Homebrew Digimon Tamer Species Details

Class Features

As a Digimon Tamer 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

 

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

1 Hp Capsule C

Table: The Digimon Tamer

Level Proficiency
Bonus
Features Catch cr
1st +2 Digimon Partner, Digivice -
2nd +2   1
3rd +2   3
4th +2 Ability Score Improvement 5
5th +3 Digivolution (Champion) 7
6th +3   8
7th +3 Resolve 8
8th +3 Ability Score Improvement 8
9th +4 Reactive 9
10th +4   10
11th +4 Digivolution (Ultimate) 12
12th +4 Ability Score Improvement 12
13th +5 Warp Digivolution 15
14th +5   18
15th +5 Swift Digivolution 20
16th +5 Ability Score Improvement 23
17th +6 Digivolution (Mega) 23
18th +6 Perfect Bond 24
19th +6 Ability Score Improvement 24
20th +6   30

 

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.

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.

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.

 

 

Digimon Tamer Traits

Digimon Tamer

Comments

Posts Quoted:
Reply
Clear All Quotes