Digimon (5e Race)
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|Surfimon at Digimon Wiki.|
Digimon are artificial life forms, created by bits and pieces of lost computer data, that live inside electronic devices that possess non-volatile memories. Digimon are born from a Digitama (Digi-Egg), and eventually grow during a process known as Digivolution, in which they undergo a series of physical changes, and in most cases, an increase in their powers. Some Digimon act beastly, guided by their wild instincts, while others possess human intelligence, feelings, and personality.
Digimon generally do not have a proper name and are usually called by the name of their species. However there are some Digimon possessing their own name.
Digimon are digital creatures that digivolve to improve their level of power and abilities over their previous form.
Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
Age. The life cycle of a Digimon is almost always the same, they are born from a Digitama, evolve and eventually die, disintegrating into infinitesimal fragments of information.
Alignment. It depends on the subclass of the Digimon.
Size. The size of a Digimon varies too much to catalog, but they generally follow the rules detailed in the table. Although there may be small or large Digimon in any of the evolutions.
Speed. Also varies a lot, use the chart to determine speed.
Digivolution. It is a process by which a Digimon "grows and matures", transforming into another creature, generally larger and more powerful than its previous form. Digivolution is very similar to the human maturation process, where a Digimon grows by changing shape and gaining experience throughout its life. However, evolving to a higher level is increasingly difficult, so few Digimon can naturally evolve to higher levels. When a Digimon evolves, its Digicore is violently overwritten, so its species characteristics tend to change, as do its individual characteristics. At 4th level you can use your action to evolve to a higher evolutionary stage, (if you have one available). You can use this skill once. Recover spent uses when you finish a long rest. You can stay in your evolution a number of hours equal to half your level (rounded down). Then you go back to your Rookie form. You can return to Rookie as a free action on your turn. You also automatically revert to your Rookie form if you fall unconscious, are reduced to 0 hit points, or die. While you are evolving the following rules apply to you: Your character's stats are replaced based on evolution level, but your alignment, personality, and ability scores are preserved. You can use this ability twice starting at level 8, three times starting at 12, and four times starting at level 16.
Natural weapon. If your Digimon has claws, a horn, tail, fangs or a weapon in hand it is considered a natural weapon, for damage you can use the natural weapon rule table. You cannot use other types of weapons.
Languages. You can speak, read, and write Common and Digimon. Digimon language is often used by Digimon who choose to or are otherwise unable to speak Common.
Subrace. There are 10 Digimon families, these serve to classify Digimon with common characteristics. Choose one of these subraces: Dark Area, Virus Busters, Unknown, Nature Spirits, Wind Guardians, Metal Empire, Deep Savers, Dragon's Roar, Nightmare Soldiers, Jungle Troopers.
|Rookie or Child||Medium|
|Champion or Adult||Medium or Large|
|Perfect||Medium or Large|
|Mega or Ultimate||Medium or Large|
This race is mainly focused on the Rookie or Child digimon. Although there may be tiny Digimon in any of the evolutions.
|Just walk||Your base walking speed is 30 feet.|
|Fly and walk||Your base walking speed is 20 feet, your flight speed is 35 feet.|
|Swim and walk||Your base walking speed is 15 feet, your swimming speed is 45 feet.|
|Dig and walk||Your base walking speed is 30 feet, your digging speed is 15 feet.|
|Champion or Adult||Add +1 to all your characteristics, you can heal half of your hit points, you can only make one roll.|
|Perfect||Add +2 to all your characteristics, you can heal half of your hit points, you can do it in two rolls.|
|Mega or Ultimate||Add +3 to all your characteristics, you can heal half of your hit points, you can do it in three rolls.|
Natural Weapon Rule
|Horn||If it hits, it deals 1d8 piercing damage plus its Strength modifier.
Immediately after hitting a creature with a melee attack as part of your attack action, you can use a bonus action to knock back that target with your horns. The target cannot be more than one size larger than you and must be 5 feet or less. They must succeed in a strength save against a DC equal to 8 + your proficiency + your Strength modifier, or you push them up to 10 feet away from you.
|Claw||You deal slashing damage equal to 1d4 + your Strength modifier, you can use your claws in conjunction with two-weapon fighting.|
|Tail or Similar||You can grab things with your tail, in addition to using it as a whip. It has a range of 5 feet, and can lift a number of pounds equal to 5 times your Strength. You can use it to carry out the following tasks: lifting, dropping, holding, pushing or throwing an object or creature, opening or closing a door or container, grabbing someone or making an unarmed blow.
Your tail cannot carry weapons or shields or do anything that requires manual precision. When used as a whip, it deals 1d4 bludgeoning damage.
|Fangs||This attack deals 1d4 + Strength modifier piercing damage, and increases to 1d6 + Strength modifier at level 5, and to 1d8 + Strength modifier at level 10.|
|Digital Weapon||Look at the weapons table in the player's manual.|
Abbreviated as "DA", this family represents the Dark Area of the Digital World, which is found in the inner layers of said world. From there come these Digimon whose main purpose is to destroy and do evil at all costs. To this family belong mainly Digimon of Virus attribute, they tend to be evil and very powerful demons. They are natural enemies of the Virus Hunters. DA Digimon do not have an innate tendency toward evil, but many of them end up there. Evil or not, their independent nature tilts many DA Digimon toward a chaotic alignment.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Abbreviated as "VB", it represents the most heroic Digimon in the Digital World who fight against evil. The members of this family are generally of the Vaccine or Data attribute. Some of the Digimon that belong to this family are sacred or angelic, or those that live in sacred areas. Most VB have good legal alignment, as a general rule, they have a good heart and are kind, hate to see others suffer, and do not tolerate abuse.
Detect evil. Your senses pick up on the presence of a terrible evil like a foul odor, and a powerful good resonates in your ears like heavenly music. As an action, you can expand your senses to detect those forces. Until the end of your next turn, you know the location of any Virus and Vaccine attribute Digimon within 60 feet or less that are not behind full cover. You know the attribute of any creature that your senses grasp, but not its identity. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest you recover all the spent uses.
Abbreviated as "UK", this family contains many Digimon who do not usually fit well in any of the others. They are usually strange, mutant, unusual Digimon. They can be found inhabiting equally rare places, such as junkyards, or warped spaces. Most UK tend to extremes alignment, making a conscious decision for one side or the other in the cosmic war between good and evil. Many UK are good, but those who choose the side of evil can be terrible villains.
Disavow. You are competent with two skill of your choice.
Abbreviated as "NSp", this family consists of members who are generic animal or monster-like Digimon, or those who dwell in desert-like areas. Members of this family are generally of the Earth element and weak to Fire. NSp love freedom, variety, and self-expression, so they lean heavily towards the gentler aspects of chaos. They value and protect the freedom of others as well as their own, and are more often in good alignment than anyone else.
Explorer of the Natural. You are particularly familiar with the natural environment and you are an expert in traveling and surviving in such a region. Choose a preferred terrain type: Arctic, Coast, Desert, Forest, Grassland, Mountain, or Swamp. When you make an Intelligence or Wisdom roll related to your preferred terrain, your proficiency bonus will double if you are using a skill in which you are proficient. If you travel for an hour or more through your favorite terrain, you gain the following benefits: Difficult terrain does not slow down your party's travels. Your group will not be lost. Even when you are busy with other activity while traveling (such as foraging, sailing, or tracking) you are still on the alert for other dangers. If you are traveling alone, you can sneak around at normal speed. When you forage, you find twice as much food as you normally would. Survival instinct. You gain proficiency in the Survival skill.
Abbreviated as "WG", this family represents the East of the Digital World, although it spans all regions. It is made up of bird, winged, flying, wind-related Digimon, and certain plant Digimon. They inhabit forests, skies and high plains. WG tend to have chaotic alignment and most are good, if not neutral.
Mix with the wind. You can cast the levitate spell once with this trait, which requires no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your ability to cast spells for this spell.
Abbreviated as "ME", this family represents the Western part of the Digital World, although they are spread across all regions. The Digimon that belong to this family are usually Digimon robots, cyborgs, machines and androids, although there are also Digimon that carry armor or metal parts. They usually inhabit industrial areas, cities and factories. ME are usually neutral in all aspects. They were created to fight, not to think if what they were fighting for was right or wrong. Although they can develop their own ideas, many prefer not to overthink.
Chrome Digizoid Bath. You get a +1 bonus to armor class.
Abbreviated as "DS", this family represents the oceans of the Digital World. But it doesn't just belong to Digimon from the sea, but all kinds of aquatic and ice Digimon. They usually inhabit seas and oceans, rivers, lakes and other fresh waters, as well as frozen areas. Most DS are either totally neutral or have some aspect of neutrality in their alignment.
Amphibian. You can breathe air and water.
Guardians of the deep. Adapted to even the most extreme ocean depths, it ignores any inconvenience caused by a deep, underwater environment.
Abbreviated as "DR", it represents all Digimon that resemble a dragon to a lesser or greater extent. Most DR are chaotic neutrals, but lean towards evil.
Vengeful assault. When you take damage from a creature in range of a weapon you wield, you can use your reaction to attack that creature with the weapon. Once you use this trait, you cannot use it again until you finish a long rest.
Abbreviated as "NSo", this family represents the southern part of the Digital World, although Digimon of this family are found throughout all other regions. It is made up of sinister, ghoulish, demonic, monsterous, Halloween-related, dark, and mystical Digimon. They usually inhabit decrepit, dark or mysterious areas. The NSo do not have an innate tendency towards evil, but many of them end up there. Evil or not, their independent nature inclines many NSo toward a chaotic alignment.
Relentless resistance. When your hit points are reduced to 0 but you don't die immediately, you can keep 1 hit point. You cannot use this feature again until you complete a long break.
Abbreviated as "JT", they represent the tropical areas of the Digital World, although the Digimon of this family appear in other regions. It is mainly made up of Digimon plants, insects and bugs. They mainly inhabit humid places, with abundant vegetation and a warm climate. Most of the JT are neutral. They see the world as a place full of predators and prey, where life and death come naturally. They just want to survive, preferring to let other creatures go about their own business.
Sense of Danger. You have an advantage when saving rolls so you don't feel delighted or scared.
Monkey Hands. You have your normal speed and you get a climbing speed of 20 feet.