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Digimon in 5th Edition

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?
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Join our Discord! (https://discord.gg/W6aeqke)
Digimon 5E
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

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PART I
Creating a Digimon Master

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 Digimon Master
hands radiating a holy energy. Proficiency
Level Bonus Features Digivolutions
Digimon Partner,
The Chosen 1st +2 Digimon Master ─
Archetype, Digivice
Digimon Masters are adept at commanding and befriending
digital monsters in a way that most could only dream of. 2nd +2 D-Terminal ─
However, most digidestined were chosen either by a High 3rd +2 Lesser Crest ─
Leveled Digimon, a trait they possess, or by watching an event
that could lead them to the digital world. 4th +2 Ability Score
Improvement

In any event, no matter why they were chosen, Digimon
Masters tend to arise to the occassion and fight harder than 5th +3 Digivolution (Champion) 2
any other being. Though they owe it in part to their partners. Digidestined Archetype
6th +3 3
Feature
Digi-Friend 7th +3 Resolve 3
The strength of the Digimon Master is the bond they share Ability Score
with their Digital Partner. Each Digimon Master has either 8th +3
Improvement
3
one or two digimon partners, or they become their own Digital 9th +4 Reactive Digivolution 3
Partner. The bond between the two allows for Digimon to
always overcome challenges through digivolution. 10th +4 The True Crest 4
11th +4 Digivolution (Ultimate) 4
Class Features 12th +4
Ability Score
4
As a Digimon Master, you gain the following class features Improvement
13th +5 Warp Digivolution 4
Hit Points Digidestined Archetype
Hit Dice: 1d8 per Digimon Level 14th +5
Feature
5
Hit Points at 1st Level: 8 + Your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 15th +5 Swift Digivolution 5
modifier per Digimon Master level after 1st 16th +5
Ability Score
5
Improvement
Proficiencies
17th +6 Digivolution (Mega) 5
Armor: None
Weapons: Simple Weapons 18th +6 Perfect Bond 6
Tools: None 19th +6 Ability Score Increase 6
Saving Throws: Charisma Digidestined Archetype
Skills: Choose two from Acrobatics, Athletics, Insight, 20th +6
Feature
6
Intimidation, Investigation, Perception, Performance,
Persuasion, Sleight of Hand, Stealth, or Survival.
Digimon Partner
Equipment
You start with the following equipment, in addition to the You must choose any Rookie Level Digimon to become your
equipment granted by your background: Digimon Partner. This digimon is your life long partner,
together you and your Digimon Partner will undergo
A Digivice adventures, expeience to enhance the bond you two share,
A Simple Weapon and together you two shall perform miraculous deeds.
(a) Explorer's Pack or (b) Scholar's Pack
1000 Bits + 100 * 4d4 Bits
1 Hp Capsule C
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Digimon Master Archetype Lesser Crest
Starting at 1st level, you may select among three Digimon Each Digimon Master is chosen. Usually, to become a
Master archetypes. These three archetypes define how you Digimon Master, you must show and expereince one of these
use your Partner Digimon. Each one offering unique features exemplary traits. When you reach 3rd level, choose one of
to further your Digimon Master experience. Choose between: these following traits/crests to embody. These crests will
The Digidestined, Digimon Tamer, and Legendary Spirit. grant you unique features.
Your Digimon Master Archetype grants you features at 1st, Crest of Courage: Those who embody courage show no
6th, 14th, and 20th levels. fear. They charge ahead ready to tackle any challenge. If you
These archetypes are detailed at the end of this section. choose the Crest of Courage, you and your Digimon Partner
have advantage on any Saving Throws made against being
Digivice frightened.
The Digivice is an intricate piece of technology and through it Crest of Friendship: Those who embody friendship put
allows your Digimon Partner to Digivolve into higher levels of their friends before themselves or are a great friend to
Digimon. In addition, each Digivice has Radar software everyone around them. If you chose the crest of friendship,
installed. As long as you are on the same plane of existence as you and your Digimon Partner exude an aura of friendship.
another Digidestined, you may locate and track them with this Each Ally within 5 feet of either you or your Digimon Partner
Digivice. (Cannot benefit from both) receive a +2 bonus to all saving
Your Digivice may be enhanced based on the Archetype you throws.
chose. 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
Digivices in Standard 5th Edition loved. If you choose the crest of love, you and your Digimon
Games: Partner have advantage on any Saving Throws made against
being charmed.
As a DM, you may decide to change how Digivices
work. However, I do implore you to reconsider.
Crest of Sincerity: Those who embody sincerity are free
Digivices are the main crux of this class. It is the
from hypocrisy and deceit. They can see through deceit and
only way Digimon may digivolve or improve. By will speak true. If you choose the crest of sincerity, you gain
taking away this feature, you may limit the party's proficiency in either Persuasion or Insight. If you already have
over all strength. That being said, you may also proficiency, you may gain expertise in chosen skill. Expertise
consider allowing this to be a type of magic. adds double your proficiency bonus to the skill, whichever skill
Therefore, not working in an antimagic field or you choose, your Digimon Partner gains the opposite.
anything else that may block magic. 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.
D-Terminal If you choose the crest of knowledge, you gain proficiency in
one of the following skills of your choice: Arcana, Nature, or
At second level, you gain the ability to create your own D- Religion. If you already have proficiency in the skill of your
Terminal and repair the one you have. The D-Terminal is a choice, you gain expertise in that skill instead. Expertise adds
piece of communication technology. With it, you may send double your proficiency bonus to the skill. Your Digimon
messages to any other Digidestined that has one. Partner also gains proficiency or expertise in the same skill.
In addition, should you find any digi-eggs you may store Crest of Reliability: Those who embody reliability are
them inside the D-terminal. 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
D-Terminals in Standard 5th Edition within 5 feet of either you or your Digimon Partner (cannot
Games: benefit from both) receive a +1 bonus to AC.
As a DM, you may choose to change how this work Crest of Hope: Those who embody hope give a feeling of
if there is no technology in your games. However, expectation. They grant others the feeling of trust and a
this is a crucial feature to the Digimon Master in promise for a better tomorrow. If you choose the Crest of
case they would like to digivolve their digimon into Hope, you and your Digimon Partner exude an aura of hope.
special digimon. When you finish a long rest, you may grant hope to your allies.
However, you can also decide that this type of All allies within 10 feet of you gain 10 temporary hit points.
technology is considered magic and does not work
under an Anti Magic field or anything else that may
Crest of Light: Those who embody light shine brightly than
block magic.
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.

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Ability Score Increase Crest of Sincerity: Your Lesser Crest of Sincerity evolves
into the True Crest of Sincerity. You and your Digimon
When you reach 4th level, and again at 8th, 12th, 16th, and Partner gain proficiency in Persuasion and Insight. If you
19th level, you can increase one ability score of your choice by already have proficiency in one or both skills, you may gain
2, or you can increase two ability scores of your choice by 1. As expertise instead. Expertise adds double your proficiency
normal, you can’t increase an ability score above 20 using this bonus to the skill.
feature. In addition, when you obtain an Ability Score Crest of Knowledge: Your Lesser Crest of Knowledge
Increase, your Digimon Partner obtains an Ability Score evolves into the True Crest of Knowledge. You gain proficiency
Increase. It follows the same rules as you do. in two of the following skills of your choice: Arcana, Nature, or
Using the optional feats rule, you can forgo taking this Religion. If you already have proficiency in the skills of your
feature to take a feat of your choice instead. You may also choice, you gain expertise in those skill instead. Expertise
choose a feat instead for your Digimon Partner. adds double your proficiency bonus to the skill. Your Digimon
Partner also gains proficiency or expertise in the same skills.
Digivolution The skil you chose with the Lesser Crest of Knowledge must
When you reach 5th level, your Partner Digimon may now be one of the two you choose.
digivolve into the Champion Level. When you reach 11th level, Crest of Reliability: Your Lesser Crest of Reliability evolves
your Partner Digimon may now digivolve into its Ultimate into the True Crest of Reliability. Each ally within 5 feet of
Level. Finally, when you reach 17th Level, your digimon may either you or your Digimon Partner (cannot benefit from both)
digivolve into its Mega level. receive a +2 bonus to AC.
When you digivolve you may only digivolve one stage at a Crest of Hope: Your Lesser Crest of Hope evolves into the
time. (For Example, you may divolve from Rookie to True Crest of Hope. When you finish a long rest, you may
Champion. Then Champion to Ultimate. Each requiring an grant hope to your allies. All allies within 10 feet of you gain
action). 20 temporary hit points.
You can digivolve a certain amount of times according to the Crest of Light: Your Lesser Crest of Light evolves into the
Class Table. You regain all uses of Digivolution when you True Crest of Light. You and your Digimon Partner are
finish a long rest. Digivolution is a way for your Partner immune to the Blindness Condition.
Digimon to grow in strength for a set period of time. More Warp Digivolution
information on Digivolutions in the next section. Starting at 13th level, you may now digivolve to the higher
Resolve levels more quickly. When activating Digivolution, you may
digivolve straight to the highest level you are capable of
At 7th level, choose another Saving Throw. You gain digivoling into. However, it still takes the same amount of
proficiency in that saving throw. digivolutions that it would normally use. (For Example: If you
have a Rookie Digimon and Warp Digivolve into its Ultimate
Reactive Digivolution Level, it uses 2 of your Max Digivolutions.) More information
At 9th level, your Digivice reacts to your pain so your Digimon about Warp Digivolution can be found in the Next Section.
Partner can protect you. When you take damage, as a
reaction, you may have your Digimon Digivolve. In addition, Swift Digivolution
the Digimon immediately moves its movement speed towards Starting at 15th level, you may now digivolve your Digimon as
you. You cannot use more digivolutions than your table allots a bonus action instead of an Action. More information for
you. Once you use this feature, you cannot use it again until Digivolution can be found in the next section.
you finish a long rest.
Perfect Bond
The True Crest At 18th level, the bond between you and your Digimon Partner
Your bond with your Digimon Partner and the trait that you becomes unbreakable. When you gain this feature, any effects
were chosen for merges into your soul. You gain your True that would turn you or your digimon partner against each
Crest. The True Crest replaces the effects of the Lesser Crest. other, does not work. Instead, if either of you are under the
Crest of Courage: Your Lesser Crest of Courage evolves control of another creature or must fight each other due to a
into The True Crest of Courage. You and your Digimon magical effect, the creature or effect must choose a different
Partner gain immunity to the Frightened Condition. target for your attacks.
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.

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Digimon Master Cards Unlocked at 1st Level:
Power: Increase your Digimon Partner's Damage by your
Archetypes Proficiency Bonus.
The Digidestined Speed: Increase your Digimon Partner's Movement speed
You are have a natural talent to control two Digimon at a time. by 10 feet.
You have also enough skill as a Digidestined to learn lost Targeting: Your Digimon Partner gains a bonus to their
digivolution techniques to fuse your Digimon together. attack rolls equal to your Proficiency bonus.
Bond of Two Stamina: Your Digimon Partner gains 10 Bonus
When choosing this Archetype at 1st level, instead of one Temporary Hit Points. (These Hit Points may stack with
Digimon Partner you may select a Second Digimon Partner. the bonus from Digivolving).
In battle, the three of you use the same rules as having only Alias: You clone your Digimon Partner, your Digimon
one digimon. Each of you have your own movement, however Partner's next attack may be used twice for the next attack.
as a unit all three of you share the same This card lasts until the end of your digimon partner's next
Action/Reaction/Bonus Actions. attack.
Improved Digivolution Goliath: Your Digimon Partner's Size increases to the next
Your connection with your Digimon Partners improve, they stage. (For Example: Tiny to Small, Small to Medium..ect)
wish to keep you safe at all times. This being the case they will Increase your Digimon Partner's Reach by 5 feet.
do anything to have the strength to protect you. At 6th level,
when you gain this feature, increase the amount of times you Cards Unlocked at 5th Level:
may digivolve by 2. Hyper Wings: Your Digimon Partner gains a flight speed
Transcending Bonds of 30 feet. If your Digimon already has a flight speed,
The connection with your digimon improves beyond limits. increase it by 10 feet.
When one of your digimon are reduced to 0 hit points but not Hypersonic: Your Digimon Partner's Movement Speed
killed outright, as a reaction you can have them drop to 1 hit increases by 20 feet.
point instead (keeping digivolutions intact). You may use this Hyper Power: Increase your Digimon Partner's Damage
feature twice (once for each Digimon). You regain all by double your Proficiency Bonus.
expended uses of this feature when you finish a long rest. Rock Armor: Increase your Digimon Partner's AC by 2.
Cards Unlocked at 11th Level:
Jogress Digivolution
Your two Partner Digimon have connected on a level of true Hyper Speed: Increase your Digimon Partner's Movement
friendship and admiration in their never ending pursuit to Speed by 30 Feet.
protect their Digimon Master. As an action, you may combine Radiant Aura: Your Partner Digimon gains Proficiency in
your Digimon to Digivolve into a stronger digimon. You may all Saving Throws.
have your Digimon fuse together into one Digimon. More Shining Digivolution
information on Jogress Digivolution can be found in the next Somewhere in the world, there is a little animal digimon
section. You may only use this feature once before needing to waiting to assist you in digivolving. Starting at 6th level, Each
finish a long rest. Level above Rookie gains a permanent bonus of +2 Strength
and +2 Dexterity.
Tamer
Hyper Digi-Modify
Tamers focus on the one digimon partner they have. They use Starting at 14th level, your skill with commanding your
cards to enhance their Digimon into the Ultimate Fighting Digimon Partner continues to increase. Your Digimon Partner
Machine. In addition, the Tamer's Digivice changes to the D- can now use two cards at once. However, the cards you
tector. An unique digivice that allows them to power up their choose may not be from the save unlock level and cannot
digimon through cards. produce the same benefits (For Example, you cannot use
You gain a deck of digimon cards that can be used for your Hypersonic and Hyper Speed).
Digimon Master's Archetype. In addition, should you choose to use a 3rd card, both cards
Digi-Modify that were previously activated are overwritten.
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.

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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.

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the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
PART II
Digimon Master Backgrounds

Backgrounds Acc
Every digimon master has a story behind them. Were they While
chosen by some uncircumstantial happenstance? Or did they myste
witness a gigantic battle between two digimon? Perhaps, they used
were summoned to the digital world with a digital train. dream
Whatever the case may be, this background helped define you Fin
as a Digimon Master Thou
Choosing a background provides you with extra story skille
elements, figuring out who you are as a Digimon Master. In on ta
addition, you may gain extra benefits and equipment. Sk
Backgrounds in this section provides both concrete benefits Too
and roleplaying suggestions. Eq
Proficiencies Cal
Each background gives a character proficiency in two skills. In While
additionk, most backgrounds give a Digimon Master cell p
proficiency in a tool. If a Digimon Master would receive the there
same proficiency from two different sources, he or she can wond
choose a different proficiency, the Digimon Master may Ra
choose another proficiency (of the same kind). You h
allow
High-View Terrance Incident your
You witnesses a great battle when you were a kid. A Sk
gargantuan-sized Greymon fought with a gargantuan-sized Too
Parrotmon. The battle shook you to the very core. Little did Eq
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
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PART III Digimon Partners

Digimon Partners Digimon Personalities


Your digimon partner is a best friend that you can undertake Each Digimon will act quite a bit different from others in their
difficult adventures together. Digimon are actual creatures, species. Each Digimon has their own likes or dislikes when it
figuratively, and have the ability to communicate with other comes to activities or even food. These Personalities also
creatures, in addition to yourself. change how that Digimon wishes to fight in combat. As such,
Outside of battles, Digimon can assist their Digimon Master each digimon you may encouter also has their own
in skill checks, granting them Advantage, should they be personality.
proficient. Otherwise, like the Digimon Master can perform The Table below can be used by DMs to randomly assign a
the skill checks on their own. Personality to a Digimon. When you choose your Digimon you
may select one of the following.
Items Digimon Personalities can raise a Digimon's Ability Scores
to max of 22.
Digimon are made of bits of data, for that reason, most items
that affect Digimon Masters do not affect their Digimon. Any d6 Personality Effect
Items found in the Items Section of this document can be 1 Durable +2 Constitution
used on Digimon unless otherwise noted. 2 Lively Exhaustion from Digivolving decreases by 1

Resting 3 Fighter
4 Defender
+2 Strength
+1 to AC
Digimon require a great deal of rest. When a Digimon fights
with its Digimon Master, the amount of strength it uses is 5 Brainy +2 Intelligence
immense. This also includes the act of Digivolving. If a 6 Nimble +2 Dexterity
Digimon doesn't rest after fights, their camaraderie is lowered. 7 Charming +2 Charisma
(More on camaraderie at the end of this section.)
8 Wise +2 Wisdom
Food
Food is an extremely important source of power for a Digimon Attributes
Digimon. Even though they are made of data, they require Each digimon you may encounter belongs to one of five
sustanence to sustain digivolution. Most food can grant the different attributes: Data, Vaccine, Virus, Free, and Variable.
Digimon bonus benefits. In addition, most food also removes Each of these attributes have an affect on fighting other
the exhaustion from Digivolving. 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.

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Attack Types and Digimon Extra Feats
The following feats (More suitable to this supplement) can
Types also be selected by your Digimon Partner.
In addition to Digimon Attributes, Digimon and their Attacks Type Resistance
have Types. When you attack a Digimon with an Attack that When you gain this feat, choose one of the following damage
the Digimon is weak to, it deals double the damage. types: Fire, Plant, Water, Earth, Electric, Wind, Light, or Dark,
Fire deals double damage to Plant. Plant deals double and you gain resistance to that type.
damage to Water. Water deals double damage to Fire.
Electric deals double damage to Wind. Wind deals double Attribute Resistance
damage to Earth. Earth deals double damage to Electric. When you gain this feat, choose one of the following damage
Light deals double damage to Dark. Dark double damage to types: Data, Virus, or Vaccine, and you gain resistance to that
Light. attribute.
As per usual, you cannot deal more than double damage
through attributes and types. Ie a Virus Electric attack doesn't AC UP
deal 4 times the damage to a Base Wind type. Your Digimon Partner's AC increases by 1. This bonus is
included through digivolution.
Bonding Tireless
Your bond with your Digimon Partner(s) can change how the When you gain this feat, Your Digimon Partner doesn't gain a
two of you fight. After each long rest, you may play or spend level of exhaustion after digivolving to the Champion Level.
time with your Digimon Partner(s). If you have two Digimon You may select this feat more than once. Each time it
Partners, you may only bond with one Digimon Partner after applies to the next level. (Ie Champion->Ultimate->Mega->
each long rest. By doing this, your Digimon Partner gains the Jogress/Bio-Merge/Susasnoomon)
following effects:
Enhanced Bonding
1 Point of Inspiration When you gain this feat, Your Digimon Partner now gains 2
Increase your Digimon's Camaraderie by 1 point. Camaraderie when you finish a long rest instead of 1.
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

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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.
Level of
Camaraderie Friendship Effect
A digimon that feels like a complete stranger to their Digimon Master doesn't have much will
0 Stranger 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.
A digimon that feels more like an associate and a buisness parter to their Digimon Master can
1-20 Colleague 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.

21-40 Acquaintance At 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.
A digimon that is considered a friend by the Digimon Master tries a bit harder to keep them
41-60 Friend 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.
A digimon that is considered a close friend by the Digimon Master will do everything in its
61-80 Close Friend 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.
A digimon that is family is a partner that will never abandon their Digimon Master. They will
81-100 Family 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.

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PART IV Digivolution
In
be wi
Digiv
must
evolu
for Jo

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 Digivolutions
changing a Digimon from the Rookie Level to the Champion As a DM, you may allow a player to change a
Level. The Champion Level to the Ultimate Level, and finally Digivolution if something curcial happens in the
the Ultimate Level to the Mega Level. However, there are also story. For Example, if a tragedy should befall the
many different types of special digivolutions that change this Digidestined and instead of honoring their trait, they
formula. rebuke it. Greymon might instead digivolve to
Skullgreymon instead of the previously chosen Metal
Digivolving in Digimon 5e Greymon. If that is the case, consider making the
Digimon go berserk.
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 Digimon that Digivolve remain in the new level for 1-
spend your Action to digivolve them into the next level. Your Minute
Digimon Undergoes the following changes when they You may have them Digivolve again while already
digivolve: digivolved. It still takes a Digivolution. In addition, your
You gain temporary Hit Points equal to the Temporary HP Digivolution timer is reset.
in the Digimon's Stat Block. These Temporary Hit Points If your Digimon returns to being a Rookie either after
may stack with other Digimon Tamer Features. battle, or during battle your Digimon gains 1 point of
Exhaustion for each Level it reached. (ie: Champion-1,
If you digivolve, while already digivolved, the New Ultimate-2, Mega- 3, Jogress/Biomerge/Susanoomon-4)
Digimon's Temporary Hit Points replace your current
Tempory HIt Points. Warp Digivolution
Your Digimon Partner's Armor Class becomes the New Warp Digivolution is the act of having a Digimon Partner
Digimon's Armor Class. Digivolve at a faster rate. This usually results in a Rookie
Digivolving into an Ultimate or Mega Digimon. Warp
Your Ability Scores become the New Digimon's Ability Digivolution fundamentally doesn't change anything except for
Scores. However, if you spent Ability Score Improvements the following.
on Ability Scores, you increase the New Digimon's Ability
Scores by that much as well. If your Digimon Partner You take the Highest Form's Temporary Hit Points as your
gained a Feat, the new digimon also possesses that feat. Digivolution's Temporary Hit Points.
Your Digivolution lasts for 1-Minute for each Form you
If you used items to increase your Digimon's Ability change to. (Champion: 1-Minute, Ultimate: 2-Minutes,
Scores, these changes also are reflected in the Digivolved Mega 3-Minutes.)
form. Each Level still requires a digivolution. (Champion: 1,
Ultimate: 2, Mega: 3)
You replace the previous Digimon Moves with the moves
from the new Digimon. Special Digivolutions
You replace any Saving Throws or Skill Proficiencies from Jogress Digivolution
the old Digimon to the New Digimon. When two powerful digimon fuse together to form a new
Some Digimon have a choice to make when they digivolve. digimon, this is the power of Jogress. Jogress Digivolution is
(For Example: Greymon can digivolve into either Metal exclusive to just the Digidestined Archetype.
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

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Your Base Digimon Partner gains Temporary Hit Points Your Saving Throw Proficiencies become the New
equal to the Temporary HP in the Digimon's Stat Block. Digimon's.
These Temporary HIt Points may stack with other Spirit Digivolution lasts for 1-Minute.
Digimon Master features.
The Legendary Spirits can also digivolve into Susanoomon.
Your Base Digimon's Armor Class becomes Jogress When you digivolve into Susanoomon, you gain the following
Digimon's Armor Class. changes:
Your Base Digimon's Ability Scores become the New You gain 100 Temporary Hit Points. These Temporary Hit
Digimon's Ability Scores. However, if you spent Ability Points stack with your Spirit Digivolution Temporary Hit
Score Improvements from either Digimon to improve your Points.
Ability Scores, you increase the New Digimon's Ability Your Ability Scores Become the New Digimon's Ability
Scores by that much as well. If either Digimon Partner Scores. If you used the Ability Score Improvement Feature
gained a feat, the new digimon also possesses that feat. to Increase your Ability Scores, Susanoomon also gains
those Improvements, likewise if you gained a feat instead.
If Both Digimon have the same feat. Only one instance of Whenever you take the Attack Action with a Weapon
the feat applies. Attack from Susanoomon, you may make three attacks
You replace any Saving Throws or Skill Proficiencies from instead of one.
the Base Digimon to the New Digimon. Your Saving Throw Proficiencies becomes Susanoomon's.
Susunoomon lasts for 1- Minute
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.

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PART V Combat

Combat Conditions
Combat is a normal part in any 5th edition game, and There are several new conditions in the Digital World that can
Digimon 5e is no exception. As a Digimon Master, you need to affect Digimon and Digimon Masters. However, there is also
keep an additional eye on your Digimon Partner in addition to one condition in specific that can only affect Digimon. In
yourself. Without you, the Digimon cannot survive. The only addition there are other conditions that are normal to 5th
differences in combat are as follows: Edition as well.
If a creature is already under the effect of a condition, the
At the start of a battle, you make one initiative roll for both effects of the same condition do not stack.
you and your Digimon Partner(s) using your Digimon
Master's initiative bonus. Blinded
On your turn, both you and your Digimon Partner(s) have a A blinded Digimon can't see and automatically fails any
movement up to their speed, but only one of you may take ability checks that require sight.
an action/bonus action. A Digimon Master's job on their Attack rolls against the creature have adfvantage, and the
turn is to assist their Digimon Partner in battle. creature's Attack rolls have disadvantage.
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 A long rest can remove being Blinded
makes the egg. The digi-egg will hatch after 8 hours of
taking care of it and 25 gold worth of materials. Bugged
If you die, your Digimon Partner(s) return to the data A digimon that is bugged has their resistances and
stream, destroyed at the lost of their Digimon Master. vulnerabilities swapped. They are vulnerable to their
resistances and are resitance to their vulnerabilities.
Attacks of Opportunity Charmed
If a Digimon leaves the melee range of another without using A charmed digimon can't Attack the charmer or target the
the Disengage action, the opponent may use a melee weapon charmer with harmful Abilities or magical effects
attack immediately as a reaction. The charmer has advantage on any ability checks to
interact socially with the digimon.
Attacks/POW Enslaved
No matter which digimon(s) you have, each digimon have Enslaved is an enhanced version of Charmed
several different attacks they may use. Attacks in Digimon on Anything that protects against Charmed protects against
5e function similarly to monsters and their Actions combined Enslaved
with spells. These attacks are called Actions. Each attack When a Digimon is enslaved, the digimon will listen to any
(POW) is an attack that you may use in combat. Some of them requests that the other Digimon tells them to do. (Unless
have restraints which are describe in each Digimon's Stat noted, a Digimon that is Enslaved will not hurt themselves)
block. Each time a Digimon that is enslaved takes damage, they
Some attacks might require a Saving Throw. For those that may roll their saving throw again. (Some restrictions may
do, in each attack will be the required saving throw. For the apply depending on digimon)
most part it will be: The Digimon may direct the Enslaved Digimon through
telepathy as long as they are on the same plane of
Attack Roll Bonus = POW Mod + Proficiency Mod existence. (Depending on the Digimon and skill there may
Damage Bonus = POW Mod be a restriction).
Saving Throw DC = 8 + Proficiency Mod + POW Mod 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.)

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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

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PART VI 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.
Item Effect Cost
HP Capsule C Restores 2d4+2 HP 100 Bits
HP Capsule B Restores 3d6+6 HP 400 Bits
HP Capsule A Restores 4d12+10 HP 900 Bits
Poison Recovery Cures The Poison Condition 150 Bits
Panic Recovery Cures The Panicked Condition ₽ 150 Bits
Paralysis Recovery Cures the Paralyzed Condition ₽ 150 Bits
Sleep Recovery Wakes up from Magical Sleep ₽ 150 Bits
Stun Recovery Cures the Stunned Condition ₽ 150 Bits
Full Heal Restores all Status Effects ₽ 450 Bits
Revival Capsule Revives fallen Digimon with 2d4+2 HP (Only affects Digi-Eggs) ₽ 3,000 Bits
Revival Capsule DX Revives 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.
Item Effect Cost
ATK Boost Adds +2 to Attack rolls for 1 minute. 1000 Bits
DEF Boost Adds +2 to AC for 1 Minute 1000 Bits
INT Boost Adds +2 to Digimon's Action DCs for 1 minute 1000 Bits
SPD Boost Increase a Speed type by 10 feet for 1 minute 1000 Bits
HIT Boost Grants Advantage on next three attack rolls 1000 Bits
AGL Boost The next three attack or spell attack rolls against you are made at disadvantage 1000 Bits
CRT Boost Critical hits on attacks occur on rolls of 19 or 20 for 1 minute 1000 Bits

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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.
Item Effect Cost
Black Gears have a Range of 30 feet. When thrown at a Digimon (Requires a Ranged Attack), causes them to
Black go berserk. A digimon that goes berserk on their turn, must immediately move towards the nearest creature 1500
Gear and use their action to attack that creature. (Digimon must move before the Digimon Master). A Digimon Bits
Master within 5 feet of a Digimon may spend a bonus action to use their Digivice to remove the black gear.
Dark 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
Dark Digimon that are Champion Level or below. Digimon affected by a Dark Ring is not affected by the effects of 2000
Ring the Colleague or Stranger Camaraderie levels. Using the Dark Ring on a Digimon your Digimon Partner can Bits
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.)
Dark 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
Dark Digimon that are Mega Level or below. Digimon affected by a Dark Spiral is not affected by the effects of the 4000
Spiral Colleague or Stranger Camaraderie levels. Using the Dark Spiral on a Digimon your Digimon Partner can see Bits
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.)

Food
The following items are used by Digimon Masters to feed their Digimon Partner(s).
Item Effect Cost
Digimeat Increases your Partner Digimon's Camaraderie by 1 points 2500 Bits
Exciting Digimeat Increases your Digimon's Camaraderie by 3 points. 5000 Bits
Best Meat Increases your Digimon's Camaraderie by 5 points 10000 Bits
Miracle Meat Increases your Digimon's Camaraderie by 10 points 1000000 Bits
Vigor Mushroom Increase maximum HP by the maximum roll of one of your hit dice. (Max 3 per Digimon) 100000 Bits
Power Pine Increases Strength by 1. Maximum 20 (Before Personality) 100000 Bits
Aegis Apple Increases Dexterity by 1. Maximum 20 (Before Personality) 100000 Bits
Clever Carrot Permanently increases the DCs of all Attacks by 1. (Max 1 Per Digimon) 100000 Bits
Boost Banana Increases 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.
Item Effect Cost
While you have this pass, any Trailmon will allow you to ride it for free to the next station. (If Trailmon
Trailmon doesn't exist in your campaign, setting, or world allow this pass to be used for other modes of _
Pass
transportation.)

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PART VII 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 that either ability can be used
for the move.
Angel Rod Apocalypse
Angemon Magnadramon
POW Modifier: STR/DEX POW Modifier: WIS/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Neutral Type: Electric/Light
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: Recharges (6)
Range: Melee Range: 30ft Radius
Description: Angemon slams its angel rod onto a digimon, Description: Magnadramon summons forth an intense
dealing 2d8 + POW neutral damage on a hit. thunderstorm in a 30 ft radius centered on it. All digimon in
At Higher Levels: The damage dice rolled for this attack the area make a DEX saving throw against Magnadramon's
changes to 2d12 at level 11, and 6d6 at level 17. POW DC, taking 4d8 electric damage and 4d8 + POW light
Angel Slam
damage on a failed save, or half as much on a successful
save. If the digimon failed the save, the digimon must also
Angemon succeed a CON save or be paralyzed.
POW Modifier: STR/DEX Arm Scissors Mini
Action Time: 1 Action
Type: Neutral Kokuwamon
Duration: Instantaneous POW Modifier: STR/DEX
Recharge: Recharges (4-6) Action Time: 1 Action
Range: Melee Attribute: Electric
Description: Angemon slams its rod into a digimon lifting it Duration: Instantaneous
up in the air, then slamming it down into the ground. Make a Recharge: No
melee attack, dealing 2d8 + POW neutral damage on a hit. Range: Melee
The digimon must first make a CON saving throw followed Description: Kokuwamon’s claws become electrified and he
by a STR saving throw against your POW DC. If the attempts to cut an enemy with them. Make a melee attack
digimon fails the CON saving throw, they are stunned. If against one digimon, dealing 1d8 + POW electric damage
they fail the STR saving throw, they are knocked prone. A on a hit. In addition, the target must succeed a CON saving
Successful CON saving throw negates the stunned throw or be stunned.
condition, just like a successful STR saving throw negates At Higher Levels: The damage dice rolled for this attack
being knocked prone. changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level
At Higher Levels: The damage dice rolled for this attack 17.
changes to 3d10 at level 11, and 4d12 at level 17.

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Arctic Blizzard Ballet Gun
Vikemon Rafflesimon
POW Modifier: STR/WIS POW Modifier: DEX/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Water Type: Plant
Duration: Concentration 1-Minute Duration: Instantaneous
Recharge: Recharges (6) Recharge: No
Range: 40 ft Radius Range: 30 ft line
Description: Vikemon summons an icy demise for all Description: Rafflesimon shoots a large flower shot from its
digimon within 40 feet of it. All digimon within the area sleeve in a 30 ft line, 5ft wide, condensed blast. All digimon
must succeed a CON saving throw against your POW DC or in range, must make a DEX Saving throw or take 2d10 +
have their speed reduced to 0, and take 2d10 + POW water POW Plant damage. If a Ballet Gun's shot hits a reflector, it
damage. This area is considered difficult terrain, which bounces off the reflector in a 30 ft straight line off of it,
Vikemon treats as normal terrain. If a digimon starts their increasing it's power by 2d10. A ballet gun may bounce off
turn or enters the area, they must succeed a CON saving of 3 reflectors gaining speed and power each time. If the
throw. Digimon that had their speed reduced to 0 by this shot hits a digimon or an object, the blast no longer
effect, may spend their action to break out of the ice. In rebounds, and ends, dealing its current build up to the
addition, if Vikemon uses Mjollnir on a digimon affected by digimon.
this attack, Mjollnir deals an additional 4d10 water damage. Berserk Howl
Atomic Inferno Vikemon
Aldamon POW Modifier: STR/CHA
POW Modifier: STR/DEX Action Time: 1 Action
Action Time: 1 Action Type: Neutral
Type: Fire Duration: 1-Minute
Duration: Instantaneous Recharge: Recharges (6)
Recharge: No Range: Self
Range: 30 ft Description: Vikemon roars with a bestial rage, Vikemon's
Description: Aldamon fires high-temperature shots from its movement speed doubles while the Berserk Howl is active.
gauntlets. Make a ranged attack, dealing 3d10 + POW fire In addition, all of its attacks now deal double POW in
damage on a hit. In addition, the target must succeed a STR damage (Not just water attacks.)
saving throw or be pushed back 10 feet. Big Horn Attack
At Higher Levels: The damage dice rolled for this attack Kabuterimon
changes and 3d12 at level 17.
POW Modifier: STR/DEX
Atomic Ray Action Time: 1 Action
HiAndromon Type: Neutral
POW Modifier: DEX/INT Duration: Instantaneous
Action Time: 1 Action Recharge: No
Type: Fire Range: Melee
Duration: Instantaneous Description: Kabuterimon charges an enemy digimon,
Recharge: Recharges (6) impaling the creature. Make a melee attack against one
Range: 100 ft line digimon, on a hit this attack deals 2d8 + POW neutral
Description: HiAndromon fires a powerful neutral beam. damage. If Kabuterimon moved at least 20 feet toward the
Each digimon in a 15 foot wide, 100 foot line originating target and the attack hit, immediately make a Strength
from HiAndromon must make a DEX saving throw or take (Athletics) check against the target. On a success,
8d8 fire damage, or half of that on a successful save. 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.

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Bir-Flame At Higher Levels: The damage dice rolled for this attack
Birdramon changes to 2d8 at level 11, and 4d6 at level 17.
POW Modifier: DEX/WIS Boom Bubble
Action Time: 1 Action Patamon
Type: Fire POW Modifier: DEX/WIS
Duration: Instantaneous Action Time: 1 Action
Recharge: No Type: Wind
Range: 15 ft cone Duration: Instantaneous
Description: Birdramon breathes a stream of red-hot fire in a Recharge: No
15 cone in front of it. Any Digimon caught in the cone must Range: 30 ft
succeed on a DEX saving throw against your POW DC, Description: Patamon breathes in air, holding it there for a
taking 2d10 + POW fire damage on a failed save, or half split second before letting it burst into an air shot at one
damage n a successful save. digimon. Make a ranged attack at one digimon in range,
At Higher Levels: The damage dice rolled for this attack dealing 1d6 + POW on a hit. On a successful hit, the target
changes to 3d10 at level 11, and 4d12 at level 17. must make a STR saving throw or be pushed back 5 feet. In
Blue Blaster
addition, Patamon is pushed back 5 feet straight back after
using Boom Bubble. In addition, Patamon's speed increases
Gabumon by 10 feet. (This movement persists through digivolutions)
POWT Modifier: STR/WIS At Higher Levels: The damage dice rolled for this attack
Action Time: 1 Action changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level
Type: Fire 17.
Duration: Instantaneous
Recharge: No Brave Shield
Range: 30 ft WarGreymon
Description: Gabumon breathes a blue flame from its mouth. POW Modifier: None
Make a ranged attack against one digimon within range, Action Time: 1 Reaction
dealing 1d6 + POW fire damage on a hit. In addition, if Type: Neutral
Gabumon deals damage with Blue Blaster, allies have a +1 Duration: Instantaneous
on attack rolls against that target. (May Stack up to 5 times) Recharge: Recharges (6)
At Higher Levels: The damage dice rolled for this attack Range: Self
changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level Description: WarGreymon senses something is amiss and
17. reacts to the threat of danger and quickly equips the shield
Body Blow
from his back to defend itself with. When targeted by an
attack, WarGreymon automatically avoids taking damage of
Garurumon this attack. If its Digimon Master is within 5 feet of it,
POW Modifier: STR/DEX Wargreymon may also shield its Digimon Master. This skill
Action Time: 1 Action cannot recharge at the start of your next turn.
Type: Neutral Bubble Deflector
Duration: Instantaneous
Recharge: No Gomamon
Range: Melee POW Modifier: None
Description: Garurumon launches itself into the air before Action Time: 1 Action
landing on its target. Make a melee attack, dealing 2d8 + Type: Water
POW neutral damage on a hit. In addition, the target must Duration: 1-Min Concentration
make a STR saving throw or be knocked prone. Recharge: Recharges (4-6)
At Higher Levels: The damage dice rolled for this attack Range: Self
changes to 4d6 at level 11 and 6d6 at level 17. Description: Gomamon spits out water to form a frothy
Body Flop
bubble shield around it. Gomamon increases its AC by +2.
Ikkakumon In addition, any melee attack that hits Gomamon deals 1d4
water damage to the attacker.
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.
20
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of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Burning Salamander Cat's Eye Hypnotism
Agunimon Gatomon
POW Modifier: DEX/WIS POW Modifier: WIS/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Fire Type: Neutral
Duration: Instantaneous Duration: Instantaneous
Recharge: Recharges (4-6) Recharge: Recharges (4-6)
Range: 10 feet Range: 30 ft
Description: Agunimon engulfs its gauntlets into two fire Description: Gatomon pierces the soul of creature it can see
dragons, and launches them at a target. Make two ranged within 30 feet of it. The target must succeed a WIS saving
attack rolls against one target, each one dealing 1d6 + POW throw against your POW DC or the first attack they make
fire. The dragon rushes out and grips the target digimon. If on their next attack, must be made against itself.
both dragons latch onto the target, Agunimon is considered Celestial Arrow
grappling them. Angewomon
At Higher Levels: The damage dice rolled for this attack
changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level POW Modifier: DEX/WIS
17. Action Time: 1 Action
Type: Light/Electric
Cactus tail Duration: Instantaneous
Sunflowmon Recharge: No
POW Modifier: None Range: 60 ft
Action Time: 1 Action Description: Angewomon summons a bow from its arms and
Type: Neutral conjures a celestial arrow, letting loose the homing
Duration: Reaction lightning encased holy arrow. Choose a digimon within
Recharge: Recharges (4-6) range, this attack cannot miss, dealing 2d10 + POW light
Range: Self damage and 2d10 electric damage on a hit.
Description: Sunflowmon releases its defense mechanism, At Higher Levels: The damage dice rolled for this attack
and protects itself. As a reaction to being the target of a changes to 4d8 light damage and 3d8 electric damage at
melee attack, Sunflowmon mamy release cacutus spikes all level 17.
over its body imposing disadvantage on the attack roll. Celestial Blade
Cat Claw Fury Susanoomon
Gatomon POW Modifier: STR/DEX
POW Modifier: STR/DEX Action Time: 1 Action
Action Time: 1 Action Type: Light
Type: Neutral Duration: Instantaneous
Duration: Instantaneous Recharge: No
Recharge: No Range: 15 ft.
Range: Melee Description: Susanoomon conjures a holy blade made purely
Description: Gatomon sharpens its claws on one target. of light energy. Make a melee attack, dealing 10d6 + POW
Make two melee attacks against one target in range, dealing light damage on a hit. Susanoomon can use this attack
1d6 + POW neutral damage on each attack. On a successful twice instead of just once.
hit, increase the bonus to Gatomon's attack rolls by +1. Claw Attack
(Stacking to a max of +5), for 1-minute. Agumon
At Higher Levels: The damage dice rolled for this attack
changes to 1d8 at level 11 and 2d6 at level 17. POW Modifier: STR/DEX
Action Time: 1 Action
Cat Laser Type: Neutral
Gatomon Duration: Instantaneous
POW Modifier: DEX/WIS Recharge: No
Action Time: 1 Action Range: Melee
Type: Light Description: Agumon slashes at a digimon with its sharp
Duration: Instantaneous claws. Make a melee attack, dealing 1d4 + POW neutral
Recharge: No damage, on a hit. If Agumon successfully hits with a claw
Range: 30 feet attack, as a bonus action, Agumon may make another claw
Description: Gatomon's eyes begin to glow a bright yellow attack.
before she unleashes two lasers from its eyes at one target. At Higher Levels: The damage dice rolled for this attack
Make a ranged attack against one digimon within range, changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level
dealing 2d8 + POW light damage. 17.
At Higher Levels: The damage dice rolled for this attack
changes to 2d12 at level 11 and 6d6 at level 17.

21
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the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Coconut Punch Crimson Fang
Togemon BurningGreymon
POW Modifier: STR POW Modifier: STR/DEX
Action Time: 1 Action Action Time: 1 Action
Type: Neutral Type: Fire
Duration: Instantaneous Duration: Instantaneous
Recharge: Recharges (4-6) Recharge: No
Range: Melee Range: Melee
Description: Togemon centers herself before going in for an Description: BurningGreymon charges forward unleashing a
intense jab. Make a melee attack, dealing 1d10 + POW flurry of fiery fists. As an action, BurningGreymon moves up
neutral damage on a hit. On a successful hit, the target to its movement and makes a melee attack, dealing 2d8 +
must succeed a CON saving throw against Togemon's POW POW Fire damage on a hit. In addition, the target must
DC or be stunned. make a STR saving throw against your POW DC or be
At Higher Levels: The damage dice rolled for this attack knocked prone.
changes to 2d8 at level 11 and 5d4 at level 17. At Higher Levels: The damage dice rolled for this attack
changes to 2d12 at level 11 and 4d8 at level 17.
Cold Crusher
Zudomon Crimson Flare
POW Modifier: STR/DEX Hououmon
Action Time: 1 Action POW Modifier: DEX/WIS
Type: Water Action Time: 1 Action
Duration: Instantaneous Type: Fire
Recharge: No Duration: Instantaneous
Range: 15 ft cone Recharge: No (Recharges on 6)
Description: Zudomon breathes a 15 ft cone of cold ice in Range: 15 ft Cone
front of him. All digimon in the area must make a Description: Hououmon breathes an intense white-hot flame
Constitution saving throw. On a failed save, each digimon in a 20 ft cone before it. All digimon in the cone must make
takes 2d12 + POW water damage and their speed is a Dexterity saving throw against your POW DC, taking 8d8
lowered to 0 until the start of Zudomon's next turn, or half + POW on a failed save, and half as much on a successful
damage and their speed is not lowered on a successful save. one.
A digimon can spend its action to break the ice and return Dis-assembler
their speed to normal. Kokuwamon
At Higher Levels: The damage dice rolled for this attack
changes to 8d6 at level 17. POW Modifier: STR/DEX
Action Time: 1 Action
Copy and Paste Type: Neutral
HIAndromon Duration: Instantaneous
POW Modifier: STR/DEX Recharge: No
Action Time: 1 Action Range: Melee
Type: Electric Description: Kokuwamon slashes with his pincers. Make two
Duration: Instantaneous melee attacks, dealing 1d4 + POW neutral damage on each
Recharge: No hit.
Range: Melee At Higher Levels: At 5th level you make three attacks, at 11th
Description: HiAndromon hits a digimon twice with two you make 4 attacks, and at 17th 5 attacks.
batons it carries with it. Make two melee attacks, each Double Punch
attack deals 2d10 + POW electric damage. Tentomon
Crimson Claws POW Modifier: STR/DEX
Garudamon Action Time: 1 Action
POW Modifier: STR/DEX Type: Neutral
Action Time: 1 Action Duration: Instantaneous
Type: Fire Recharge: No
Duration: Instantaneous Range: Melee
Recharge: No Description: Tentomon punches at a digimon with its fists.
Range: Melee Make a melee attack, dealing 1d4 + POW neutral damage,
Description: Garudamon summons the fire within itself and on a hit. If Tentomon successfully hits with a double punch,
heats up its claws. Make a melee attack against one as a bonus action, Tentomon may make another double
creature within range, dealing 4d6 + POW fire damage. In punch.
addition, this attack crits on a 19 or 20. At Higher Levels: The damage dice rolled for this 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
changes to 6d6 at level 17. 17.

22
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animations. Portions
of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Dramon Killer Fairy Vine
WarGreymon Lillymon
POW Modifier: STR/DEX POW Modifier: WIS/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Neutral Type: Plant
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: No
Range: Melee Range: 10 ft
Description: WarGreymon slashes at a target digimon with Description: Lillymon shoots out and attacks a nearby
its Dramon Killer Guantlets, dealing 4d12 + POW neutral digimon with her dangerous vines. Make a melee attack
damage, on a hit. If this attack deals damage to a Dragon, against one digimon, dealing 2d8 + POW plant damage on a
deal an additional 3d6 neutral damage. For the purpose of hit.
this attack, "dragon" refers to any digimon with the dragon At Higher Levels: The damage dice rolled for this attack
type. changes to 4d6 at level 17.
Electro Shocker Fascination
Kabuterimon Rosemon
POW Modifier: STR/DEX POW Modifier: WIS/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Electric Type: Plant
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: Recharges (6)
Range: 60 ft Range: 10 feet
Description: Kabuterimon launches a ball of electricity at the Description: Rosemon exudes pollen into the air while she
enemy. Make a ranged attack, dealing 2d10 + POW electric snaps its dominating whip at a digimon within range. Make
damage on a hit. In addition, on a hit, the target must a melee attack against one digimon. That digimon must
succeed on a CON saving throw against your POW DC or succeed on a WIS saving throw against Rosemon's POW
be paralyzed. DC or be enslaved. The enslaved target is under Rosemon's
At Higher Levels: The damage dice rolled for this attack control and can't take reactions, and Rosemon can
changes to 4d6 at level 11, and 6d6 at level 17. communicate to the enslaved digimon with imagery
through telepathy as long as they are on the same plane of
Electric Storm existence.
Greymon Whenever the enslaved digimon takes damage, the target
POW Modifier: STR/DEX can repeat the saving throw. On a success, the effect ends. No
Action Time: 1 Action more than once every 24 hours, the target can also repeat the
Type: Electric saving throw when it is at least 1 mile away from Rosemon.
Duration: Instantaneous Rosemon can not have more than 3 digimon enslaved this
Recharge: No way. (This effect persists through digivolution.) If Rosemon
Range: Melee returns to Rookie, Champion, or Ultimate Forms, the enslaved
Description: Kabuterimon charges electricity in its wings and digimon will regain control of themselves.
unleashes it in an explosion out from itself in a 10 foot
radius. All Digimon in the area must succeed on a DEX Fire Flap
saving throw against your POW DC, taking 2d8 + POW Birdramon
electric damage on a failed save and half as much on a POW Modifier: None
successful save. Action Time: 1 Action
At Higher Levels: The damage dice rolled for this attack Type: Fire
changes to 5d4 at level 11 and 4d8 at level 17. Duration: Instantaneous
Excalibur Recharge: Recharges (4-6)
MagnaAngemon Range: Self
POW Modifier: STR/DEX Description: Birdramon stores flames inside its wings
Action Time: 1 Action charging for one powerful attack. The next fire attack
Type: Light Birdramon uses on its next turn deals double damage.
Duration: Instantaneous However, if Birdramon takes damage, it is stunned instead
Recharge: No and Fire Flap doesn't increase damage.
Range: Melee At Higher Levels:
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.
23
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animation. Portions of
the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Fire Horn Flame Storm
Greymon BurningGreymon
POW Modifier: None POW Modifier: STR/WIS
Action Time: 1 Bonus Action Action Time: 1 Action
Type: Fire Type: Fire
Duration: Concentration, 1-Min Duration: Instantaneous
Recharge: Recharges (4-6) Recharge: No
Range: Self Range: 10 ft Radius
Description: Greymon heats up its horns with fire. Its next Description: BurningGreymon puts its arms together and
Great Horns Attack deals 2d8 additional fire damage. channels through it an intense inferno in a 10 ft radius
At Higher Levels: The damage dice rolled for this attack around it. All digimon in the area must make a STR saving
changes to 4d6 at level 11, and 6d6 at level 17. throw against its POW DC, on a failed save, each digimon
Fire Hurricane
takes 2d10 + POW Fire damage and are pushed back 10
Garudamon feet, on a successful save, each digimon takes half damage
and are not pushed back.
POW Modifier: CON/WIS At Higher Levels: The damage dice rolled for this attack
Action Time: 1 Action changes to 4d6 at level 11 and 4d10 at level 17.
Type: Fire
Duration: Instantaneous Flaming Wings
Recharge: Recharges (5-6) Hououmon
Range: 20 ft Radius POW Modifier: DEX/WIS
Description: Garudamon gathers as much fire power as it Action Time: 1 Action
can, using the phoenix dormant inside of it, unleashes a Type: Fire
burst of fiery flame in the shape of a tornado in a 20 ft Duration: Instantaneous
radius around it. All digimon in the area must make a STR Recharge: No
Saving throw. On a failed save, each digimon takes 8d8 + Range: 80 ft
POW fire damage and is pushed back 10 feet, or half as Description: The phoenix soul inside of Hououmon erupts
much on a successful save and not pushed back. turning Hououmon into a phoenix made of fire, as it soars
At Higher Levels: The damage dice rolled for this attack through the air launching itself into digimon within range
changes to 8d6 at level 17. (Ignoring flight speed). Make a melee attack, dealing 8d8 +
Fist of the Phoenix POW fire damage on a hit.
Garudamon Flower Cannon
POW Modifier: STR/DEX Lillymon
Action Time: 1 Action POW Modifier: DEX/CHA
Type: Fire Action Time: 1 Action
Duration: Instantaneous Type: Plant
Recharge: No Duration: Instantaneous
Range: Melee Recharge: Recharges (5-6)
Description: Garudamon ignites its phoenix fire around its Range: 30 ft
fist, before uppercutting a digimon. Make a melee attack, Description: Lillymon transforms the flowers on her arms
dealing 2d12 + POW fire damage on a hit. In addition, the into a cannon that fire pollen, firing it at one digimon. Make
digimon must succeed a STR saving throw against your a ranged attack at one Digimon, dealing 4d6 + POW plant
POW DC, or be knocked 10 feet up in the air. The Digimon damage on a hit. If this attack successfully hits a digimon,
will take falling damage in addition to being knocked prone. that digimon must succeed on a WIS saving throw, or be
At Higher Levels: The damage dice rolled for this attack paralyzed.
changes to 6d6 at level 17. At Higher Levels: The damage dice rolled for this attack
Final Heal
changes to 6d6 at level 17.
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.

24
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animations. Portions
of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Flower Wreath Freezing Breath
Lillymon MetalGarurumon
POW Modifier: WIS/CHA POW Modifier: DEX/WIS
Action Time: 1 Action Action Time: 1 Action
Type: Plant Type: Water
Duration: 1-Minute, Concentration Duration: Instantaneous
Recharge: Recharge (5-6) Recharge: Recharges (6)
Range: 20 ft Range: 60 ft Cone
Description: Lillymon creates a wreath of flowers and places Description: MetalGarurumon breathes out a blast of air that
it around a digimon's neck. That target must make a CHA freezes the target. MetalGarurumon blows a gust of
saving throw against your POW DC. On a failed save, the freezing cold air in a 60 foot cone, centered on you.
digimon is enslaved. Lillymon (no action) can command the Digimon in the cone must succeed on a DEX saving throw,
Digimon to move and what attacks to use on its turn. She against your POW DC, taking 8d6 + POW water damage
cannot command the digimon to hurt itself. This attack can and their movement speed is reduced to 0 for 1 minute, on
only affect Virus Digimon. At the end of each of its turns, it a successful hit. The digimon may use its action, to break
may make another CHA saving throw. A successful save, the ice. On a successful save, digimon in the cone takes half
ends this effect. A digimon immune to charm is unaffected damage and their movement speed isn't reduced.
by this effect. Gaia Tornado
Forbidden Temptation AncientGreymon
Lillymon POW Modifier: STR/WIS
POW Modifier: WIS/CHA Action Time: 1 Action
Action Time: 1 Action Type: Fire
Type: Plant Duration: 1-minute
Duration: 1-Minute, Concentration Recharge: Recharges (6)
Recharge: Recharges (6) Range: 80 ft Radius
Range: 20 ft Description: AncientGreymon calls to the Spirit of the Land,
Description: Rosemon conjures an aura of pure bliss and conjuring an enormous lava tornado in a 80 foot radius
pleasure affecting all digimon within 20 feet. All digimon in centered on itself. All digimon in its range, must make a
the area must make a WIS saving throw against Rosemon's dexterity saving throw against its POW dc, dealing 10d6 on
POW DC. On a failed save, the digimon takes 4d6 + POW a failed save, or half as much on a successful one. Any
plant damage, and half damage on a successful one. digimon that fails their save is sucked in 30 feet closer to
Rosemon restores hp equal to half the damage dealt. the center. The inferno is considered difficult terrain. Any
Whenever a digimon enters the aura or starts their turn in digimon that starts their turn or enters the tornado, must
it, the digimon must make a Wisdom Saving Throw against make the save again. If a digimon succeeds the save, the
your POW DC for this effect. This damage doesn't wake up terrain isn't considered difficult terrain for that turn, any
sleeping digimon. digimon that succeeds the initial DEX save can immediately
Fox Fire
move their movement speed.
WereGarurumon Garuru Kick
POW Modifier: STR/DEX WereGarurumon
Action Time: 1 Action POW Modifier: STR/DEX
Type: Fire Action Time: 1 Action
Duration: Instantaneous Type: Neutral
Recharge: No Duration: Instantaneous
Range: 30 ft Recharge: No
Description: WereGarurumon fires high temperature blue Range: Melee
flames from its mouth. Make a Ranged attack, dealing 4d8 Description: WereGarurumon rushes a target digimon,
+ POW fire damage. On a successful hit, WereGarurumon's launching a powerful enough kick to launch itself
walking movement speed increases by 10 feet. (This backwards off the digimon. Make a melee attack against a
Movement persists through digivolution, and stacks with target in range, dealing 4d10 + POW neutral damage on a
howling blaster) hit. In addition, if Garuru Kick hits, WereGarurumon may
At Higher Levels: The damage dice rolled for this attack move up to 10 feet behind itself, this movement doesn't
changes to 8d6 at level 17. provoke an attack of opportunity.
At Higher Levels: The damage dice rolled for this attack
changes to 7d8 at level 17.

25
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animation. Portions of
the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Gatling Missiles Giga Missile
Andromon MetalGarurumon
ACT Modifier: DEX/INT POW Modifier: STR/DEX
Action Time: 1 Action Action Time: 1 Action
Attribute: Neutral Type: Water
Duration: Instantaneous Duration: Instantaneous
Recharge: Recharges (6) Recharge: No
Range: 150 ft Range: 90 ft
Description: Andromon fires two missiles at the opponent. Description: MetalGarurumon launches a powerful missile.
The missiles they fire have machine guns on them. The Make a ranged attack against one target it can see within
missiles fly toward a target up to 150 feet away from range, dealing 8d6 + POW neutral damage.
Andromon, and during their journey they make a weapon Giga Scissor
attack against an enemy within 60 feet of them. Make two HerculesKabuterimon
ranged attacks for the machine guns, doing 1d12 damage
on a hit. Then, make two ranged attacks for the missiles POW Modifier: None
themselves, doing 2d8 damage on a hit. Action Time: 1 Action
At Higher Levels: At 17th level the machine guns do 2d8 Type: Neutral
damage, and the missiles themselves do 2d12 damage. Duration: Instantaneous
Giga Cross Freezer
Recharge: Recharges (6)
Range: Melee
MetalGarurumon Description: HerculesKabuterimon grabs the head of a
POW Modifier: DEX/WIS digimon with its sharp horns. Make a Melee attack, on a
Action Time: 1 Action natural 20, you instantly cause the digimon to revert back to
Type: Water a digi-egg. On any other attack roll, this attack has no effect.
Duration: Instantaneous Grasp Hang
Recharge: Recharges (6) Andromon
Range: 60 ft
Description: MetalGarurumon unloads frozen missiles at up ACT Modifier: None
to 3 targets it can see within range. Make 3 ranged attacks Action Time: 1 Reaction
against targets MetalGarurumon can see. On a hit, they Attribute: Neutral
take 2d12 + POW water damage and must succeed a CON Duration: Instantaneous
saving throw against your POW DC or their movement is Recharge: No
reduced to 0 for 1-minute. A digimon may use their action Range: None
to break the ice and restore their movement speed. Description: Andromon releases its arm to prevent itself from
falling. When Andromon would take falling damage, as a
Giga Destroyer reaction, Andromon may extend its arms to the nearest
MetalGreymon object to grasp and prevent itself from taking falling
POW Modifier: STR/DEX damage.
Action Time: 1 Action Great Horn Attack
Type: Fire Greymon
Duration: Instantaneous
Recharge: Recharges (5-6) POW Modifier: STR/DEX
Range: 60 ft Action Time: 1 Action
Description: MetalGreymon opens up the hatch in its chest Type: Neutral
and launches a gigantic missile at one digimon. Make a Duration: Instantaneous
Ranged attack against one digimon at range, dealing 4d10 + Recharge: No
POW fire damage on a hit. Digimon within 5 feet of the Range: Melee
target must succeed at a DEX saving throw or take half the Description: Greymon charges an enemy digimon, impaling
damage dealt. the creature. Make a melee attack against one digimon, on a
At Higher Levels: The damage dice rolled for this attack hit this attack deals 2d8 + POW neutral damage. If
changes to 7d8 at level 17. 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.

26
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animations. Portions
of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Great Tornado Guard Change
WarGreymon Guardromon
POW Modifier: STR/DEX POW Modifier: None
Action Time: 1 Action Action Time: 1 Action
Type: Neutral Type: Neutral
Duration: Instantaneous Duration: Concentration, 1-minute
Recharge: Recharges (6) Recharge: No
Range: Melee Range: Self
Description: WarGreymon cloaks itself in a tornado with a Description: Guardromon activates defense protocol
spinning attack, which doubles its fly speed and allows it to increasings its AC by +2 for 1-minute. (This bonus persists
attack a target digimon. Make a melee attack against one through digivolution)
creature within range, dealing 4d12 + POW neutral damage Hallowed Ascension
on a hit. If WarGreymon deals damage to a target with this Seraphimon
attack, that target must make a STR Saving Throw. On a
failed save, WarGreymon may push their target up to its POW Modifier: WIS/CHA
movement speed, this movement can move into the air. If Action Time: 1 Action
the target has a fly speed, it may spend its reaction to negate Type: Electric
the fall damage. On a success, the target avoids being Duration: Instantaneous
pushed. Recharge: Recharges (6)
In addition, WarGreymon may use this attack to bury into Range: 20ft Radius
the ground. At the end of Wargreymon's turn, the spinning Description: Seraphimon summons a powerful thunderstorm
tornado ends, if WarGreymon is in the air, its wings take flight. in a 20 foot radius centered on it. Digimon in the area must
WarGreymon cannot end its turn underground. make a DEX save against your POW DC, taking 7d8 electric
damage or half as much on a success.
Grenade Destroyer Hand of Fate
Guardromon Angemon
POW Modifier: STR/INT POW Modifier: DEX/WIS
Action Time: 1 Action Action Time: 1 Action
Type: Fire Type: Light
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: Recharges (4-6)
Range: 60 ft. Range: Varies
Description: Guardromon fires a swarm of missiles from its Description: Angemon charges its hand with holy light. Make
arm. Chose a point Guardromon can see within 60 feet. All a melee attack against one digimon, dealing 2d12 + POW
digimon within a 10 foot radius of that point must succeed Light damage. Alternatively, Angemon may make this a
at a DEX saving throw against your POW DC or take 2d8 + ranged attack with a range of 30 feet. In addition, when
POW fire damage. On a successful save, this damage is Hand of Fate deals damage to a Digimon, increase the
halved. damage of all Angemon's attacks by +2 for 1-minute (This
At Higher Levels: the damage dice rolled for this attack bonus can stack to +6)
changes to 2d12 at level 11 and 6d6 at level 17. At Higher Levels: The damage dice rolled for this attack
Ground Circuit changes to 4d8 at level 11, and 8d6 at level 17.
MegaKabuterimon Happy Paw
POW Modifier: DEX/WIS Salamon
Action Time: 1 Action POW Modifier: STR/DEX
Type: electric Action Time: 1 Action
Duration: Instantaneous Type: light
Recharge: Recharges (5-6) Duration: Instantaneous
Range: 20 ft Recharge: No
Description: MegaKabuterimon summons a magnetic Range: 30 ft.
electrical field around itself. Digimon within 20 feet of Description: Salamon releases a holy blast from its paw.
MegaKabuterimon must make a DEX saving throw against Make a ranged attack against one digimon that Salamon
your POW DC. On a failed save, they take 6d6 + POW can see within range, dealing 1d6 + POW light damage, the
electric damage and their speed is lowered by 10 feet for 1- target must succeed a CON saving throw against your POW
minute. On a successful save, creatures take half damage DC or be blinded.
and their movement is not lowered. At Higher Levels: The damage dice rolled for this attack
At Higher Levels: The damage dice rolled for this attack changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level
changes to 7d8 at level 17. 17.

27
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the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Hard Beak Heaven's Cure
Biyomon Angewomon
POW Modifier: STR/DEX POW Modifier: WIS/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Neutral Type: Light
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: Recharges (6)
Range: Melee Range: 30 ft
Description: Biyomon slams its sharp beak into a nearby Description: Angewomon calls upon the blessing of heave
digimon. Make a melee attack against one digimon within itself to heal two allies within range. Heals two allies within
range, dealing 1d6 + POW neutral damage on a successful the area 4d10 + POW. Heaven's Cure cannot recharge on
hit. Angewomon's next turn.
At Higher Levels: The damage dice rolled for this atack At Higher Levels: The damage dice rolled for this attack
changes to 1d10 at level 5, 2d8 at level 11, and 5d4 at level changes to 7d8 at level 17.
17. Heaven's Gate
Harpoon Torpedo MagnaAngemon
Ikkakumon POW Modifier: STR/DEX
POW Modifier: STR/DEX Action Time: 1 Action
Action Time: 1 Action Type: Light
Type: Fire Duration: Instantaneous
Duration: Instantaneous Recharge: Recharges (6)
Recharge: Recharges (4-6) Range: 10 ft
Range: 60 Description: MagnaAngemon cuts open a different dimension
Description: Ikkakumon shoots a homing missile at one with its Excalibur, which proceeds to try to suck in the
digimon. Harpoon Torpedo does not miss, dealing 3d10 + digimon. Choose one digimon MagnaAngemon can see
POW fire damage to one digimon. within 10 feet of it, that digimon must make a WIS saving
At Higher Levels: The damage dice rolled for this attack throw. On a failed save, take 3d10 + POW light damage, or
changes to 3d10 at level 11, and 4d12 at level 17. half as much on a successful one. In addition, roll a d20, if
Headbutt
MagnaAngemono rolls a natural 20, the digimon is
Patamon immediately abosrbed by the gate and reverts to a digi-egg.
At Higher Levels: The damage dice rolled for this attack
POW Modifier: STR/DEX changes to 4d12 at level 17.
Action Time: 1 Action Heaven's Heal
Type: Neutral
Duration: Instantaneous MagnaAngemon
Recharge: No POW Modifier: WIS/CHA
Range: Melee Action Time: 1 Action
Description: Patamon headbutts a digimon in range. Make a Type: Light
melee attack against one digimon, dealing 1d4 + POW Duration: Instantaneous
neutral damage on a hit. Recharge: No
At Higher Levels: The damage dice rolled for this attack Range: 10 ft radius.
changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level Description: MagnaAngemon uses the blessing of heaven to
17. heal itself and all allies in a 10ft radius. Heal all allies within
Heaven's Charm
the area by 4d6 + POW.
At Higher Levels: The healing dice rolled for this attack
Angewomon changes to 6d6 at level 17.
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.

28
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of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Heaven's Thunder Holy Flame At Hi
Susanoomon Magnadramon cha
POW Modifier: DEX/WIS POW Modifier: WIS/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Electric Type: Light/Fire
Duration: 1 Min Concentration Duration: Instantaneous
Recharge: Recharges (6) Recharge: No
Range: 100 ft Radius Range: 15ft Cone
Description: Susanoomon summons a heavenly storm that Description: Magnadramon breathes a holy flames in a 15 ft
rains down 8 lightning dragons. As an action, Susanoomon cone before it. All digimon must make a DEX saving throw
can summon forth the storm of lightning dragons, after against your POW DC, taking 4d8 + POW light and 4d8 fire
which it may point to a digimon in range, and as a bonus damage on a failed save, or half as much on a successful
action command the dragon to attack the target. THe one.
dragon will rain down in a 10 ft radius centered on the Homing Laser
digimon. All digimon in the area must make a DEX saving
throw against Susanoomon's POW DC, dealing 8d6 + POW Guardromon
electric damage on a failed save or half as much on a POW Modifier: STR/INT
successful one. This attack lasts until all 8 dragons are Action Time: 1 Action
commanded to attack, concentration breaks, or until time Type: Fire
runs out, whichever happens first. Duration: Instantaneous
Hermit's Fog
Recharge: Recharges (4-6)
Range: 60 ft.
Magnadramon Description: Guardromon fires homing beams for the
POW Modifier: WIS/CHA cylinders on its shoulders. Choose a target within range,
Action Time: 1 Action this attack cannot miss, and deal it 2d6 + POW fire damage.
Type: Light At Higher Levels: the damage dice rolled for this attack
Duration: Instantaneous changes to 4d4 at level 11 and 3d6 at level 17.
Recharge: No Horn Attack
Range: 10 ft cone.
Description: Magnadramon breathes a poisonous gas made Gabumon
of light in a 10 foot cone before it. All digimon within the POW Modifier: STR/DEX
area must succeed a DEX saving throw against your POW Action Time: 1 Action
save DC or take 4d10 + POW light damage. In addition, Type: Neutral
their AC is lowered by 1. (This bonus can stack up to 5 Duration: Instantaneous
times, granting a -5 to AC.) Recharge: No
Holy Bullet
Range: Melee
Description: Gabumon charges forward piercing a digimon
Angemon with its horn. As part of the action, Gabumon may move up
POW Modifier: DEX/WIS to its speed toward the target and make a melee attack
Action Time: 1 Action against its target, dealing 1d6 + POW neutral damage on a
Type: Light hit.
Duration: Instantaneous At Higher Levels: The damage dice rolled for this attack
Recharge: Recharges (4-6) changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level
Range: 30 ft 17.
Description: Angemon starts to spin its rod, charging up holy Horn Buster
energy then shoots it. Roll a d6, the number that appears is
the amount of bullets that shoot out. You may shoot these MegaKabuterimon
bullets at any digimon within 30 feet of you. Each bullet on POW Modifier: STR/DEX
a hit deals 1d10 Light damage. Action Time: 1 Action
At Higher Levels: The damage dice rolled for this attack Type: Varies
changes to 2d8 at level 11, and 5d4 at level 17. 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.

29
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animation. Portions of
the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Horn Buster II Ice Wall
HerculesKabuterimon Garurumon
POW Modifier: STR/DEX POW Modifier: DEX/WIS
Action Time: 1 Action Action Time: 1 Action
Type: Neutral Type: Water
Duration: Instantaneous Duration: 10 Minutes, concentration
Recharge: Recharges Recharge: Recharges (4-6)
Range: Melee Range: 30 ft
Description: HerculesKabuterimon charges forward with its Description: Garurumon creates a wall of ice on a solid
horn, flipping the target behind it. Make a melee attack surface within range. The wall is 1 foot thick, and lasts for
against one digimon within range, dealing 8d6 + POW the duration. The wall is a flat surface made up of ten 10-
electric damage on a hit. On a successful hit, the target foot panel. Each panel must be contiguous with another
digimon must succeed a STR saving throw against your panel
POW DC or be knocked prone, directly behind If the wall cuts through a digimon's space when it appears,
HerculesKabuterimon. the digimon within its area is pushed to one side of the wall
Howling Blaster and must make a DEX saving throw against your POW DC.
Garurumon On a failed save, the creature takes 2d8 + POW water
POW Modifier: STR/DEX damage, or half as much on a successful save.
Action Time: 1 Action The wall is an object that can be damaged and thus
Type: Fire breached. It has AC 12 and 30 Hit points per 10 food section
Duration: Instantaneous and it is vulnerable to fire. Reducing a 10 foot section of wall
Recharge: Recharges (4-6) to 0 destroys it.
Range: 60 ft At Higher Levels: The damage dice rolled for this attack
Description: Garurumon fires blue, high-temperature flames changes to 5d4 at level 11 and 4d8 at level 17.
from its mouth. Make a ranged attack, dealing 2d8 + POW
fire damage on a hit. On a successful hit, Garurumon's base Icicle Coat
walking movement speed is increased by 10 feet. This boost Ikkakumon
lasts until Garuruumon is incapacitated or the combat ends. POW Modifier: None
(This movement speed persists through digivolution) Action Time: 1 Action
At Higher Levels: The damage dice rolled for this attack Type: Water
changes to 4d6 at level 11 and 6d6 at level 17. Duration: 1-Min, Concentration
Hyper Mega Blaster Recharge: Recharges (4-6)
HerculesKabuterimon Range: Self
Description: Ikkakumon hardens its fur creating an icy coat.
POW Modifier: STR/WIS Ikkakumon increases its AC by +4. In addition, if
Action Time: 1 Action Ikkakumon is hit by a melee attack, deal 1d6 water damage
Type: Electric to the attacker. In addition, reduce the attacker's movement
Duration: Instantaneous speed by 5 feet.
Recharge: No
Range: 60 ft Judgement Slash
Description: HerculesKabuterimon creates lightning in each MagnaAngemon
of its four hands, and fires them at different digimon. Make POW Modifier: STR/WIS
4 ranged attacks against digimon in range, dealing 3d6 + Action Time: 1 Action
POW electric damage on a hit. 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.

30
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of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Life Force Lila Shower
Hououmon Lilamon
POW Modifier: WIS/CHA POW Modifier: INT?CHA
Action Time: 1 Action Action Time: 1 Action
Type: Fire Type: Plant
Duration: Instantaneous Duration: Instantaneous
Recharge: Recharges (6) Recharge: No
Range: Self Range: 60 ft
Description: Hououmon begins to rejuvenate with its fiery Description: Lilamon showers an area with poisonous pollen.
passion. Restoring 8d6 + POW HP. Choose a point Lilamon can see within 60 feet. In a 30 foot
Lightning Paw
radius centered on that point, rains the poison pollen. All
digimon in the area must make a CON saving throw. On a
Gatomon failed save, all digimon in the area takes 5d4 + POW plant
POW Modifier: None damage and are poisoned, half as much and not poisoned,
Action Time: 1 Action on a successful save.
Type: Neutral At Higher Levels: The damage dice rolled for this attack
Duration: Instantaneous changes to 4d8 at level 17.
Recharge: No
Range: Melee Lilac Dagger
Description: Gatomon lashes out with a quick strike. As a MetalGreymon
bonus action, Gatomon can immediately move and attack a POW Modifier: CHA
creature in range without taking an attack of opportunity. Action Time: 1 Action
Make a melee attack against one digimon within range, Type: Plant
dealing 1d6 + POW neutral damage. The target must make Duration: Instantaneous
a successful WIS saving throw against your POW DC or be Recharge: No
panicked. Range: Melee
At Higher Levels: The damage dice rolled for this attack Description: Lilamon grows a lilac dagger and places it in its
changes to 1d8 at level 11 and 1d10 at level 17. hands. Make a melee attack against one target, dealing
Lightning Wave
3d10 + POW plant damage on a hit. If the target is charmed
MegaKabuterimon by Lilamon, the attack automatically crits.
At Higher Levels: The damage dice rolled for this attack
POW Modifier: STR/DEX changes to 4d12 at level 17.
Action Time: 1 Action
Type: Neutral Lilac Needle
Duration: Instantaneous Lilamon
Recharge: Recharges (5-6) POW Modifier: DEX/CHA
Range: 60 ft line Action Time: 1 Action
Description: MegaKabuterimon sends shock waves of Type: Plant
electricity through the ground in a 30-foot line that is 5 feet Duration: Instantaneous
wide. Each digimon in that line must make a DEX saving Recharge: No
throw against your POW DC, taking 3d10 + POW electric Range: 60 ft
damage on a failed save, or half as much on a successful Description: Lilamon charges a small beam smelling of
one. lavender. Make a ranged attack, dealing 2d12 + POW plant
At Higher Levels: The damage dice rolled for this attack damage on a hit.
changes to 4d12 at level 17. At Higher Levels: The damage dice rolled for this attack
Lightspeed Jab
changes to 6d6 at level 17.
Togemon Lightning Blade
POW Modifier: STR Andromon
Action Time: 1 Action ACT Modifier: STR/DEX
Type: neutral Action Time: 1 Action
Duration: Instantaneous Attribute: Neutral & Electric
Recharge: No Duration: Instantaneous
Range: Melee Recharge: No
Description: Togemon rapidly punches the target with a swift Range: Melee
jab. Make a melee attack against the target, dealing 1d12 + Description: Andromon slashes at its opponent with an
POW neutral damage on a hit. When Togemon uses this electrified blade. Make a melee attack, dealing 3d8 + POW
attack, as a bonus action, Togemon may make another electric damage and 3d8 neutral damage on a hit.
Lightspeed Jab attack. At Higher Levels: At 17th level this attack does 3d12 electric
At Higher Levels: The damage dice rolled for this attack damage and 3d12 neutral damage.
changes to 2d8 at level 11, and 4d6 at level 17.

31
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the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Lightning Blade II Mega Electro Shocker
HiAndromon HercluesKabuterimon
POW Modifier: STR/DEX POW Modifier: STR/WIS
Action Time: 1 Action Action Time: 1 Action
Type: Neutral/Electric Type: Electric
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: Recharges (6)
Range: Melee Range: 120 feet.
Description: HiAndromon slashes at its opponent with an Description: HerculesKabuterimon unleashes a huge blast of
electified blade. Make a melee attack dealing 2d12 + electriity in a 30-feet line that is 5 feet wide. All digimon in
electric POW and 2d12 neutral damage on a hit. that line must make a DEX saving throw against your POW
Lullaby
DC, taking 8d8 + POW electric damage on a failed save, or
Lalamon half as much damage on a successful one. If a digimon fails
its DEX saving throw. It must make a Constitution Saving
POW Modifier: WIS/CHA Throw, on a failed save the digimon is paralyzed, on a
Action Time: 1 Action successful one it is not paralyzed. Mega Electro Shocker
Type: Neutral cannot recharge on your next turn.
Duration: Instantaneous
Recharge: No Mega Guard
Range: 10 ft Vikemon
Description: Lalamon sings a song for a digimon. Target one POW Modifier: STR/CHA
digimon within 10 feet. That digimon must succeed a WIS Action Time: 1 Action
saving throw against your POW saving throw or be put to Type: Neutral
sleep. Duration: 1-Minute
Mach Glide
Recharge: Recharges (6)
Birdramon Range: Self
Description: Vikemon makes a beastial roar, causing water
POW Modifier: STR/DEX and electricity to surge forth from Mjollnir, protecting it
Action Time: 1 Action from damage. Increase Vikemon's AC by 4 for the duration.
Type: Neutral In addition, it has advantage on any effect that requires
Duration: Instantaneous Vikemon to make a DEX saving throw.
Recharge: No
Range: Melee Metal Howling
Description: Birdramon flies down at a Digimon, slamming MetalGarurumon
into them with a headbutt. Birdramon moves 30 feet toward POW Modifier: STR/CHA
the diigmon. Make a melee attack, dealing 2d8 + POW Action Time: 1 Action
neutral damage, on a hit. (Birdramon can only use this Type: Fire
attack when Airborne). In addition, the target must succeed Duration: Instantaneous
on a STR saving throw or be knocked prone. Recharge: Recharges (4-6)
At Higher Levels: The damage dice rolled for this attack Range: 30 ft
changes to 5d4 at level 11, and 4d8 at level 17. Description: MetalGarurumon lets out a terrifying roar,
Marching Fishes
increasing its attack by +4 for 1-minute. (This boost persists
Gomamon through digivolution). In addition, any digimon within 20
feet radius of MetalGarurumon must make a WIS saving
POW Modifier: DEX/WIS throw or be panicked.
Action Time: 1 Action Metal Slash
Type: Water
Duration: Instantaneous MetalGreymon
Recharge: Recharges (4-6) POW Modifier: STR/DEX
Range: 30 ft Action Time: 1 Action
Description: Gomamon calls upon its underwater friends, Type: Neutral
summoning colorful fish to come to its aide. Make a ranged Duration: Instantaneous
attack against one digimon it can see in range, dealing 1d4 Recharge: No
+ POW water damage on a hit. After successfully hitting a Range: Melee
target, roll d6. On a result of 4, 5, or 6, you may immediately Description: MetalGreymon slashes out at a digimon in
hit again for an addition 1d4 normal damage. Continue this range. Make a melee attack, dealing 2d12 + POW neutral
process until you fail to roll a 4, 5, or 6 on the d6 roll, up to a damage on a hit. Metal Slash results in a critical hit on a 19
maximum of 2 additional hits. or 20.
At Higher Levels: The damage dice rolled for this atack At Higher Levels: The damage dice rolled for this attack
changes to 1d6 at level 5, 1d8 at level 11, and 2d6 at level changes to 6d6 at level 17.
17.

32
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animations. Portions
of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Meteor Wing Multiattack: Agunimon
Birdramon Agunimon
POW Modifier: WIS/CHA POW Modifier: None
Action Time: 1 Action Action Time: None
Type: Fire Type: None
Duration: Instantaneous Duration: None
Recharge: No Recharge: None
Range: 60 ft Range: None
Description: Birdramon flaps its wings unleashing powerful Description: Starting at 6th level, Agunimon can make two
fireballs at an enemy. Choose a point Birdramon can see Pyro Darts attacks, instead of one.
within 60 feet. All digimon within 10 feet of that point must Multiattack: AncientGreymon
make a Dexterity Saving Throw. On a failed save, they take
2d10 + POW fire damage, and half as much on a successful Omnimon
save. POW Modifier: None
At Higher Levels: The damage dice rolled for this attack Action Time: None
changes to 3d10 at level 11, and 4d12 at level 17. Type: None
Mjollnir
Duration: None
Recharge: None
Vikemon Range: None
POW Modifier: STR/DEX Description: Starting at 6th level, AncientGreymon can make
Action Time: 1 Action two Omega Corona attacks, instead of one.
Type: Water Multiattack: BurningGreymon
Duration: Instantaneous BurningGreymon
Recharge: NO
Range: Melee POW Modifier: None
Description: Vikemon slams its morning star into a digimon Action Time: None
within range. Make a melee attack, dealing 2d10 + POW Type: None
water damage on a hit. Duration: None
Moonsault Kick
Recharge: None
Range: None
WereGarurumon Description: Starting at 6th level, BurningGreymon can make
POW Modifier: STR/DEX two Pyro Barrage attacks, instead of one.
Action Time: 1 Action Multiattack: Susanoomon
Type: Water Susanoomon
Duration: Instantaneous
Recharge: No POW Modifier: None
Range: 30 ft Action Time: None
Description: WereGarurumon launches itself into the air and Type: None
brings its foot down, creating a wave of pure energy at one Duration: None
target before landing. Make a ranged attack on one digimon Recharge: None
it can see within range, dealing 4d8 + POW neutral damage Range: None
on a hit. In addition, the target must make a STR saving Description: Starting at 6th level, Susanoomon can make
throw against your POW DC or be pushed back 10-feet. three Celestial Blade attacks, instead of two.
At Higher Levels: The damage dice rolled for this attack Needle Fist
changes to 8d6 at level 17 and WereGarurumon can push Togemon
them up to 20 feet back.
POW Modifier: None
Multiattack: Aldamon Action Time: 1 Bonus Action
Aldamon Type: Plant
POW Modifier: None Duration: 1-Min, Concentration
Action Time: None Recharge: Recharges (4-6)
Type: None Range: Self
Duration: None Description: Togemon forces its needles to puncture its
Recharge: None boxing glove. Its next LightSpeed Jab deals an additional
Range: None 2d8 plant damage. In addition, Togemon may make its next
Description: Starting at 6th level, Aldamon can make two Lightspeed Jab a ranged attack instead of melee. If it does,
attack with Atomic inferno, instead of one. 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.

33
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animation. Portions of
the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Needle Spray Omega Blast
Togemon Omnimon
POW Modifier: STR/CHA POW Modifier: DEX/WIS
Action Time: 1 Action Action Time: 1 Action
Type: Plant Type: Fire
Duration: Instantaneous Duration: Instantaneous
Recharge: Recharges (4-6) Recharge: Recharges (6)
Range: 20 ft Radius Range: 100 ft
Description: Togemon spins around unleashing its needles in Description: Omnimon slashes its Grey Sword, unleashing an
a 20ft radius around it. All digimon in the area must make a explosion of fire. Choose a point Omnimon can see within
DEX saving throw. On a failed save, the digimon takes 2d8 100 feet. All digimon in a 20 ft radius centered on that point
+ POW plant damage or half as much on a successful save. must make a DEX saving throw, taking 6d12 + POW fire
If a digimon fails their dexterity save, the target must damage on a failed save, or half as much on a successful
succeed ona WIS saving throw or be paralyzed for 1- one.
minute. At the end of each of the digimon's turns, the Omega Corona
digimon can make another WIS saving throw. On a success, AncientGreymon
the the paralysis wears off.
At Higher Levels: The damage dice rolled for this attack POW Modifier: STR/WIS
changes to 4d6 at level 11, and 6d6 at level 17. Action Time: 1 Action
Type: Fire
Northern Lights Duration: Instantaneous
Ikkakumon Recharge:
POW Modifier: STR/WIS Range: 200 ft
Action Time: 1 Action Description: AncientGreymon induces a super detonation up
Type: Water to 200 feet away in an intense blast. Make a ranged attack
Duration: Instantaneous against one creature within range, dealing 8d6 + POW fire
Recharge: No damage on a hit. All digimon within 10 feet of the target
Range: 15 ft cone. must succeed a DEX saving throw against
Description: Ikkakumon breathes a colorful blast of cold air AncientGreymon's POW DC. or take half the damage.
in a 15 ft cone. All Digimon within the cone must make a Omega Howling
DEX saving throw. On a failed save deal 2d8 + POW water Omnimon
damage, or half as much on a successful save.
At Higher Levels: The damage dice rolled for this attack POW Modifier: DEX/WIS
changes to 2d8 at level 11, and 4d6 at level 17. Action Time: 1 Action
Type: Water
Nova Blast Duration: Instantaneous
Greymon Recharge: Recharges (6)
POW Modifier: STR/DEX Range: 200 ft
Action Time: 1 Action Description: Omnimon fires a powerful swarm of ice energy
Type: Fire from its Garuru cannon. Target one digimon it can see
Duration: Instantaneous within range. Make a ranged attack dealing 6d12 + POW
Recharge: Recharges (4-6) water damage on a hit. On a hit, target digimon must make
Range: 60 ft a CON saving throw against your POW DC, or be stunned.
Description: Greymon builds up fire in its mouth before Overflame
launching a powerful fireball. Choose one point Greymon MetalGreymon
can see, all digimon within 20 foot radius of that point must
make a DEX saving throw. On a failed save, each digimon POW Modifier: STR/WIS
takes 2d10 + POW fire damage, or half as much a Action Time: 1 Action
successful one. Type: Fire
At Higher Levels: The damage dice rolled for this attack Duration: Instantaneous
changes to 3d10 at level 11 and 4d12 at level 17. 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.

34
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animations. Portions
of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Pepper Breath Power Surge
Agumon Kokuwamon
POW Modifier: STR/DEX POW Modifier: DEX/INT
Action Time: 1 Action Action Time:* 1 Action
Type: Fire Type: Electric
Duration: Instantaneous Duration: Instantaneous
Recharge: No *Recharge: No
Range: 30 ft Range: 30 ft line
Description: Agumon launches a ball of fire at one target Description: Kokuwamon’s blasts lightning from its head. Any
within range. Make a ranged attack, dealing 1d6 + POW fire creature in a 30-foot line, 5- foot wide, originating from him
damage on a hit. must make a dexterity saving throw against your POW DC,
At Higher Levels: The damage dice rolled for this attack or take 1d4 lightning damage, or half that on a successful
changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level save.
17. At Higher Levels: The damage dice rolled for this attack
Petit Punch
changes to 1d8 at level 5, 1d12 at level 11, and 2d8 at level
Salamon 17.
POW Modifier: STR/DEX Puppy Howling
Action Time: 1 Action Salamon
Type: Neutral POW Modifier: WIS/CHA
Duration: Instantaneous Action Time: 1 Action
Recharge: No Type: Neutral
Range: Melee Duration: Instantaneous
Description: Salamon quickly lunges and punches a digimon Recharge: No
with its paw. Make a melee attack against one digimon, Range: 10 ft Radius
dealing 1d4 + POW neutral damage. Description: Salamon lets out a loud howl. All digimon within
At Higher Levels: The damage dice rolled for this attack 10 feet of it must make a Wisdom Saving throw or be
changes to 2d4 at level 5, 1d12 at level 11, and 4d4 at level paralyzed.
17. Pyro Barrage
Phantom Hurricane BurningGreymon
Biyomon POW Modifier: STR/DEX
POW Modifier: DEX/WIS Action Time: 1 Action
Action Time: 1 Action Type: Fire
Type: Neutral Duration: Instantaneous
Duration: Instantaneous Recharge: No
Recharge: Recharges (4-6) Range: 30 ft
Range: 30 feet Description: BurningGreymon fires a fireblast from the
Description: Biyomon flaps its wings sending a powerful cannon on its arm. Make a ranged attack, dealing 2d6 +
whirlwind at an enemy digimon. When you activate this POW fire damage on a hit.
attack, the target digimon must succeed a STR saving At Higher Levels: The damage dice rolled for this attack
throw or be knocked prone. In addition, the whirlwind changes to 2d8 at level 11 and 2d10 at level 17.
induces hallucinations of powerful digimon. The target Pyro Darts
must also succeed an INT Saving Throw or be panicked.
Agunimon
Poison Ivy POW Modifier: STR/DEX
Palmon Action Time: 1 Action
POW Modifier: DEX/CHA Type: Fire
Action Time: 1 Action Duration: Instantaneous
Type: Plant Recharge: No
Duration: Instantaneous Range: 30 ft
Recharge: No Description: Agunimon conjures fire from its gauntlets, using
Range: 10 ft one hand it throws the fire from the gauntlets at one
Description: Palmon fingers extend to grab or whip its target. digimon. Make a ranged attack witin range, dealing 1d4 +
Make a melee attack against one digimon in range, dealing POW fire damage on a hit.
1d4 + POW plant damage on a hit. In addition, the target At Higher Levels: The damage dice rolled for this attack
digimon must succeed a WIS saving throw or be paralyzed changes to 1d6 at level 5, 1d8 at level 11, and 1d10 at level
until the end of your next turn. 17.
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.

35
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the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Quick Thrust Reflector Cage
Kabuterimon Rafflesimon
POW Modifier: STR/DEX POW Modifier: CHA
Action Time: 1 Bonus Action Action Time: 1 Action
Type: Wind Type: Plant
Duration: Instantaneous Duration: 1- minute.
Recharge: No Recharge: Recharges (6)
Range: 30 feet Range: 60 ft radius
Description: Kabuterimon swiftly slashes at the air with its Description: Rafflesimon duplicates its reflectors and calls
horn or claws, delivering a quick blade of air to a digimon them back to it. In a 60 ft Radius around it, it seals all
within range. Make a ranged attack dealing 1d6 + POW digimon inside the reflector cage for 1-minute. While in the
wind damage on a hit. Reflector cage, any Ballet Gun shot that hits the cage, is
At Higher Levels: The damage dice rolled for this attack amplified dealing an extra 4d10 damage. As a bonus action
changes to 1d8 at level 11 and 1d10 at level 17. if there is currently a shot inside the cage, Rafflesimon may
Rapid Punch
have it continue to rebound on its turn. Only one shot can
Gabumon continue to rebound at a time. A digimon can escape the
cage by succeeding a STR saving throw against
POW Modifier: STR/DEX Rafflesimon's POW DC.
Action Time: 1 Action Reflectors
Type: Neutral
Duration: Instantaneous Rafflesimon
Recharge: Recharges POW Modifier: None
Range: Melee Action Time: 1 Bonus Action
Description: Gabumon punches the target in quick Type: Plant
succession. Make a melee attack against one target, dealing Duration: Instantaneous
1d4 + POW neutral damage. If Gabumon uses this attack, Recharge: No
as a bonus action, it may make another Rapid Punch attack. Range: Varies
At Higher Levels: The damage dice rolled for this attack Description: Rafflesimon commands her three reflectors to
changes to 2d4 at level 5, 1d12 at level 11, and 4d4 at level take position. As a bonus action, Rafflesimon may move up
17. to as many reflectors to fly into place anywhere on the field.
Red Alert Reflectors can move only 30 feet at one time and cannot
move more than 240 feet away from Rafflesimon.
Guardromon
POW Modifier: STR/INT Rhino Charge
Action Time: 1 Action MegaKabuterimon
Type: Fire POW Modifier: STR/DEX
Duration: Instantaneous Action Time: 1 Action
Recharge: No Type: Neutral
Range: 30 ft. Duration: Instantaneous
Description: Guardromon starts to beep red and a Recharge: No
countdown begins for 3 seconds, before releasing a massive Range: Melee
explosion, reverting to a digi-egg afterwards. Digimon Description: MegaKabuterimon charges forward with its
within 30 feet radius must make a DEX saving throw horn, flipping the target behind him. MegaKabuterimon
against your POW DC, dealing 4d10 + POW fire damage on moves 20 feet toward a digimon and makes a melee attack
a failed save, and half as much on a successful one. against it, dealing 4d10 + POW neutral damage on a hit. On
At Higher Levels: the damage dice rolled for this attack a successful hit, the target digimon must succeed a STR
changes to 6d10 at level 11 and 8d12 at level 17. 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.

36
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of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Rolling Guard Salamander Strike
Tentomon Patamon
POW Modifier: STR/DEX POW Modifier: DEX/WIS
Action Time: 1 Action Action Time: 1 Action
Type: Neutral Type: Fire
Duration: 1-Minute, Concentration Duration: Instantaneous
Recharge: Recharges (4-6) Recharge: No
Range: Melee Range: 10 ft Radius
Description: Tentomon curls up into a ball. Increase Description: Agunimon engulfs itself in a raging inferno,
Tentomon's AC by 2. In addition, as long as Tentomon spinning while in the tornado, kicking every creature within
moves at least 20 feet while in a ball, as an action on its a 10 foot radius centered on it. All digimon within the area
turn, it may move through a digimon. The target digimon must make on a STR saving throw against its POW DC,
must make a DEX saving throw against your POW DC. The dealing 1d6 + POW fire damage and is pushed back 10 feet,
digimon takes 2d6 + POW on a failed save, and no damage on a failed save, half damage and not pushed back on a
on a successful one. successful save.
At Higher Levels: The damage dice rolled for this 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 changes to 1d10 at level 5, 2d6 at level 11, and 2d10 at level
17. 17.
Root Breaker Saint's Air
Palmon Angewomon
POW Modifier: DEX/CHA POW Modifier: None
Action Time: 1 Action Action Time: 1 Reaction
Type: Plant Type: Light
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: Recharges (6)
Range: 10 ft Range: Self
Description: Palmon stretches its roots to absorb nutrients Description: Angewomon slides its halo off its head to protect
from another digimon. Make a ranged attack against one itself. If Angewomon is the target of an attack or effect from
digimon within range. On a hit, Palmon restores half the an Evil, Dark, or Virus Digimon, it may spend its reaction to
damage it dealt as HP. negate the damage or the effects of the attack.
At Higher Levels: The damage dice rolled for this attack Seed Bazooka
changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level Lalamon
17.
POW Modifier: STR/DEX
Rosy Cradle Action Time: 1 Action
Rosemon Type: Plant
POW Modifier: WIS/CHA Duration: Instantaneous
Action Time: 1 Action Recharge: Recharges (4-6)
Type: Plant Range: 20 ft
Duration: 1-minute Description: Lalamon energizes a seed in its mouth before
Recharge: No releasing an explosive seed. Make a ranged attack against
Range: 20 ft Radius one digimon within range, dealing 2d6 + POW plant
Description: Rosemon releases pollens into the air, smelling damage on a hit. On a hit, all digimon within 5 feet of the
of the most pleasant, desirable, alluring scent of each target must succeed at a DEX saving throw against your
digimon in a 20ft radius centered around it. All digimon that POW DC or take half damage.
are in the area, must succeed a WIS saving throw against At Higher Levels: The damage dice rolled for this attack
your POW DC or be put to sleep. changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level
17.

37
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the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Seed Blast Serpent's Ruin
Lalamon Lotosmon
POW Modifier: STR/DEX POW Modifier: WIS/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Plant Type: Plant
Duration: Instantaneous Duration: 1-Min Concentration
Recharge: No Recharge: Recharges (6)
Range: 30 feet Range: 10 ft Radius
Description: Lalamon energizes a seed inside its mouth Description: Lotosmon creates an aura of dark energy
before releasing it at a digimon. Make a ranged attack at created from its left staff. All digimon of Lotosmon's
one digimon Lalamon can see within range, dealing 1d6 + choosing must succeed a CON saving throw against its
POW plant damage on a hit. POW DC, or takee 2d12 + POW at the end of Lotosmon's
At Higher Levels: The damage dice rolled for this attack turn. Lotosmon can concentrate both on Serpent's Ruin
changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level and Serpent's Cure at the same time. If it losses
17. concentration, it can choose which effect to end first.
Self-Destruct Seven's Fantasia
HiAndromon Seraphimon
POW Modifier: INT POW Modifier: WIS/CHA
Action Time: 1 Action Action Time: 1 Action
Type: Electric Type: Plant
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: Recharges (6)
Range: 30 feet Radius Range: 60 ft
Description: HiAndromon releases a massive explosion in a Description: Lotosmon sends a wave of rainbow colored
30 foot radius centered on itself, immediately reverting to a euphoria to one digimon. Choose one digimon within range,
digi-egg after the explosion. Digimon in the area must make that digimon must succeed on a WIS saving throw against
a DEX saving throw against your POW DC. On a failed your POW DC or be Charmed for 1-minute and Panicked by
save, the digimon takes 8d12 electric damage, or half as Lotosmon.
much on a successful save. Shadow Wings
Serpent's Bite Garudamon
Lotosmon POW Modifier: DEX/WIS
POW Modifier: WIS/CHA Action Time: 1 Action
Action Time: 1 Action Type: Fire
Type: Plant Duration: Instantaneous
Duration: Instantaneous Recharge: No
Recharge: No Range: 120 ft
Range: 30 ft Description: Garudamon ignites its wings and sends a
Description: Lotosmon slams its staff on the ground, fireball in the shape of its wings that explodes on contact.
uncoiling a snake upon her staff that leaps out and bites a Choose a point, Garudamon can see within 120 feet, all
digimon. Make a ranged attack against one digimon in Digimon within 30 feet radius of that point must make a
range, dealing 8d6 + POW plant damage on a hit. The DEX saving throw against Garudamon's POW DC, dealing
digimon must succeed on a CON saving throw against your 4d8 + POW fire damage on a failed save, and half damage
POW DC or be poisoned. on a successful one.
Serpent's Cure
At Higher Levels: The damage dice rolled for this attack
Lotosmon changes to 8d6 at level 17.
POW Modifier: WIS/CHA Sharp Claws
Action Time: 1 Action Gomamon
Type: Plant POW Modifier: DEX/WIS
Duration: 1-Min Concentration Action Time: 1 Action
Recharge: Recharges (6) Type: Neutral
Range: 10 ft Radius Duration: Instantaneous
Description: Lotosmon creates an aura of healing created Recharge: No
from its right staff. All digimon of Lotosmon's choosing Range: Melee
heals 2d12 + POW at the end of Lotosmon's turn. Description: Gomamon slash out at a Digimon in range.
Lotosmon can concentrate both on Serpent's Cure and Make a melle attack, doing 1d6 + POW neutral damage on
Serpent's Ruin at the same time. If it loses concentration, it a hit.
can choose which effect to end first. 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.
38
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of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Shining Heal Solar Wind Destroyer
Magnadramon Aldamon
POW Modifier: WIS/CHA POW Modifier: STR/WIS
Action Time: 1 Action Action Time: 1 Action
Type: Light Type: Fire
Duration: Instantaneous Duration: Instantaneous
Recharge: Recharges (6) Recharge: Recharges (5-6)
Range: 20 ft Radius Range: 60 feet
Description: Magnadramon calls forth a holy waving of Description: Aldamon summons a lava infused fireball form
healing might. All digimon of its choice within a 20ft radius its digicore, with all of its might it throws at it at a point it
centered on her, heals for 4d12 + POW. can see within 60 feet. All digimon in a 20 ft radius
Slamming Attack
centered on that point must make a DEX aving throw
Patamon against Aldamon's POW DC, taking 6d8 + POW fire
damage, or half as much on a successful save.
POW Modifier: STR/DEX At Higher Levels: The damage dice rolled for this attack
Action Time: 1 Action changes 6d12 at level 17.
Type: Neutral Spiral Twister
Duration: Instantaneous
Recharge: No Biyomon
Range: Melee POW Modifier: DEX/WIS
Description: Patamon charges a digimon and tackles it. As an Action Time: 1 Action
action, Patamon may move up to its speed toward a Type: Fire
digimon and make a melee attack, dealing 1d6 + POW Duration: Instantaneous
neutral damage on a successful hit. Recharge: No
At Higher Levels: The damage dice rolled for this attack Range: 30 ft
changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level Description: Biyomon fires an ethereal flame at one digimon.
17. Make a ranged attack against one digimon within range,
Sleep Spores
dealing 1d4 + POW fire damage on a hit. When Biyomon
hits a target with Spiral Twister, it gains a +1 on all attack
Palmon rolls for 1-minute. (May stack up to 5 times)
POW Modifier: WIS/CHA At Higher Levels: The damage dice rolled for this attack
Action Time: 1 Action changes to 1d10 at level 5, 2d8 at level 11, and 5d4 at level
Type: Plant 17.
Duration: 1-Minute Spirit Fire
Recharge: Recharges (4-6)
Range: 10 ft Radius Agumon
Description: Palmon shakes the pollen from her air affecting POW Modifier: STR/WIS
any digimon within 10 feet of it. Any digimon caught in the Action Time: 1 Action
pollen must succeed a WIS saving throw against your POW Type: Fire
DC or fall asleep. Duration: Instantaneous
Smiley Slap
Recharge: Recharges (4-6)
Range: 30 ft
Sunflowmon Description: Agumon launches multiple blasts of fire at one
POW Modifier: STR/DEX digimon within range. Target digimon must make a DEX
Action Time: 1 Action saving throw against your POW DC. On a failed save this
Type: Neutral attack deals 2d6 + POW fire damage, and half damage on a
Duration: Instantaneous success.
Recharge: No At Higher Levels: The damage dice rolled for this attack
Range: Melee changes to 2d8 at level 5, 4d6 at level 11, and 6d6 at level
Description: Sunflowmon smiles widely before slapping the 17.
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.

39
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the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Starlight Explosion Super Shocker
Houhoumon Tentomon
POW Modifier: WIS/CHA POW Modifier: DEX/WIS
Action Time: 1 Action Action Time: 1 Action
Type: Light Type: Electric
Duration: Instantaneous Duration: Instantaneous
Recharge: Yes (Recharges on 6) Recharge: Recharges
Range: 30 ft Radius Range: 30 ft
Description: Houhoumon erupts with holy light in a 30 ft Description: Tentomon shocks a digimon with intense
radius around it. All digimon within the area must make a electricity. Make a ranged attack against one digimon in
WIS saving throw. On a failed save, each digimon takes 8d8 range that Tentomon can see, dealing 1d6 + POW electric
+ POW light damage, or half damage on a success. Digimon damage on a hit.
that are of the Virus, Evil, or Dark attribute, alignment, or At Higher Levels: The damage dice rolled for this attack
type have disadvantage on the saving throw. changes to 1d12 at level 5, 2d8 at level 11, and 4d6 at level
Strike of the Seven Stars
17.
Seraphimon Supreme Cannon
POW Modifier: WIS/CHA Omnimon
Action Time: 1 Action POW Modifier: DEX/WIS
Type: Light Action Time: 1 Action
Duration: 1-Minute Type: Water
Recharge: Recharges (6) Duration: Instantaneous
Range: Self Recharge: Recharges (6)
Description: Seraphimon summons seven stars of light Range: 150 ft line
around him. As a bonus action it can send one of the stars Description: Omnimon charges up its supreme cannon, and
streaking toward one digimon. When it does so, make a unleashing an high-caliber explosive shot of absolute zero
ranged attack, on a hit, the target takes 4d12 light damage. energy in a 100 ft line that is 15 feet wide originating from
Whether you hit or miss, the stars is expended. Strike of the it. All digimon in range, must make a DEX saving throw or
Seven Stars cannot be recharged before all 7 stars are take 10d6 Water damage on a failed save and their speed
expended or the duration runs out. reduced to 0 until Omnimon's next turn, or take half
Sunshine Beam damage and their speed is not reduced. Supreme Cannon
ignores Resistances.
Sunflowmon
POW Modifier: WIS/CHA Tail Crash
Action Time: 1 Action Greymon
Type: Light POW Modifier: STR/DEX
Duration: Instantaneous Action Time: 1 Action
Recharge: Recharges (4-6) Type: Neutral
Range: 30 ft line Duration: Instantaneous
Description: Sunflowmon charges up the sun it its petals Recharge: No
before unleashing a beam of light in a 5 ft wide, 30 feet long Range: Melee
line before it. This attack deals 5d6 + POW light damage. Description: Greymon crashes its tail into the target digimon.
Each digimon in the line must make a DEX saving throw Make a melee attack against one digimon within range,
against your POW DC. On a successful save, the creature dealing 2d8 + POW neutral damage, on a hit. If this attack
takes half damage. After using this attack, Sunflowmon hits, target creature must make a DEX saving throw or be
cannot make any actions next turn. knocked prone.
At Higher Levels: The damage dice rolled for this attack. At Higher Levels: The damage dice rolled for this attack
changes to 4d12 at level 11 and 8d8 at level 17. changes to 5d4 at level 11 and 4d6 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.

40
This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Bandai Namco, or © Toei Animations. Portions
of the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation
Temptation Description: Rosemon strikes a digimon with its thorn whip.
Lillymon Make a melee attack against one target it can see within
range, dealing 7d8 + POW plant damage. A digimon struck
POW Modifier: WIS/CHA with this whip, must succeed on a WIS saving throw or be
Action Time: 1 Action paralyzed. The digimon may make a WIS saving throw at
Type: Plant the end of each of its turns, if successful the digimon ends
Duration: 1-Minute, Concentration this effect.
Recharge: Recharges (5-6) Transcendent Sword
Range: 20 ft
Description: Lillymon conjures an aura of pure bliss affecting Omnimon
all digimon within 20 feet. All digimon in the area must POW Modifier: STR/WIS
make a WIS saving throw against your POW DC. On a Action Time: 1 Action
failed save, the digimon takes 2d6 + POW plant damage, Type: Fire
and half damage on a successful one. Lillymon restores hp Duration: Instantaneous
equal to half the damage dealt. Whenever a digimon enters Recharge: Recharges (6)
the aura or starts their turn in it, the digimon must make a Range: 5ft Radius
Wisdom Saving Throw against your POW DC for this Description: Omnimon unsheathes its Transcendant Blade in
effect. This damage doesn't wake up sleeping digimon. a ream of fire. Make a single melee attack, this attack goes
At Higher Levels: The damage dice rolled for this attack against all enemies within 5 feet of Omnimon, dealing 10d6
changes to 2d8 at level 17. + POW fire damage on a hit.
Terra Force Trident Arm
WarGreymon MetalGreymon
POW Modifier: STR/DEX POW Modifier: STR/DEX
Action Time: 1 Action Action Time: 1 Action
Type: Fire Type: Neutral
Duration: Instantaneous Duration: Instantaneous
Recharge: Yes (Recharges on 6) Recharge: No
Range: 60 ft Range: 30 ft
Description: WarGreymon concentrates atmospheric Description: MetalGreymon launches its retractable arm at
energies into a giant molten fireball. Choose one point one target digimon. Make a ranged attack against one
WarGreymon can see. All creatures within 10 feet of that digimon within range, on hit deal 4d8 + POW fire damage.
point must succeed a DEX Saving Throw, taking 8d8 + The target must also make a STR saving throw against your
POW fire damage, or half as much on a failed save. POW DC. On a failed save, the target is pulled up to 25 feet
Testament
toward MetalGreymon. The target is considered grappled.
Seraphimon MetalGreymon may use its reaction to make a Metal Slash
Attack. If that attack hits, the target must make another
POW Modifier: WIS/CHA STR saving throw against your POW DC or be knocked
Action Time: 1 Action prone.
Type: Light At Higher Levels: The damage dice rolled for this attack
Duration: Instantaneous changes to 8d6 at level 17.
Recharge: No Un Deux Pollen
Range: 100 ft Radius
Description: Seraphimon pulls in heaven's will, and with a Lilamon
vow to end it all, Seraphimon sacrifices himself to create a POW Modifier: WIS/CHA
power big bang blast in a 100 ft radius, centered on itself, Action Time: 1 Action
all digimon within range must make a dexterity saving Type: lantral
throw, or take 10d12 + POW light damage. At the end of Duration: Instantaneous
this attack, Seraphimon reverts to a Digi-EGG. Recharge: No
Thorn Whip
Range: 10 ft radius
Rosemon Description: Lilamon shakes its head and moves its arms
seductively, releasing bewitching, poisonous pollen in a 10
POW Modifier: DEX/CHA foot radius centered on it. All digimon within range must
Action Time: 1 Action succeed on a WIS saving throw against Lilamon's POW DC
Type: Plant or be charmed by Lilamon for 1-min.
Duration: Instantaneous
Recharge: No
Range: 10 ft

41
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the material are property of © Wizards of the Coast, © Bandai Namco, or © Toei Animation.
Vulcan's Boomerang Weak Slap
Zudomon Andromon
POW Modifier: STR ACT Modifier: STR/DEX
Action Time: 1 Action Action Time: 1 Action
Type: Electric Attribute: Neutral
Duration: Instantaneous Duration: Instantaneous
Recharge: No Recharge: No
Range: 20 ft Range: Melee
Description: Zudomon twirls its hammer above its head Description: Andromon slaps the opponent. Make a melee
before launching the hammer at one target within 20 feet. attack dealing 3d12+POW Neutral damage, on a hit.
Make a ranged attack against one target, dealing 3d10 + At Higher Levels: At 17th level this attack does 6d8 damage.
POW electric damage on a hit. The hammer then returns to Wisselen
Zudomon. If Zudomon misses with this attack, the hammer Rafflesimon
doesn't return to him until the end of his next turn.
Zudomon cannot use any attack with "Vulcan" in its name POW Modifier: CHA
until the hammer returns. Action Time: 1 Action
At Higher Levels: The damage dice rolled for this attack Type: Plant
changes to 4d12 at level 17. Duration: Instantaneous
Vulcan's Hammer
Recharge: Recharges (6)
Range: 30 ft Radius
Zudomon Description: Rafflesimon releases scales in a 30 ft raidus
POW Modifier: STR around it. All digimon in the area must succeed on a DEX
Action Time: 1 Action saving throw against its POW DC, or be touched by the
Type: Electric scales. If a scale touches a digimon, that digimon must
Duration: Instantaneous succeed a WIS saving throw agianst its POW DC or be
Recharge: Recharges (5-6) enslaved by Rafflesimon.
Range: 60 ft Line Rafflesimon can issue orders through telepathy as well as
Description: Twirling its hammer, Zudomon stores electricity show images to its enslaved. The enslaved digimon is enslaved
from the air before slamming the mighty weapon down until Rafflesimon ends the Jogress Digivolution.
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. Wolf Claw
On a failed save, each digimon takes 3d10 + POW electric WereGarurumon
damage, or half as much on a successful one. In addition,
the lightning ruptures the land causing the land to be POW Modifier: STR/DEX
difficult terrain. Action Time: 1 Action
At Higher Levels: The damage dice rolled for this attack Type: Neutral
changes to 4d12 at level 17. Duration: Instantaneous
Recharge: No
Vulcan's Vengeance Range: Melee
Zudomon Description: WereGarurumon strikes out with its spiked
POW Modifier: STR gauntlet. Make a melee attack against a target, dealing 4d6
Action Time: 1 Reaction + POW neutral damage. If Wolf Claw hits the target, as a
Type: Electric bonus action, WereGarurumon may attack again with Wolf
Duration: Instantaneous Claw.
Recharge: No At Higher Levels: The damage dice rolled for this attack
Range: Melee changes to 6d6 at level 17.
Description: Zudomon charges its hammer before Wolf Cry
responding to an attack, dealing all the vengeance of Garurumon
Vulcan. Whenever Zudomon is hit with a melee attack, as a
reaction, Zudomon may make a melee against the creature POW Modifier: STR/CHA
that hit it, dealing 3d10 + POW electric damage on a hit. Action Time: 1 Action
At Higher Levels: The damage dice rolled for this attack Type: Neutral
changes to 4d12 at level 17. 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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