5, 2d8 at level 11, and 5d4 at level 17.

Spirit Fire

Agumon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 30 ft
  • Description: Agumon launches multiple blasts of fire at one digimon within range. Target digimon must make a DEX saving throw against your POW DC. On a failed save this attack deals 2d6 + POW fire damage, and half damage on a success.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level 17.

Starlight Explosion

Houhoumon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Yes (Recharges on 6)
  • Range: 30 ft Radius
  • Description: Houhoumon erupts with holy light in a 30 ft radius around it. All digimon within the area must make a WIS saving throw. On a failed save, each digimon takes 8d8 + POW light damage, or half damage on a success. Digimon that are of the Virus, Evil, or Dark attribute, alignment, or type have disadvantage on the saving throw.

Strike of the Seven Stars

Seraphimon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: 1-Minute
  • Recharge: Recharges (6)
  • Range: Self
  • Description: Seraphimon summons seven stars of light around him. As a bonus action it can send one of the stars streaking toward one digimon. When it does so, make a ranged attack, on a hit, the target takes 4d12 light damage. Whether you hit or miss, the stars is expended. Strike of the Seven Stars cannot be recharged before all 7 stars are expended or the duration runs out.

Sunshine Beam

Sunflowmon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 30 ft line
  • Description: Sunflowmon charges up the sun it its petals before unleashing a beam of light in a 5 ft wide, 30 feet long line before it. This attack deals 5d6 + POW light damage. Each digimon in the line must make a DEX saving throw against your POW DC. On a successful save, the creature takes half damage. After using this attack, Sunflowmon cannot make any actions next turn.
  • At Higher Levels: The damage dice rolled for this attack. changes to 4d12 at level 11 and 8d8 at level 17.

Sunshine Gun

Sunflowmon

  • POW Modifier: DEX/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: Sunflowmon unleashes a barrage of sunlight beams at one target, dealing 2d6 + POW light damage.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d4 at level 11 and 3d10 at level 17.

Super Shocker

Tentomon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: Recharges
  • Range: 30 ft
  • Description: Tentomon shocks a digimon with intense electricity. Make a ranged attack against one digimon in range that Tentomon can see, dealing 1d6 + POW electric damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level 17.

Supreme Cannon

Omnimon

  • POW Modifier: DEX/WIS
  • Action Time: 1 Action
  • Type: Water
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 150 ft line
  • Description: Omnimon charges up its supreme cannon, and unleashing an high-caliber explosive shot of absolute zero energy in a 100 ft line that is 15 feet wide originating from it. All digimon in range, must make a DEX saving throw or take 10d6 Water damage on a failed save and their speed reduced to 0 until Omnimon's next turn, or take half damage and their speed is not reduced. Supreme Cannon ignores Resistances.

Tail Crash

Greymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Greymon crashes its tail into the target digimon. Make a melee attack against one digimon within range, dealing 2d8 + POW neutral damage, on a hit. If this attack hits, target creature must make a DEX saving throw or be knocked prone.
  • At Higher Levels: The damage dice rolled for this attack changes to 5d4 at level 11 and 4d6 at level 17.

Temptation

Lillymon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: 1-Minute, Concentration
  • Recharge: Recharges (5-6)
  • Range: 20 ft
  • Description: Lillymon conjures an aura of pure bliss affecting all digimon within 20 feet. All digimon in the area must make a WIS saving throw against your POW DC. On a failed save, the digimon takes 2d6 + POW plant damage, and half damage on a successful one. Lillymon restores hp equal to half the damage dealt. Whenever a digimon enters the aura or starts their turn in it, the digimon must make a Wisdom Saving Throw against your POW DC for this effect. This damage doesn't wake up sleeping digimon.
  • At Higher Levels: The damage dice rolled for this attack changes to 2d8 at level 17.

Terra Force

WarGreymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Yes (Recharges on 6)
  • Range: 60 ft
  • Description: WarGreymon concentrates atmospheric energies into a giant molten fireball. Choose one point WarGreymon can see. All creatures within 10 feet of that point must succeed a DEX Saving Throw, taking 8d8 + POW fire damage, or half as much on a failed save.

Testament

Seraphimon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: Light
  • Duration: Instantaneous
  • Recharge: No
  • Range: 100 ft Radius
  • Description: Seraphimon pulls in heaven's will, and with a vow to end it all, Seraphimon sacrifices himself to create a power big bang blast in a 100 ft radius, centered on itself, all digimon within range must make a dexterity saving throw, or take 10d12 + POW light damage. At the end of this attack, Seraphimon reverts to a Digi-EGG.

Thorn Whip

Rosemon

  • POW Modifier: DEX/CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 ft
  • Description: Rosemon strikes a digimon with its thorn whip. Make a melee attack against one target it can see within range, dealing 7d8 + POW plant damage. A digimon struck with this whip, must succeed on a WIS saving throw or be paralyzed. The digimon may make a WIS saving throw at the end of each of its turns, if successful the digimon ends this effect.

Transcendent Sword

Omnimon

  • POW Modifier: STR/WIS
  • Action Time: 1 Action
  • Type: Fire
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 5ft Radius
  • Description: Omnimon unsheathes its Transcendant Blade in a ream of fire. Make a single melee attack, this attack goes against all enemies within 5 feet of Omnimon, dealing 10d6 + POW fire damage on a hit.

Trident Arm

MetalGreymon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: 30 ft
  • Description: MetalGreymon launches its retractable arm at one target digimon. Make a ranged attack against one digimon within range, on hit deal 4d8 + POW fire damage. The target must also make a STR saving throw against your POW DC. On a failed save, the target is pulled up to 25 feet toward MetalGreymon. The target is considered grappled. MetalGreymon may use its reaction to make a Metal Slash Attack. If that attack hits, the target must make another STR saving throw against your POW DC or be knocked prone.
  • At Higher Levels: The damage dice rolled for this attack changes to 8d6 at level 17.

Un Deux Pollen

Lilamon

  • POW Modifier: WIS/CHA
  • Action Time: 1 Action
  • Type: lantral
  • Duration: Instantaneous
  • Recharge: No
  • Range: 10 ft radius
  • Description: Lilamon shakes its head and moves its arms seductively, releasing bewitching, poisonous pollen in a 10 foot radius centered on it. All digimon within range must succeed on a WIS saving throw against Lilamon's POW DC or be charmed by Lilamon for 1-min.

Vulcan's Boomerang

Zudomon

  • POW Modifier: STR
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: 20 ft
  • Description: Zudomon twirls its hammer above its head before launching the hammer at one target within 20 feet. Make a ranged attack against one target, dealing 3d10 + POW electric damage on a hit. The hammer then returns to Zudomon. If Zudomon misses with this attack, the hammer doesn't return to him until the end of his next turn. Zudomon cannot use any attack with "Vulcan" in its name until the hammer returns.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d12 at level 17.

Vulcan's Hammer

Zudomon

  • POW Modifier: STR
  • Action Time: 1 Action
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: Recharges (5-6)
  • Range: 60 ft Line
  • Description: Twirling its hammer, Zudomon stores electricity from the air before slamming the mighty weapon down upon the ground in a 5 foot wide, 60 ft long line before it. All digimon within the area must make a DEX saving throw. On a failed save, each digimon takes 3d10 + POW electric damage, or half as much on a successful one. In addition, the lightning ruptures the land causing the land to be difficult terrain.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d12 at level 17.

Vulcan's Vengeance

Zudomon

  • POW Modifier: STR
  • Action Time: 1 Reaction
  • Type: Electric
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Zudomon charges its hammer before responding to an attack, dealing all the vengeance of Vulcan. Whenever Zudomon is hit with a melee attack, as a reaction, Zudomon may make a melee against the creature that hit it, dealing 3d10 + POW electric damage on a hit.
  • At Higher Levels: The damage dice rolled for this attack changes to 4d12 at level 17.

Weak Slap

Andromon

  • ACT Modifier: STR/DEX
  • Action Time: 1 Action
  • Attribute: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: Andromon slaps the opponent. Make a melee attack dealing 3d12+POW Neutral damage, on a hit.
  • At Higher Levels: At 17th level this attack does 6d8 damage.

Wisselen

Rafflesimon

  • POW Modifier: CHA
  • Action Time: 1 Action
  • Type: Plant
  • Duration: Instantaneous
  • Recharge: Recharges (6)
  • Range: 30 ft Radius
  • Description: Rafflesimon releases scales in a 30 ft raidus around it. All digimon in the area must succeed on a DEX saving throw against its POW DC, or be touched by the scales. If a scale touches a digimon, that digimon must succeed a WIS saving throw agianst its POW DC or be enslaved by Rafflesimon.

Rafflesimon can issue orders through telepathy as well as show images to its enslaved. The enslaved digimon is enslaved until Rafflesimon ends the Jogress Digivolution.

Wolf Claw

WereGarurumon

  • POW Modifier: STR/DEX
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: No
  • Range: Melee
  • Description: WereGarurumon strikes out with its spiked gauntlet. Make a melee attack against a target, dealing 4d6 + POW neutral damage. If Wolf Claw hits the target, as a bonus action, WereGarurumon may attack again with Wolf Claw.
  • At Higher Levels: The damage dice rolled for this attack changes to 6d6 at level 17.

Wolf Cry

Garurumon

  • POW Modifier: STR/CHA
  • Action Time: 1 Action
  • Type: Neutral
  • Duration: Instantaneous
  • Recharge: Recharges (4-6)
  • Range: 20 ft
  • Description: Garurumon lets out a terrifying roar, Garurumonn gains a +2 bonus to attack rolls for 1-minute. (This boost persists through digivolution). In addition, any digimon within 20 feet radius of Garurumon must make a WIS saving throw or be panicked.

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