As I said in the title.... i've been designing a Digimon Tamer class where you partner up with a digimon for a campaign :D (specifically a campaign where all PC's play a digimon.). Any and all feedback is appreciated. The current idea is that spells, abilites, flavor will be adjusted to a more digital world setting so not everything will translate cleanly such as DND gods powering a clerics spells, but it will most likely just be flavored as a digimons skill set and as it levels up it gets stronger/gains better control of its powers. I decided to base it off of the anime in how it functions. I don't know the best way to get feedback on the race without publishing it, but I want to be able to work on it still after getting feedback which isn't possible once you post, so I will be posting the race I have designed here. I specifically need help deciding how I want to handle the subspecies of digimon, since I want to encapsulate a digimon transforming into a higher form and getting stronger without letting players break the game. These classes might be strong, but I hope they aren't busted strong. I specifically want to know if the Save DC's look about right or not, I am open to changing them because I know save DC's are pretty strong in practice and I'm weary as having them in the bass class, but I wanted them to feel slightly unique to just getting free cantrips. My grammar may not be the best but I tried to word things correctly so major apologies in advance. Let me put up the class!!! It is a long read.
Digimon Tamer
Digimons come in all shapes and sizes, and you as a Digimon Tamer have soul bounded with one, becoming in tune with your digital friend. These digital monsters are highly intelligent and powerful, and they pair up with humans through a tool called a Digivice to come into the real world. All Digimon share an ability to digivolve under the proper conditions and this Digivice can act as a catalyst to digivolve and degenerate at will. You are a tamer and one day a digimon came to you asking if you wanted to be partners. Certain tamers attract certain digimon and they tend to share personality traits with their digital partners.
Digimon Tamer Traits
Here are your Digimon's traits.
Digivice
Your character shares its stat spread with your Digimon, Whenever you must make a saving throw or a check, you may use your digimon's stats and abilities for that saving throw or check instead if it is not incapacitated. Your player character has hit points equal to half of your Digimons hit points and cannot wield weapons or wear armor. You and your digimon share turn initiative and at the beginning of your turn during combat, if you and your Digimon are within 120 ft. of each other, you may be transported to its position and you merge with your Digimon, sharing the Digimons body and fighting together as a single entity using your digimons stat sheet. You may unmerge as an action reverting back to both seperate characters withen five feet of each other and If your hit points drop to zero while merged, you and your Digimon immediately unmerge. Any effort to stabilize or heal you or your digimon affects both of you if you are within 120 ft. of each other.
Digivolution
All Digimon have the power to digivolve. At first level, As a bonus action, your digimon may digivolve and become a higher form starting as a rookie at base and becoming a champion, then an ultimate, and finally a mega depending on how many times this ability is stacked. If you have more then one stack of Digivolution stored up, you may expend multiple charges at once. It will stay as its digivolved form for up to an hour and may revert back to its original form as an action. Your digimon will change in size and shape and may change to a size other then medium at your DM's discretion. Whenever it digivolves, your Digimon gains temp hit points equal to its level and also gains benefits that depend on its subrace, as described below.
Once your digimon digivolves, it can not do so again until you have finished a short or long rest. It may digivolve an additional time at 6th level, and again at 12th level gaining new effects when stacked on top of itself as dictated by your digimon's subrace.
Digital body
Digimon do not use weapons and many cannot actually wield them or wear armor. Weapons and armor are actually pieces of code and data that your Digimon can call upon and can be collected when killing other digital beings or bought from online. whenever you would have your Digimon equip or unequip weapon and armor, the Digimon strengthens its already digital body to accommodate for its equipment and this will be expressed to your DM's discretion. Some examples would be fur and scales getting thick and hard, or claws growing longer and sharper. A Digimon will always be treated as a medium sized creature when wielding or equipping weapons.
Ability score increase
Increase an ability score of your choice by 1
Aquan Digimon
Aquan Digimon surf the digital ocean and explore its depths. they are naturally curious and enjoy being mischievous, but they are usually good at heart. Some of them don't feel as at home on land, preferring water, but they overcome their discomfort in order to explore or if their is a reason pulling them ashore. Some notable examples of Aquan Digimon (from rookie to mega) are:
Gomamon> Ikkakumon> Zudomon> Vikemon
Otamamon> Geckomon> ShogunGeckomon> Pukumon
Kamemon> Gwappamon> Shawjamon> Jumbogamemon
Betamon> Dolphmon> Whamon> Neptunemon
Water Heart
You are accustomed to the cold depths of the ocean and you have very thick skin/blubber giving you a resistance to cold damage.
Digivolution Bonuses
When you Digivolve into champion stage or higher:
You are a proficient swimmer and you get even better at swimming each time you digivolve. Increase your swimming speed by 10. Increase your swim speed by an additional 5 at ultimate stage or higher, and an additional 5 at mega stage.
You can shoot out a large jet of water or ice from your mouth as an action. All creatures in a 25ft. line originating from you must make a DC 11 constitution saving throw or take 1d8 of cold damage. increase this damage by 1d8 at ultimate stage or higher, and increase the damage further by 2d8 at mega stage. Additionally while in mega stage, the targets takes half damage on a successful save.
When you digivolve into an ultimate or higher:
Once per long rest, you may spend your action to remove your temporary hit points and regain life equal to to amount of temp hit points you lost +5. Regain an additional 5 hp at mega stage when you use this ability.
When you digivolve into a mega or higher:
Once per long rest, you may exude a whirlpool aura around you in 5 ft. as an action that lasts for 1 minute or until you turn it off as a bonus action. Whenever another creature enters the aura, or ends their turn in the aura, they take 4 cold damage.
Once per long rest, when a creature moves within 5 ft. of you, you may use your reaction to turn into a mist and teleport to within 15 ft. of one of your allies as long as they are within 120 ft. of you.
Water Beast
Your Digimon can breathe in water and has a swim speed of 20ft.
Beast Digimon
Beast Digimon are most at home in nature and the wild, the uncharted territories of the internet. Beast Digimon tend to love freedom of self and/or others the most. Their strong bodies make them good hunters. Some notable examples of Beast Digimon (from rookie to mega) are:
Gabumon> Garurumon> WereGarurumon> MetalGarurumon
Gaomon> Gaogamon> MachGaogamon> MirageGaogamon
Bearmon> Leomon> GrapLeomon> BanchoLeomon
Dorumon> Dorugamon> DoruGreymon> Dorugorumon
Ability score Increase
Increase an ability score of your choice by 1
Beast Heart
Your strong will and natural body helps you to shrug off poisonous attacks. You are resistant to poison.
Enhanced Movement
Your enhanced predator instincts and wild form make you faster then other Digimon. Increase your base speed by 5ft
Digivolution Bonuses
When you digivolve into champion stage or higher:
As your bestial form gets stronger, you gain 5 movement speed. You gain an additional 5 movement speed when you become an ultimate stage or higher and an additional 5 movement speed at mega level.
You may channel your bestial fury as a bonus action. Once this turn, if you hit with a melee or ranged attack, you may add 1d4 damage to your hit. At ultimate stage, change the die to 3d4. At mega stage, change the die to 5d4.
When you digivolve into an ultimate or higher:
Your thick fur and bestial reflexes make it harder to get hurt and you get an additional 1 AC. Add an additional 1 AC at mega stage.
When you digivolve into a mega or higher:
Once per long rest, as a reaction, you may choose one spell save DC that' this digimon has failed and change it to a success.
Bird Digimon
Bird Digimon soar the open skies in search of prey and personal freedom. They are keen and swift hunters that ride the wind and strike quick, lethal blows. Some notable examples of Bird Digimon (from rookie to mega) are:
Biyomon> Birdramon> Garudamon> Pheonixmon
Hawkmon> Aquilamon> Silphymon> Valkyriemon
Falcomon> Peckmon> Crowmon> Ravemon
Penguinmon> Kokotorimon>Sinduramon> Gryphmon
Winged Form
As a bird digimon, your wings allow you to soar the skies and you get 15ft. of flying speed.
Winged Heart
Your ability to fly freely and react quickly allows you to impose disadvantage on a melee attack made against you once per long rest as a reaction.
Keen Sight
You have advantage on Wisdom (Perception) checks that rely on sight.
Digivolution Bonus
When you digivolve into champion stage or higher:
As your wings get stronger you start to be able to fly faster and for greater distances. Increase your flying speed by 10. Increase your flying speed by an additional 5 at ultimate stage or higher, and an additional 5 at mega stage.
Once per turn, you may focus all of your energy into your attack as a bonus action. Your first melee or ranged attack this turn gets +1 to hit. Your next melee or ranged attack gets an additional +1 to hit at ultimate stage, and an additional +2 to hit at mega stage. In addition while in mega stage, any creature you hit with this ability has disadvantage on their next attack made against you until your next turn.
When you digivolve into an ultimate or higher:
Once per long rest, you can cast wind wall as an action without consuming any spell slots, but the width of this wind wall can only be 10 ft. wide. in addition, your attacks are not affected when trying to shoot through the wind wall.
When you digivolve into a mega or higher:
Once per long rest, you may use your action to shoot shoot a million sharp feathers from your body or weapons in a 15ft. cone in front of you. All creatures in the cone must make a strength saving throw with a save DC of 14, and on a fail take 8d4 of damage, and half as much on a successful one. Enemies hit by this spell cannot take reactions until their next turn regardless of if they passed the save DC or not.
Dark Digimon
Dark Digimon draw their power from dark energy and death. These beings are corrupted from the evil energies used to create them. While many might not inherently be evil, they usually have fatal flaws such as being greedy or prideful that constantly challenge their ability to be good. They have a hard time accepting the help of others unless they truly trust them or the situation is dire enough. Some notable examples of Dark Digimon ( from rookie to mega) are:
Because of the dark energies flowing through your body, you have resistance to necrotic damage.
Digivolution Bonuses
When you Digivolve into champion stage or higher:
You may spew dark energy out your body as an action. All creatures within 10 feet of you must make a DC 12 Strength saving throw or take 1d8 of necrotic damage. increase this damage by 1d8 at ultimate stage or higher, and increase the damage further by 2d8 at mega stage. Additionally while in mega stage.
When you digivolve into an ultimate or higher:
You may try to frighten one target creature within 30 feet of you as an action on your turn once per long rest. The target must make a Wisdom saving throw with a DC of 14 or be frightened. You may target one additional creature at mega level.
Once per long rest, you may try to suck the life force out of another creature to empower yourself. Make a melee spell attack using your spell caster modifier, or if you don't have one, your weapons attack modifier. On a hit, the target takes 4d6 necrotic damage and you regain hit points equal to half of the damage dealt.
When you digivolve into a mega or higher:
Once per long rest, you may fire a dark cannon of destruction as an action. A point you choose within 120 ft. Gets bombarded with a huge ball of negative energy causing a massive explosion. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw with a save DC of 14. A target takes 5d6 Necrotic damage on a failed save, or half as much damage on a successful one.
Dragon Digimon
Dragon Digimon are powerful beings created with fierce data. They are powerful and tend to like to show off occasionally getting them into trouble. A majority of dragon Digimon have an affinity with fire and are as strong and passionate as flames themselves. Some notable examples of Dragon Digimon (from rookie to mega) are:
Agumon> Greymon> metalGreymon> Wargreymon
Agumon> Geogreymon> Risegreymon> ShineGreymon
Guilmon> Growlmon> Wargrowlmon> Megidramon
Veemon> Veedramon> AirVeedramon> Goldramon
Flame Heart
Because of your affinity with fire and your fierce heart, You are resistant to fire damage.
Digivolution Bonuses
When you Digivolve into champion stage or higher:
You gain the ability to breath fire as an action. Make a a spell attack in a 15 foot cone in front of you. The targets must make a DC 12 Dexterity saving throw taking 1d6 fire damage on a failed saving throw. Increase the damage by 1d6 at ultimate stage or higher, and increase the damage by 1d6 at mega stage.
When you digivolve into an ultimate or higher:
You gain the ability to roar loud enough to nearly shatter ear drums. Once per long rest, you may roar as your action, and choose one of the following affects. Any allies within 30 feet of you may make an additional saving roll right now with advantage to shake free of a condition induced by a spell such as hold person, or one target enemy must make a DC 14 wisdom saving throw or become frightened.
When you digivolve into a mega or higher:
Once per long rest, you may cast an altered version of fireball as an action for free without using up a spell slot or needing components. The targets must make a DC 14 dexterity saving throw and take 5d6 of fire damage on a failed save, or half as much on a succesful one. If every target succeeds on their saving throws, it enrages you and you gain advantage on your next melee or spell attack.
Once per long rest, you may fire a giant bomb of fire as an action at a point you choose within 120 ft. causing a massive explosion. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw with a save DC of 14. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one.
Your scales have hardened to impenetrable levels and gives you an additional 1 ac. In addition, once per long rest after you get hit but before damage is rolled on a melee attack or ranged spell attack, you may have the attack do half damage.
Holy Digimon
Holy Digimon are beings with holy power and generally are of the good alignment. Many of them are divine beings or draw their power from divine beings and are on a quest to protect others. Some notable examples of holy Digimon (from rookie to mega) are:
Patamon> Angemon> MagnaAngemon> Seraphimon
Renamon> Kyubimon> Taomon> Sakuyamon
Salamon> Gatoman > Angewomon> Ophanimon
Kudamon> Reppamon> Chirinmon> Kentaurosmon
Holy Heart
Your pure body and origin give you a resistance to radiant damage.
Digivolution bonuses
When you Digivolve into champion stage or higher:
When you digivolve into a champion digimon, you may heal all creatures of your choice within 10 ft of you with 1d4 of dice. Increase this healing by 1d6 and the range by 20 feet when you transform into an ultimate or higher and increase this healing by an addition 1d12 and the range by an additional 30 feet when you digivolve into a mega.
Once per turn as a bonus action, you may shoot a bolt of pure light at a creature of your choice within 30 feet. The target must make a DC 12 dexterity saving throw or take 1d4 of radiant damage. Increase this damage by 1d4 at ultimate stage and an additional 2d4 at mega stage.
When you digivolve into an ultimate or higher:
Once per long rest you may make Holy power radiate from you in an aura with a 30-foot radius, bathing you and your allies in holy energy.. The aura moves with you, centered on you. While in the aura, each creature of your choice in the aura deals an extra 1d4 radiant damage when it hits with a weapon attack. This effect lasts for 1 minute. increase the damage by an additional 1d4 if you are a mega or higher.
When you digivolve into a mega or higher:
Stabilize all unconscious creatures within 60ft. upon becoming a mega.
Once per long rest, you may channel your divine power as an action. You may cause a flash of bright light to erupt in front of you in a 30 foot cone, or to erupt from your position 15 feet in a sphere around you. Assign up to a total of 7d4 of damage however you choose to creatures inside the light and then roll for damage, striking all targets simultaneously.
Insect/Plant Digimon
Insect/Plant Digimon are natural beings that are in tune with nature, often being protectors of it. A majority of these Digimon have natural abilities to sicken or harm would be predators of them or their habitat and can also use these skills offensively in a pinch. Some notable examples of Plant/insect Digimon (from rookie to mega) are:
Your natural healing and your exoskeleton or plant mesh body gives you a resistance to acid damage.
Digivolution Bonuses
When your digimon digivolves into champion stage or higher:
you gain the ability to spew either bile or acidic pollen as an action. Make a a spell attack in a 15 foot cone in front of you. All creatures inside the range must make a DC 12 Constitution saving throw taking 1d6 acid damage on a failed saving throw. Increase this damage by 1d6 at ultimate stage or higher, and increase the damage by 2d6 at mega stage. While in mega stage.
When you digivolve into an ultimate or higher:
Once per long rest, you may channel the natural strength inside of you to cover a 10ft area in thick vines and sharp thorns. This area is now considered difficult terrain and any creature that moves through the area takes 2d4 piercing damage for every 5 feet it travels. In addition, if a creature is within 5ft of the vines, you may use a bonus action to attack with the vines. Make a melee spell attack using your spell modifier if you are a spell caster, and your dexterity modifier if you are not. On a hit, the target takes 4d4 piercing or slash damage.
You have advantage on grapples due to your extra appendages or vines.
When you digivolve into a mega or higher:
Once per long rest, as an action, you gain the ability to smite one area using either lightning or shoot a condensed ball of acid that bursts on impact. choose a point you can see within 120 ft to target. Each creature within 5 feet of that point must make a DC 14 Dexterity saving throw. A creature takes 5d8 acid or lightning damage on a failed save, and half as much on a successful one.
Once per long rest, you may use your natural healing to do one of the following effects as an action.
.Heal damage equal to your character level.
.Remove paralysis, blindness, or deafness from your character. ( you may still do this even if you are under the affects of paralysis)
.Reverse the reduction of one of your ability scores.
Machine Digimon
Machine Digimon are methodical and eccentric . Many of them were created programs with specific purposes instead of randomly forming from data. Their uses and programs can be as varied from busting viruses to scanning the Digital world or hacking. Machine Digimon are blessed with strong Ai's that transformed them into Digimon and in turn became sapient. Some notable examples of Machine Digimon (from rookie to mega) are:
Your mechanical body and electronic circuits give you a resistance to poison and a resistance to lightning damage.
Digivolution Bonuses
When you Digivolve into champion stage or higher:
You may use your action to cause a surge of electricity in your body and you may shoot out lightning at one creature within 30 ft. of you. The creature must make a DC 14 dexterity saving throw or be zapped by electricity and take 1d8 of damage. The target has disadvantage on the first spell attack they make against you until your next turn.
When you digivolve into an ultimate or higher:
You gain 1 additional AC due to your hard, mechanical body.
Upon digivolving into an ultimate stage, you may choose acid, thunder, fire, cold, piercing, slashing, bludgeoning, or psychic damage. You gain resistance to that damage type for 10 minutes. You may change the damage type or choose the same one when digivolving into a mega.
When you digivolve into a mega or higher:
Once per long rest, you may unload a powerful cannonball of electricity on one target creature within 60 ft. The creature must make a DC 15 dexterity saving throw or take 5d10 lightning damage.
These may be blatantly strong but is their anything really campaign breaking? If all the PC characters will be strong like this, it might serve just to up the difficulty of encounters to take into account these stronger digimon. (encounters would be based off of existing dnd monsters, so instead of fighting say a giant skeleton Minotaur, you fight a skullgreymon and just copy the stats over from the sheet for the most part and re-flavor the attacks.
OMG this is amazing! I love Digimon so much I have literally binged all the seasons at least 3 times. I personally think what you have is great! It would be cool if you could also incorporate the different crests (or even make your own unique ones based on each player), Digimon fusion (Adventure Season2 & Digimon Fusion), and/or DNA Digivolution (from Season 5) if everyone is playing this class! Honestly im kind of jealous of your player(s) who gets to use this awesome homebrew!!!!
I don’t know much about Digimon and can’t help with balancing, but don’t post it to public homebrew. It’s against the homebrew rules and guildelines.
Rollback Post to RevisionRollBack
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
As I said in the title.... i've been designing a Digimon Tamer class where you partner up with a digimon for a campaign :D (specifically a campaign where all PC's play a digimon.). Any and all feedback is appreciated. The current idea is that spells, abilites, flavor will be adjusted to a more digital world setting so not everything will translate cleanly such as DND gods powering a clerics spells, but it will most likely just be flavored as a digimons skill set and as it levels up it gets stronger/gains better control of its powers. I decided to base it off of the anime in how it functions. I don't know the best way to get feedback on the race without publishing it, but I want to be able to work on it still after getting feedback which isn't possible once you post, so I will be posting the race I have designed here. I specifically need help deciding how I want to handle the subspecies of digimon, since I want to encapsulate a digimon transforming into a higher form and getting stronger without letting players break the game. These classes might be strong, but I hope they aren't busted strong. I specifically want to know if the Save DC's look about right or not, I am open to changing them because I know save DC's are pretty strong in practice and I'm weary as having them in the bass class, but I wanted them to feel slightly unique to just getting free cantrips. My grammar may not be the best but I tried to word things correctly so major apologies in advance. Let me put up the class!!! It is a long read.
Digimon Tamer
Digimons come in all shapes and sizes, and you as a Digimon Tamer have soul bounded with one, becoming in tune with your digital friend. These digital monsters are highly intelligent and powerful, and they pair up with humans through a tool called a Digivice to come into the real world. All Digimon share an ability to digivolve under the proper conditions and this Digivice can act as a catalyst to digivolve and degenerate at will. You are a tamer and one day a digimon came to you asking if you wanted to be partners. Certain tamers attract certain digimon and they tend to share personality traits with their digital partners.
Digimon Tamer Traits
Here are your Digimon's traits.
Digivice
Your character shares its stat spread with your Digimon, Whenever you must make a saving throw or a check, you may use your digimon's stats and abilities for that saving throw or check instead if it is not incapacitated. Your player character has hit points equal to half of your Digimons hit points and cannot wield weapons or wear armor. You and your digimon share turn initiative and at the beginning of your turn during combat, if you and your Digimon are within 120 ft. of each other, you may be transported to its position and you merge with your Digimon, sharing the Digimons body and fighting together as a single entity using your digimons stat sheet. You may unmerge as an action reverting back to both seperate characters withen five feet of each other and If your hit points drop to zero while merged, you and your Digimon immediately unmerge. Any effort to stabilize or heal you or your digimon affects both of you if you are within 120 ft. of each other.
Digivolution
All Digimon have the power to digivolve. At first level, As a bonus action, your digimon may digivolve and become a higher form starting as a rookie at base and becoming a champion, then an ultimate, and finally a mega depending on how many times this ability is stacked. If you have more then one stack of Digivolution stored up, you may expend multiple charges at once. It will stay as its digivolved form for up to an hour and may revert back to its original form as an action. Your digimon will change in size and shape and may change to a size other then medium at your DM's discretion. Whenever it digivolves, your Digimon gains temp hit points equal to its level and also gains benefits that depend on its subrace, as described below.
Once your digimon digivolves, it can not do so again until you have finished a short or long rest. It may digivolve an additional time at 6th level, and again at 12th level gaining new effects when stacked on top of itself as dictated by your digimon's subrace.
Digital body
Digimon do not use weapons and many cannot actually wield them or wear armor. Weapons and armor are actually pieces of code and data that your Digimon can call upon and can be collected when killing other digital beings or bought from online. whenever you would have your Digimon equip or unequip weapon and armor, the Digimon strengthens its already digital body to accommodate for its equipment and this will be expressed to your DM's discretion. Some examples would be fur and scales getting thick and hard, or claws growing longer and sharper. A Digimon will always be treated as a medium sized creature when wielding or equipping weapons.
Ability score increase
Increase an ability score of your choice by 1
Aquan Digimon
Aquan Digimon surf the digital ocean and explore its depths. they are naturally curious and enjoy being mischievous, but they are usually good at heart. Some of them don't feel as at home on land, preferring water, but they overcome their discomfort in order to explore or if their is a reason pulling them ashore. Some notable examples of Aquan Digimon (from rookie to mega) are:
Gomamon> Ikkakumon> Zudomon> Vikemon
Otamamon> Geckomon> ShogunGeckomon> Pukumon
Kamemon> Gwappamon> Shawjamon> Jumbogamemon
Betamon> Dolphmon> Whamon> Neptunemon
Water Heart
You are accustomed to the cold depths of the ocean and you have very thick skin/blubber giving you a resistance to cold damage.
Digivolution Bonuses
When you Digivolve into champion stage or higher:
You are a proficient swimmer and you get even better at swimming each time you digivolve. Increase your swimming speed by 10. Increase your swim speed by an additional 5 at ultimate stage or higher, and an additional 5 at mega stage.
You can shoot out a large jet of water or ice from your mouth as an action. All creatures in a 25ft. line originating from you must make a DC 11 constitution saving throw or take 1d8 of cold damage. increase this damage by 1d8 at ultimate stage or higher, and increase the damage further by 2d8 at mega stage. Additionally while in mega stage, the targets takes half damage on a successful save.
When you digivolve into an ultimate or higher:
Once per long rest, you may spend your action to remove your temporary hit points and regain life equal to to amount of temp hit points you lost +5. Regain an additional 5 hp at mega stage when you use this ability.
When you digivolve into a mega or higher:
Once per long rest, you may exude a whirlpool aura around you in 5 ft. as an action that lasts for 1 minute or until you turn it off as a bonus action. Whenever another creature enters the aura, or ends their turn in the aura, they take 4 cold damage.
Once per long rest, when a creature moves within 5 ft. of you, you may use your reaction to turn into a mist and teleport to within 15 ft. of one of your allies as long as they are within 120 ft. of you.
Water Beast
Your Digimon can breathe in water and has a swim speed of 20ft.
Beast Digimon
Beast Digimon are most at home in nature and the wild, the uncharted territories of the internet. Beast Digimon tend to love freedom of self and/or others the most. Their strong bodies make them good hunters. Some notable examples of Beast Digimon (from rookie to mega) are:
Gabumon> Garurumon> WereGarurumon> MetalGarurumon
Gaomon> Gaogamon> MachGaogamon> MirageGaogamon
Bearmon> Leomon> GrapLeomon> BanchoLeomon
Dorumon> Dorugamon> DoruGreymon> Dorugorumon
Ability score Increase
Increase an ability score of your choice by 1
Beast Heart
Your strong will and natural body helps you to shrug off poisonous attacks. You are resistant to poison.
Enhanced Movement
Your enhanced predator instincts and wild form make you faster then other Digimon. Increase your base speed by 5ft
Digivolution Bonuses
When you digivolve into champion stage or higher:
As your bestial form gets stronger, you gain 5 movement speed. You gain an additional 5 movement speed when you become an ultimate stage or higher and an additional 5 movement speed at mega level.
You may channel your bestial fury as a bonus action. Once this turn, if you hit with a melee or ranged attack, you may add 1d4 damage to your hit. At ultimate stage, change the die to 3d4. At mega stage, change the die to 5d4.
When you digivolve into an ultimate or higher:
Your thick fur and bestial reflexes make it harder to get hurt and you get an additional 1 AC. Add an additional 1 AC at mega stage.
When you digivolve into a mega or higher:
Once per long rest, as a reaction, you may choose one spell save DC that' this digimon has failed and change it to a success.
Bird Digimon
Bird Digimon soar the open skies in search of prey and personal freedom. They are keen and swift hunters that ride the wind and strike quick, lethal blows. Some notable examples of Bird Digimon (from rookie to mega) are:
Biyomon> Birdramon> Garudamon> Pheonixmon
Hawkmon> Aquilamon> Silphymon> Valkyriemon
Falcomon> Peckmon> Crowmon> Ravemon
Penguinmon> Kokotorimon>Sinduramon> Gryphmon
Winged Form
As a bird digimon, your wings allow you to soar the skies and you get 15ft. of flying speed.
Winged Heart
Your ability to fly freely and react quickly allows you to impose disadvantage on a melee attack made against you once per long rest as a reaction.
Keen Sight
You have advantage on Wisdom (Perception) checks that rely on sight.
Digivolution Bonus
When you digivolve into champion stage or higher:
As your wings get stronger you start to be able to fly faster and for greater distances. Increase your flying speed by 10. Increase your flying speed by an additional 5 at ultimate stage or higher, and an additional 5 at mega stage.
Once per turn, you may focus all of your energy into your attack as a bonus action. Your first melee or ranged attack this turn gets +1 to hit. Your next melee or ranged attack gets an additional +1 to hit at ultimate stage, and an additional +2 to hit at mega stage. In addition while in mega stage, any creature you hit with this ability has disadvantage on their next attack made against you until your next turn.
When you digivolve into an ultimate or higher:
Once per long rest, you can cast wind wall as an action without consuming any spell slots, but the width of this wind wall can only be 10 ft. wide. in addition, your attacks are not affected when trying to shoot through the wind wall.
When you digivolve into a mega or higher:
Once per long rest, you may use your action to shoot shoot a million sharp feathers from your body or weapons in a 15ft. cone in front of you. All creatures in the cone must make a strength saving throw with a save DC of 14, and on a fail take 8d4 of damage, and half as much on a successful one. Enemies hit by this spell cannot take reactions until their next turn regardless of if they passed the save DC or not.
Dark Digimon
Dark Digimon draw their power from dark energy and death. These beings are corrupted from the evil energies used to create them. While many might not inherently be evil, they usually have fatal flaws such as being greedy or prideful that constantly challenge their ability to be good. They have a hard time accepting the help of others unless they truly trust them or the situation is dire enough. Some notable examples of Dark Digimon ( from rookie to mega) are:
Demidevimon> Devimon> Myotismon> VenomMyotismon
Impmon> Wizardmon> Mummymon> Beelzemon
Dracmon> Musyamon> Vajramon> Zanbamon
BlackAgumon> BlackTyrannomon> SkullGreymon> BlackWarGreymon
Dark Heart
Because of the dark energies flowing through your body, you have resistance to necrotic damage.
Digivolution Bonuses
When you Digivolve into champion stage or higher:
You may spew dark energy out your body as an action. All creatures within 10 feet of you must make a DC 12 Strength saving throw or take 1d8 of necrotic damage. increase this damage by 1d8 at ultimate stage or higher, and increase the damage further by 2d8 at mega stage. Additionally while in mega stage.
When you digivolve into an ultimate or higher:
You may try to frighten one target creature within 30 feet of you as an action on your turn once per long rest. The target must make a Wisdom saving throw with a DC of 14 or be frightened. You may target one additional creature at mega level.
Once per long rest, you may try to suck the life force out of another creature to empower yourself. Make a melee spell attack using your spell caster modifier, or if you don't have one, your weapons attack modifier. On a hit, the target takes 4d6 necrotic damage and you regain hit points equal to half of the damage dealt.
When you digivolve into a mega or higher:
Once per long rest, you may fire a dark cannon of destruction as an action. A point you choose within 120 ft. Gets bombarded with a huge ball of negative energy causing a massive explosion. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw with a save DC of 14. A target takes 5d6 Necrotic damage on a failed save, or half as much damage on a successful one.
Dragon Digimon
Dragon Digimon are powerful beings created with fierce data. They are powerful and tend to like to show off occasionally getting them into trouble. A majority of dragon Digimon have an affinity with fire and are as strong and passionate as flames themselves. Some notable examples of Dragon Digimon (from rookie to mega) are:
Agumon> Greymon> metalGreymon> Wargreymon
Agumon> Geogreymon> Risegreymon> ShineGreymon
Guilmon> Growlmon> Wargrowlmon> Megidramon
Veemon> Veedramon> AirVeedramon> Goldramon
Flame Heart
Because of your affinity with fire and your fierce heart, You are resistant to fire damage.
Digivolution Bonuses
When you Digivolve into champion stage or higher:
You gain the ability to breath fire as an action. Make a a spell attack in a 15 foot cone in front of you. The targets must make a DC 12 Dexterity saving throw taking 1d6 fire damage on a failed saving throw. Increase the damage by 1d6 at ultimate stage or higher, and increase the damage by 1d6 at mega stage.
When you digivolve into an ultimate or higher:
You gain the ability to roar loud enough to nearly shatter ear drums. Once per long rest, you may roar as your action, and choose one of the following affects. Any allies within 30 feet of you may make an additional saving roll right now with advantage to shake free of a condition induced by a spell such as hold person, or one target enemy must make a DC 14 wisdom saving throw or become frightened.
When you digivolve into a mega or higher:
Once per long rest, you may cast an altered version of fireball as an action for free without using up a spell slot or needing components. The targets must make a DC 14 dexterity saving throw and take 5d6 of fire damage on a failed save, or half as much on a succesful one. If every target succeeds on their saving throws, it enrages you and you gain advantage on your next melee or spell attack.
Once per long rest, you may fire a giant bomb of fire as an action at a point you choose within 120 ft. causing a massive explosion. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw with a save DC of 14. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one.
Your scales have hardened to impenetrable levels and gives you an additional 1 ac. In addition, once per long rest after you get hit but before damage is rolled on a melee attack or ranged spell attack, you may have the attack do half damage.
Holy Digimon
Holy Digimon are beings with holy power and generally are of the good alignment. Many of them are divine beings or draw their power from divine beings and are on a quest to protect others. Some notable examples of holy Digimon (from rookie to mega) are:
Patamon> Angemon> MagnaAngemon> Seraphimon
Renamon> Kyubimon> Taomon> Sakuyamon
Salamon> Gatoman > Angewomon> Ophanimon
Kudamon> Reppamon> Chirinmon> Kentaurosmon
Holy Heart
Your pure body and origin give you a resistance to radiant damage.
Digivolution bonuses
When you Digivolve into champion stage or higher:
When you digivolve into a champion digimon, you may heal all creatures of your choice within 10 ft of you with 1d4 of dice. Increase this healing by 1d6 and the range by 20 feet when you transform into an ultimate or higher and increase this healing by an addition 1d12 and the range by an additional 30 feet when you digivolve into a mega.
Once per turn as a bonus action, you may shoot a bolt of pure light at a creature of your choice within 30 feet. The target must make a DC 12 dexterity saving throw or take 1d4 of radiant damage. Increase this damage by 1d4 at ultimate stage and an additional 2d4 at mega stage.
When you digivolve into an ultimate or higher:
Once per long rest you may make Holy power radiate from you in an aura with a 30-foot radius, bathing you and your allies in holy energy.. The aura moves with you, centered on you. While in the aura, each creature of your choice in the aura deals an extra 1d4 radiant damage when it hits with a weapon attack. This effect lasts for 1 minute. increase the damage by an additional 1d4 if you are a mega or higher.
When you digivolve into a mega or higher:
Stabilize all unconscious creatures within 60ft. upon becoming a mega.
Once per long rest, you may channel your divine power as an action. You may cause a flash of bright light to erupt in front of you in a 30 foot cone, or to erupt from your position 15 feet in a sphere around you. Assign up to a total of 7d4 of damage however you choose to creatures inside the light and then roll for damage, striking all targets simultaneously.
Insect/Plant Digimon
Insect/Plant Digimon are natural beings that are in tune with nature, often being protectors of it. A majority of these Digimon have natural abilities to sicken or harm would be predators of them or their habitat and can also use these skills offensively in a pinch. Some notable examples of Plant/insect Digimon (from rookie to mega) are:
Palmon> Togemon> Lillymon> Rosemon
Tentomon> Kabuterimon> Megakabuterimon(R)> HerculesKabuterimon
Wormmon> Kuwagumon> Okuwamon> GranKuwagomon
Floramon> Woodmon> Cherrymon> Lotusmon
Nature Heart
Your natural healing and your exoskeleton or plant mesh body gives you a resistance to acid damage.
Digivolution Bonuses
When your digimon digivolves into champion stage or higher:
you gain the ability to spew either bile or acidic pollen as an action. Make a a spell attack in a 15 foot cone in front of you. All creatures inside the range must make a DC 12 Constitution saving throw taking 1d6 acid damage on a failed saving throw. Increase this damage by 1d6 at ultimate stage or higher, and increase the damage by 2d6 at mega stage. While in mega stage.
When you digivolve into an ultimate or higher:
Once per long rest, you may channel the natural strength inside of you to cover a 10ft area in thick vines and sharp thorns. This area is now considered difficult terrain and any creature that moves through the area takes 2d4 piercing damage for every 5 feet it travels. In addition, if a creature is within 5ft of the vines, you may use a bonus action to attack with the vines. Make a melee spell attack using your spell modifier if you are a spell caster, and your dexterity modifier if you are not. On a hit, the target takes 4d4 piercing or slash damage.
You have advantage on grapples due to your extra appendages or vines.
When you digivolve into a mega or higher:
Once per long rest, as an action, you gain the ability to smite one area using either lightning or shoot a condensed ball of acid that bursts on impact. choose a point you can see within 120 ft to target. Each creature within 5 feet of that point must make a DC 14 Dexterity saving throw. A creature takes 5d8 acid or lightning damage on a failed save, and half as much on a successful one.
Once per long rest, you may use your natural healing to do one of the following effects as an action.
.Heal damage equal to your character level.
.Remove paralysis, blindness, or deafness from your character. ( you may still do this even if you are under the affects of paralysis)
.Reverse the reduction of one of your ability scores.
Machine Digimon
Machine Digimon are methodical and eccentric . Many of them were created programs with specific purposes instead of randomly forming from data. Their uses and programs can be as varied from busting viruses to scanning the Digital world or hacking. Machine Digimon are blessed with strong Ai's that transformed them into Digimon and in turn became sapient. Some notable examples of Machine Digimon (from rookie to mega) are:
haguramon> Gaurdromon> Andromon> HiAndromon
Solarmon> Clockmon> Knightmon> Alphamon
Pawnchessmon> KnightChessmon> BishopChessmon> KingChessmon
Kokuwamon> Thundermon> Mamemon> PrinceMamemon
Mechanical Heart
Your mechanical body and electronic circuits give you a resistance to poison and a resistance to lightning damage.
Digivolution Bonuses
When you Digivolve into champion stage or higher:
You may use your action to cause a surge of electricity in your body and you may shoot out lightning at one creature within 30 ft. of you. The creature must make a DC 14 dexterity saving throw or be zapped by electricity and take 1d8 of damage. The target has disadvantage on the first spell attack they make against you until your next turn.
When you digivolve into an ultimate or higher:
You gain 1 additional AC due to your hard, mechanical body.
Upon digivolving into an ultimate stage, you may choose acid, thunder, fire, cold, piercing, slashing, bludgeoning, or psychic damage. You gain resistance to that damage type for 10 minutes. You may change the damage type or choose the same one when digivolving into a mega.
When you digivolve into a mega or higher:
Once per long rest, you may unload a powerful cannonball of electricity on one target creature within 60 ft. The creature must make a DC 15 dexterity saving throw or take 5d10 lightning damage.
These may be blatantly strong but is their anything really campaign breaking? If all the PC characters will be strong like this, it might serve just to up the difficulty of encounters to take into account these stronger digimon. (encounters would be based off of existing dnd monsters, so instead of fighting say a giant skeleton Minotaur, you fight a skullgreymon and just copy the stats over from the sheet for the most part and re-flavor the attacks.
I really like will you have so far but I don't really know how to help I'm new to Dungeons & Dragons.
OMG this is amazing! I love Digimon so much I have literally binged all the seasons at least 3 times. I personally think what you have is great! It would be cool if you could also incorporate the different crests (or even make your own unique ones based on each player), Digimon fusion (Adventure Season2 & Digimon Fusion), and/or DNA Digivolution (from Season 5) if everyone is playing this class! Honestly im kind of jealous of your player(s) who gets to use this awesome homebrew!!!!
I don’t know much about Digimon and can’t help with balancing, but don’t post it to public homebrew. It’s against the homebrew rules and guildelines.
All hail the great and mighty platypus.
Resisting is simply standing in front of the tide and pushing at it. Even if you endure at first, you will eventually break down. Adapting, by contrast, is turning into a fish.
-me
Rangers are not underpowered. They’re just exploration-oriented.
My homebrew setting: https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/94809-wakai-a-setting-inspired-by-japanese-folklore-and
This account is kinda old and I haven’t used it in a while
Freaking amazing needs a few tweaks but other then that it’s boss.