recursal/Fanatic-Fandom huggingface dataset:
Goblimon

File:Goblimon.jpg  A Digimon resembling a troublesome imp that loves mischief. Crafty creatures devoid of courage, Goblimon always move in groups, hiding in the shades of trees or buildings while waiting in ambush. But if the situation goes south, they scatter in all directions, fleeing at full speed. Their intelligence, on the other hand, is above average for Rookie Digimon.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Gobli Strike:**

**Other Techniques**

**Hammer Slam:**
Frigid Gust

**Class:** Binarymancer

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Line 15ft

**Target:** Single Creature (damage), All Creatures in Range (effect)

**Duration:** Instantaneous

**Roll:** WIS vs FORT

## **Description**

A few changes to the air around the user cause it to blow in a strong and bitterly cold blast of wind.

**Hit:** Deal 1d4 + WIS damage to the first creature in the selected line range (i.e. the nearest creature to you).

**Effect:** Push all creatures in range away from you by 1 space, down the length of the line range. If there is a wall, obstacle, or other character blocking the movement, the characters do not get pushed.
Digimon Journeys Wiki

**Welcome to the Digimon Journeys Wiki!**
A Wiki dedicated to the Digimon tabletop adventure in the style of Dungeons and Dragons and Pathfinder.

Somewhere in the vast networks of cyberspace exists a world parallel to ours, one formed of data. This world is one fraught with danger where the 0’s and 1’s of code have somehow compiled themselves into complex, but battle-minded creatures called Digimon that struggle for survival and dominance. It seems a hostile place to a human such as yourself, but with a Digimon partner by your side, you might just make it through alive.

Character sheet template: https://drive.google.com/file/d/1T-KuroWp068dWN9r40gGG8dS\_uLlXouG/view?usp=sharing

* Character Creation
* How to Play

## Main

List of Digimon by CRElemental AffinityClassesEvolution

## Progress and Updates

**Ver 0.6**: TORlock, Influencer, Binarymancer, and Hacker classes added.

**Currently in progress**: Bestiary, How to Play, and Character Advancement sections

**Still To Do (in no particular order):**

* Digimon Info Page
* Armor and Weapons
	+ Upgrades and Enhancements
	+ Digimentals as Equipment

* Additional Drivers
* Items
* Cards
* Perfect, Ultimate Evolutions
* Deities (and domains Techie class)
* Engineer, File Processor, AI, and Collector Classes
* Technique Upgrades
* Suggestion Box
Poison Powder

**Element:** Nature

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Burst 5ft radius

**Target:** All creatures in range

**Duration:** Instantaneous

**Roll:** CON vs FORT

**Spell Resist:** Yes

## **Description**

The user generates a cloud of poisonous spores from their body, damaging those around them.

**Hit:** 1d4 damage to target.

**Effect:** All creatures hit must succeed a DC10 vs FORT check, or are dealt an extra 2 damage
Evil Squall

**Element:** Dark

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Burst 15ft radius

**Target:** All creatures within range (user included)

**Duration:** Instantaneous

**Roll:** CON vs WILL

## **Description**

The ground beneath the user erupts in a torrent of dark energy and malevolent spirit, egulfing all within the blast in darkness. The user themselves should ensure they are strong enough to resist the dark forces, lest they succumb to their influences themselves...

**Hit:** Targets take 3d8 damage and immediately become antagonized against the nearest creature they consider an enemy. Creatures inflicted with antagonized status this way may make a new WILL save as a minor action each turn and can only end the condition on their own this way. Any type of contact with a Holy technique or Holy/Light energy will also end the status.

**Miss**: Half damage.

The user must also make a saving throw against themselves to see whether the darkness has overwhelmed them in attempting this technique, however, regardless of the result, they will always only take half damage. If they fail to make the save, they become antagonized as described above.
Digimon CR Under 1

Back to Main List

* Labramon
* Monitamon
* Numemon
* Lalamon
* Phascomon
* Piyomon
* Shamamon
* Tsukaimon
* Scumon
* Shoutmon
* YukiAgumon
* Elecmon
* Floramon
* Gazimon
* Goblimon
* Gomamon
* Gottsumon
* Hagurumon
* Herissmon
* Lopmon
* Palmon
* Patamon
* Plotmon
* RedVegimon
* Tentomon
* Terriermon
* Vegimon
* Wormmon
* Zassoumon
IoT

**Class:** Techie

## **Details**

**Spell Type:**  Signature

**Action:** Standard

**Range:** Burst 30ft

**Target:** Allies in range OR Enemies in range

**Duration:** Instantaneous

**Roll:** DC10 vs WILL

## **Description**

The "Internet of Things" is a design philosophy that incorporates internet or network connectivity into electronic devices. Just as someone could control their house lights or thermostat from their phone, a Techie can connect to the general network that links together all Digimon, and influence how the local flow of data moves.

**Effect:** The user channels energy to either heal allies (including themselves) for 1d6 health, or deal damage to enemies for 1d6 damage. Enemies who make the WILL save take half damage.

(A Neutral Techie must choose whether to use good or evil energy when this technique is acquired. This choice cannot be changed.)

## **Upgrades**

 3
 4
 5
 6
 7
Slimeball Sling

**Class:** Filth

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** 50ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** DEX vs REF

## **Description**

The user throws a nasty, sticky glob of something or other that's best not questioned. The slimeball concoction is so goopy, it roots anything coated in it to the ground where they stand.

**Hit:** Deal 1d8 + DEX damage.

**Effect:** The target is Grappled for 1 round(6 seconds)
Flowing Slash

**Class:** Burstzerker

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Melee

**Target:** Two Creatures

**Duration:** Instantaneous

**Roll:** Base Attack Bonus vs Highest AC between both targets

## **Description**

User slashes at foes with digisoul charged claws, horns, or teeth in a wide arc.

**Hit:** Base Weapon Damage to each target.
How to Play

Digimon Journies plays similarly to DnD and Pathfinder systems, so if you have experience in those games, you should be more or less ready to play once all players have their characters made.

In a very general description, how the game works is that one person takes on the role of Dungeon Master (or DM), the player who controls the game and guides the other players through a story, and their interactions with the game world and the characters within it, which can include pleasant conversations, combat to the death, and everything in between. Generally, the DM will describe the environment the players are in, presenting the basic scope of the area around them. The players then describe what they would like to do. The DM parses these intended actions, often relying on the results of a die roll, and describes the results that ensue.

How the players interact in these situations is determined by their ability scores, measuring their characters' capabilities. The ability scores are:

* **Strength**, measuring physical power
* **Dexterity**, measuring agility
* **Constitution**, measuring endurance
* **Intelligence**, measuring reasoning and memory
* **Wisdom**, measuring perception and insight
* **Charisma**, measuring force of personality
Reflective Floe

**Element:** Water (Ice)

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Self

**Target:** Self

**Duration:** 1 Round

**Roll:** N/A

## **Description**

The user conjures a great deal of ice and snow which they quickly compact together densely and smoothly until it forms a mirror-like ice shield. The shield hovers around the user while the technique is active, and if it receives a blow, can reflect the damage back at the attacker.

**Effect:** Once this technique is activated, the Reflective Floe hovers around the user for its duration. When the user is specifically targeted by an attack, they may choose to attempt to block it with the Floe, replacing whatever saving throw the attack calls for with a FORT save from the user. On success, the attack is blocked and reflected back to the attacker, dealing 1/2 damage that it would have dealt to the user. Any additional effects that the attack would have had are not applied.

If the user fails the save however, the Floe is shattered and they receive 1.5x damage from the attack.

The Floe is instantly melted if used to block any fire type damage, and if attempted to be used, would result in an automatic failure of this technique. If the user experiences fire type damage while Reflective Floe is active, the Floe melts and the technique ends.
Techie

**Role:**

**Alignment:** Must be within one step of their deity’s, along either the law/chaos axis or the good/evil axis.

**Hit Die:** d8

**Class Skills:**Appraise (Int), Diplomacy (Cha), Healing (Wis), IT (Int) Sense Motive (Wis), Tech Literacy (Int), Craft (All) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int),

**Skill Ranks Per Level**: 2 + Int modifier.

**Weapon and Armor Proficiencies:** Techies are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Techies are also proficient with the favored weapon of their deities.

Table: Techie
Go Live

**Class:** Influencer

## **Details**

**Spell Type:**  At-Will

**Action:** 10 minute cast

**Range:** 1 mile

**Target:** N/A

**Duration:** 10 minutes

**Roll:** N/A

## **Description**

A good streamer always has a camera or microphone on them to record their hilarious antics. No? Ah, well, lucky this is the digital world then and a good content creator can conjure one up right out of their digivice. You can place your recorder anywhere you want, great for gathering intel and doing recon.

**Effect:** You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you can hear through the sensor as if you were in its space.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

## **Upgrades**

 4
 6
Tailwind

**Class:** Air

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Self

**Target:** Self

**Duration:** 1 min

**Roll:** N/A

**Spell Resist:** Yes

## **Description**

User generates a tailwind behind themselves, allowing them to move faster and filling them with Air-element energy.

**Effect:** Increase your movement speed by 10ft (2 spaces) per round. Additionally, all of your class at will spells are considered Air type.
Guidance

**Class:** Techie, Binarymancer

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Touch

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** DC10 vs WILL

**Spell Resist:** Yes

## **Description**

This spell imbues the subject with a touch of divine guidance.

**Effect**: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

WILL save negates.
Ice Statue

**Class:** Water (Ice)

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** INT vs AC

## **Description**

The user pulls together conjured frost and ice into a shape of their choosing, coalescing it into a statue, which comes crashing down atop the heads of foes.

**Hit:** 1d10 + INT modifier damage to target.

The statue can only be the size of a single square (5ft x 5ft) maximum. If made to be smaller sizes, the damage is altered according to the standard size scale chart.

The technique may also be used for non-combat purposes, in order to create and place an ice sculpture in the shape of the user's choosing.
Вестральное Сердце

Вестральное Сердце (Контролирующий артефакт, То-что-создаёт-демонов) - артефактная система, созданная Арихатом при сотворении расы демонов и располагающийся на просторах Вестрала.

   Сердце имеет множество функций и 2 режима работы. В своём обычном состоянии оно время от времени создаёт демонов (примерно по одному в 7 дней). Оно поддерживалось душой Арихата и его лордов-демонов, что говорит о факте дополнения Сердца новыми артефактами уже после создания первых двадцати демонов (и, следовательно, после создания Тальбера и Врат Тальбера).

При полной активации Сердце внушает всем демонам, которые с ним связаны, мысли о вторжении в иные миры и об уничтожении их жителей. Поскольку при создании Сердца помощь Арихату оказывал сам Олешан Двегар, эта функция рассчитана на контроль энергии душ, и, как следствие, разрушить заклинание контроля очень сложно. Помимо этого, Сердце начинает производить по 2 демона в день - это максимальное количество, которое был способен обеспечить Арихат. Этот режим был применён Олешаном в 392 году, уже после смерти главного создателя демонов, для подготовки вторжения на Вираторн.

В своей системе Сердце содержит артефакты окружающей, самосоздаваемой, вестральной энергии и энергии душ. Внешне представляет из себя шар из красного камня, однако содержит натуральные и ненатуральные поглотители, из которых сделаны побочные артефакты этой системы.

Помимо этих функций и особенностей, демоны могут вызывать ряд особых ритуальных взаимодействий у Сердца для создания Огненного принца, как поступили демоны при вторжении лорда-демона Сарданара на Тойран в 312 году.

Артефакт функционировал вплоть до 392 года, пока не был уничтожен реставратами, когда им стало известно о готовящемся массовом демоническом нашествии. При уничтожении огромное количество воплощённой и невоплощённой вестральной энергии, находившейся у Сердца, распространилось по округе в обширном радиусе, уничтожив всех оставшихся демонов и командира реставратов.
TORlock

TORlocks are those who, rather than creating or manipulating code, pull powers from elsewhere, downloading them from various alternative sources. It takes enormous concentration and energy to do so, but the rewards can be powerful beyond compare. However, TORlocks must always be on guard for malware, viruses, phishing attempts, and scams in general, for even the tiniest slip up can leave them corrupted at best, and fully consumed and controlled by dangerous entities at worst.

**Role:** TORlocks serve as powerful ranged spellcasters, but the nature of their powers often leaves others feeling uneasy and untrusting of them. Few would willingly allow such a class into their ranks. The strain on their bodies from their school of magic leaves them particularly frail; direct combat is best avoided so that they may keep their concentration on controlling their magic properly.

**Special Rules:** Each TORlock chooses a source to gain their power from (think of it as a patron deity), the various types of which are listed on the class' spell page as different signature spells. Once chosen, their power source *cannot* be changed, as they have tied their very beings to this server of power. Taking powers from these servers comes with a cost, however, as each source's signature spell requires a sacrifice of health to use (which, in actuality, is the source slowly infecting the user with various malwares, viruses, etc.).

*Should the TORlock's hp ever drop to 0 or lower by use of their signature spell,* they will become fully corrupted and consumed by their power source. When this happens, a dimensional rift opens and pulls them from the digital world directly into the eldritch plane of their chosen server of power, consumed in body and soul. While that character's body *may* continue to technically be alive and existing in the plane for whatever purpose the server so decides, they are considered dead for the player. As such, it is recommended the TORlock be exceedingly careful when wielding their signature spells.

**Alignment:** Any Chaotic

**Hit Die:** d6

**Class Skills:** Appraise (Int), Bluff (Cha), Craft (any) (Wis), Disguise (Cha), Fly (Dex), Intimidate (Cha), IT (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Tech Literacy (Int)

**Skill Ranks Per Level**: 4 + Int modifier.

**Weapon and Armor Proficiencies:** Weapons: all simple weapons.

Armor: light armor.
Hail Clout

**Element:** Water (Ice)

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** STR vs AC

## **Description**

The user chills down their fist (or bludgeoning limb of choice), causing moisture in the air to rapidly freeze onto it and encase it in solid ice before smashing it into a foe.

**Hit:** 1d6 + STR damage.
Delete Program

**Element:** Mechanical

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Melee

**Target:** Single Target

**Duration:** Instantaneous

**Roll:** INT vs FORT

## **Description**

The user inserts a harmful program into a foe which, if successful in execution, starts deleting a foe's very source code, deleting them from within.

**Hit:** 1d4+INT damage to one of the target's ability stats of the user's choice.

**Miss:** 1d8+INT damage to the target.
Thorn Seeds

**Class:** Binarymancer

## **Details**

**Spell Type:**  Limited

**Action:** Standard

**Range:** 50 ft

**Target:** 3 Spaces (5ft)

**Duration:** 30 seconds

**Roll:** N/A

## **Description**

The user discretely scatters seeds they've modified around the area. Any creature that steps on the seeds will cause them to spontaneously germinate and start growing, quickly becoming tangling, thorny vines that wrap around that creature, trapping them. And poking them. A lot.

**Effect:** Select 3 spaces within range, and mark those spaces as containing the thorn seeds. If any creature steps foot into those spaces, the thorn seeds sprout into vines and wrap around the creature, Entangling them and dealing 1d4 damage. At the end of each of the creature's turn, if they are still entangled by the thorns, they take an additional 1d4 damage.
War Cry

**Class:** H2H

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** 50ft

**Target:** Self and Allies

**Duration:** 30 seconds

**Roll:** N/A

**Spell Resist:** No

## **Description**

User bellows a rallying cry to battle that pumps up their entire team.

**Effect:** Both the user and all their allies in range who are able to hear the War Cry gain +1 to their attack rolls for the duration.
Vine Entwine

**Class:** Nature

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** 50ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** STR vs AC

**Spell Resist:** No

## **Description**

The user lends their own physical strength to nature and makes vines spring from the ground to wrap around a creature.

**Hit:** 1d10+STR damage.

**Effect:** Target is Entangled for 1d4 turns.

User must be in contact with the ground to use this technique.
Shadow Fall

**Class:** Dark

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Burst 5ft radius at range 50ft.

**Target:** All Creatures in Range

**Duration:** Instantaneous

**Roll:** DEX vs REF

## **Description**

The user summons bolts of dark energy that rain down upon their target.

**Hit:** Deal 2d10 damage and a blanket of magical darkness covers the area struck for 1 round. While inside that area, creatures are blinded.
Shadow Clone

**Class:** Dark

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** N/A

**Target:** Self

**Duration:** 1 minute

**Roll:** N/A

**Spell Resist:** N/A

## **Description**

The user creates a number of illusory doubles of themselves which inhabit their square, making it difficult for enemies to locate and attack them.

**Effect:** Create 1d4 illusion copies of yourself, occupying the same square. The copies remain in your space and move with you and mimic you exactly, including movements and sound. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your clones instead. If the attack is a hit, roll randomly to see whether the selected target is real or a clone. If it is a clone, the clone is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your copies. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.
Cyber Security Officer

Cyber Security Officers (CSO) are charged with defending the proper order of the network against attacks from those with evil or selfish intent, who would do harm to the digital systems they protect. CSOs must be strict and vigilant in their fight, always seeking to stamp out malicious digital entities of any form, and work tirelessly to both defend from and repair the damage they cause.

**Role:** As the name implies, CSOs excel at defending the vulnerable from malicious forces. CSOs are capable of tanking heavy damage and their melee skills allow them to deal it in return. Their skills also allow them to support allies by providing them enhancements and healing.

**Alignment:** Lawful Good or Lawful Neutral

**Hit Die:** d10

**Class Skills:** Crafting (All) (Int), Diplomacy (Cha), Healing (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), and Tech Literacy (Int).

**Skill Ranks Per Level**: 2 + Int modifier.

**Weapon and Armor Proficiencies:** CSOs are proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields.
Compile

**Class:** Burstzerker, CSO

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Self/Melee

**Target:** Self/One Creature

**Duration:** 2 rounds/12 seconds

**Roll:** BAB vs AC

## **Description**

The user creates a barrier around themselves. While it doesn't reduce any damage taken, it stores up the energy of the attacks they take. The user can then take that energy and condense it down into a single powerful attack.

**Effect:** Starting from when the user activates this technique, until the end of their next turn, add together all damage the user takes (From external sources only. Any damage the user inflicts on themselves is not counted). At the end of the technique's duration, make the attack roll against a target.

**Hit:** Deal damage equal to the total amount of damage accumulated over the duration of the technique.

**Miss:** Deal half damage.
Energy Ball

**Element:** Mechanical

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 50 ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** CON vs FORT

## **Description**

The user concentrates energy from their mechanical components into a condense ball which is launched at foes.

**Hit:** Deal 1d10 + CON damage to the target. The user is then Weakened on their next turn.
Proxy

**Class:** TORlock

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Self

**Target:** Self

**Duration:** 1 Round

**Roll:** N/A

**Spell Resist:** N/A

## **Description**

The user scrambles their info, making themselves undetectable to those not paying attention for a short time.

**Effect:** For the duration of the spell, you are completely Invisible to all except those who are immediately next to you. It does not mask any other sensory outputs you might have (sounds, smells). If you step away from creatures next to you, you will not be seen, but the creature will still know which direction you went in.
Poop Fling

**Class:** Filth

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** 50ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** DEX vs REF

## **Description**

A more focused throw, with a full windup and pitch. The impact hits a little harder and is even more devastating to realize what you've just been hit with.

**Hit:** Deal 1d6 + CHA damage.

**Effect:** The target must succeed a CHA vs WILL save, or else becomes stunned for 1 round (6 seconds)
Cumulonimble

**Class:** Air

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** 50ft

**Target:** Self and up to 1 Other Creature

**Duration:** 1 minute

**Roll:** N/A

**Spell Resist:** Yes

## **Description**

Light fluffy clouds encircle the target's feet, creating the appearance of winged shoes. While active, the technique makes the user(s) light on their feet, allowing them to act and move faster.

**Effect:** Add 1d4 to each affected player's initiative. Also add 5ft (1 space) to each affected player's movement speed for the remainder of the encounter.

If the user and an additional target of the spell move out of range of each other, the spell immediately ends for the additional target.
Gazimon

A Mammal Digimon with large, sharp claws. It is bipedal, which is rare amongst Mammal types; the claws on its forelegs likely evolved to allow its forelegs to be used as arms, therefore resulting in its bipedalism. It has an extremely aggressive temperament despite its small size, and it almost never warms up to humans. Although the claws on its forelegs are very effective at attacking, they are also surprisingly suited to digging holes, which it always does as it enjoys watching other Digimon fall into its pitfalls due to its mischievous personality.

**Size:** Small

**Skills:** Acrobatics +1, Climb +2, Survival +5

**Senses:** Perception +6

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Paralyze Breath:** (Nature) Gazimon exhales a poisonous gas laced with static electricity. All creatures within a 10ft cone area take 2d4+CON damage, then must succeed a DC5 FORT save, or are stunned for 1 turn. (2 uses/day.)

**Other Techniques**

Any 1 Nature or Dark technique at level 1
VPN Access

**Class:** TORlock

## **Details**

**Spell Type:**  Daily

**Action:** Standard

**Range:** 25ft/50ft (See description)

**Target:** Ally/Single Creature

**Duration:** Instantaneous

**Roll:** CHA vs FORT

## **Description**

In a sneaky bit of spell work, the user routes their attack through an ally or friendly creature, gaining a great deal of power and range in doing so. Be warned, however, as forcing too much power through their ally conduit could harm them as well (but doing so provides the spell with much more power!)

**Effect:** Target an ally or friendly creature within a range of 25ft to use as a conduit. Then, from the ally's location, you may target another single creature at a range of 50ft to be the spell's ultimate target.

Before the attack is rolled, you may choose to deal damage equal to your CHA modifier to your conduit ally. If you do so, add a +2 bonus to your attack roll.

**Hit:** 2d8 + CHA modifier damage.

If you chose to deal damage to your ally, the damage becomes 3d8 + CHA, and additionally, the ultimate target becomes cursed, taking damage at the start of each of their turns equal to your CHA modifier until they can successfully save against your original attack roll.

**Miss**: Half damage to each target AND conduit ally.
Repost Strike

**Class:** Hacker

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** DEX vs AC

## **Description**

With some tweaks while a digimon partner strikes, the user alters parameters to increase their reactions at the cost of some combat ability, allowing them to quickly put themselves in a retaliatory stance immediately after striking, with almost impossible speeds. The increased reaction even allows the user to strike enemies before they attack!

**Hit:** DEX modifier damage

**Effect:** Regardless of hit success, you enter a retaliatory stance immediately after the attack. Until the start of your next turn, any time you are attacked by a foe within melee range, you may interrupt their attack and make another attack roll for this technique, dealing full melee damage if successful.
Nature

## Evolution Benefits

When a digimon permanently evolves up an evolutionary stage into an Nature type digimon (or if a dual typed digimon chooses to receive Nature type benefits), they gain **+1** to each **CON** and **WIS**, but **-1** to **DEX**.

As well, a Nature type digimon may choose to receive one of the listed benefits when they reach each evolutionary level (alternatively, they may take one from a previous level instead), as listed in the table below:

 Adult
 Perfect
 Ultimate
Ground Grinder

**Element:** Earth

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** CON vs FORT

## **Description**

The user slams into the ground, springing forth two gigantic slabs of stone like a beartrap around their target. The stone slabs twist and grind together, crushing the target between them until either they crumble, or the target does.

**Hit**: On a successful hit, the target rolls 3 more FORT saves against your original attack roll. Deal (1+X)d8 damage to the target, where X is the number of failed saves made by the target during the 3 additional FORT saves.

**Miss**: 1d8 damage.
Lopmon

File:Lopmon.jpg  Lopmon is the Rookie Evolution of one sibling in a pair of extremely rare twin Digimon. Of the two, Terriermon has one horn growing from its head, while Lopmon has three. Their ecosystem is wrapped in mystery, and while their composition is enough to deem them Beast Digimon, nothing else is known about them. Terriermon has a laid-back personality, albeit with a lot of energy, while Lopmon has the opposite disposition, being more of a lonely crybaby. Neither seem like Digimon of the Combat Species, but they do show unexpected power in battle.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Blazing Ice:**

**Other Techniques**
Keyword: Interrupt

**Class:** Programmer, AI, Influencer, TORlock

## **Details**

**Technique Type:**  Limited

**Action:** Trigger

**Range:** 25 ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** Spellcasting Ability vs DC

## **Description**

The user quickly inserts an interrupting line of code to an opponent's technique while they are attempting to use it, potentially preventing a successful execution of it.

**Trigger:** When an opponent of the user attempts to use one of their techniques/spells, the user may choose to interrupt them using this ability. Roll your class' main spellcasting ability (INT for programmer, CHA for AI, TORlock, and Influencer) against a DC of 13 + the target's CR level.

**Effect:** On a successful interrupt, opponent may continue their ability, but with a -2 penalty.
Прядильщики Судеб

**Прядильщики Судеб** - группа магов древности, использовавшая высшую некромантию. В целом под титулом подразумевается "сильный высший некромант".

## История

Первым Прядильщиком Судеб себя звал высший некромант Кизарус, потомственный независимый исследователь, изучавший души. Он родился за 3000 лет до основания Тельнэира, и ближе к 2500 году взял в ученики Олешана Двегара, рассчитывая, что тот в будущем станет его помощником. Однако, получив знания и силу магии, Олешан покинул Кизаруса, тем не менее став называть и себя Прядильщиком Судеб. В течение некоторого времени Кизарус продолжал исследования в одиночестве, пока не был убит жнецами при экспериментировании с кристаллами.

Некоторые варвары и независимые исследователи, контактировавшие с Олешаном и Кизарусом, переняли традицию именовать себя Прядильщиками Судеб, однако успехов, равных первым двум, они не достигали. В основном Прядильщиками становились популярные ведуны, владеющие магией энергии душ.

Среди древних Прядильщиков ходили слухи о существовании формы души, лишённой тела и привязанной самой к себе, однако подтвердить эту гипотезу не смог никто, и по сей день форма остаётся предметом слухов.

Ко времени основания Тельнэира почти все Прядильщики умерли, немногие оставшиеся, не желая покориться власти Торма, были убиты. Последним Прядильщиком Судеб был Олешан Двегар, живший в своём побочном мире вплоть до своей гибели в 413 году. Ныне во Вселенной не осталось ни одного Прядильщика Судеб.
Air Shot

**Element:** Air

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 50ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** DEX vs REF

## **Description**

A user shoots a small bubble of pressurized air, lightly damaging the opponent.

**Hit:** 1d4+DEX damage

**Effect:** 19-20 Crit, and on confirmed crit, target is automatically knocked prone.
Being of Light

## **Details**

**Action:** Standard

**Range:** Self

**Target:** Self

**Duration:** 30 seconds

## **Description**

This ability transforms your body into pure light. You and your equipment are immune to Holy damage. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells that affect your physiology or respiration. You take twice as as much damage from Dark Type attacks than normal.

You gain a +3 enhancement bonus to your INT and WIS scores and a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 4d4 points of Holy damage, and you are considered armed when making unarmed attacks. Your body radiates light so intensely that creatures who do not avert their gaze from you are dazzled.

Each turn, your holy aura can heal all allies adjacent to you equal to 1 of their respective hit die rolls as a minor action. Additionally, all allies adjacent to you gain a +5 bonus to their attack and damage rolls.

If you take half or more of your HP worth of Dark type damage, your body immediately reverts back to normal.
Recode: Terrain

**Class:** Programmer

## **Details**

**Spell Type:**  Daily

**Action:** Standard

**Range:** Burst 10ft at range 50ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** INT vs REF

## **Description**

Tapping into the code of the ground beneath their feet itself, the programmer alters some variables to change the type of terrain, creating various effects.

**Hit:** 1d10 + INT modifier damage

**Miss:** Half damage

**Effect:** Roll 1d4 then alter the terrain beneath target in Area Burst 1 for the remainder of the encounter according to roll:

1. Fire: Targets in or ending their turn in area are set on fire, gaining burn for 1d4 turns.
2. Ice: Targets in area are frozen to the ground, and become immobilized. Area becomes difficult terrain.
3. Electric: Targets in area are paralyzed, becoming helpless for 1 round. (Terrain of this type dissipates at end of turn)
4. Rocky: Targets take an additional 1d4 damage. Area becomes difficult terrain.
Super Stinky Jet

**Class:** Filth

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Line 15ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** CHA vs FORT

## **Description**

A strong stream of noxious gas burst from the user, blowing those hit away.

**Hit:** Deal 1d8 + CHA damage.

**Effect:** All targets hit are pushed 1 square (5ft) away from the user.
Spotlight

**Class:** Influencer

## **Details**

**Spell Type:**  Limited

**Action:** Trigger

**Range:** 25ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** N/A

## **Description**

One misstep doesn't have to be the end! The music builds in an emotional crescendo, the spotlight shines bright on them as all turn to watch, giving someone one last chance to pull themselves through in properly dramatic fashion.

**Effect:** You can only use this spell while your Theme Song is active. Whenever a creature within range fails a saving throw, you may turn the Spotlight on them, granting them one reroll of the failed saving throw. After the reroll, your active Theme Song ends.
Darkive

**Class:** TORlock

## **Details**

**Technique Type:**  Signature

**Action:** Standard

**Range:** Self

**Target:** Self

**Duration:** Instantaneous

**Roll:** N/A

## **Description**

They say that the Darkive records all events of the digital world as they happen. Due to the sheer volume of information, it can take enormous effort to find what your looking for, but TORlocks who dedicate themselves to the practice become well adept at calling forth recorded powers of the past.

**Effect:** By sacrificing 1d6 health, you may immediately reuse any one limited technique/spell you have already used all uses of today.

You may not choose the same technique/spell more than once per day with this spell.

## **Upgrades**

 3
 4
Cursor

**Class:** Programmer, AI, Influencer, TORlock

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 20 ft

**Target:** N/A

**Duration:** 30 seconds

**Roll:** N/A

## **Description**

It's a digital world after all, why wouldn't there be some sort of user interface for it? It may take some tech know-how to summon it up, but when a user does, it gives them the ability to interact with the digital world without having to physically touch things themselves, just like a regular mouse cursor on a computer screen... give or take.

**Effect:** A spectral, floating mouse cursor appears at a point you choose within range. The cursor lasts for the duration or until you dismiss it as a free action. The cursor vanishes if it is ever more than 20 feet away from you or if you cast this spell again.

You can use a standard action on your turn to control the cursor (the first turn you summon the cursor you may move it for its range as part of the same action). You can use the cursor to "click on" objects, allowing you to manipulate them- e.g.: open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

You can move the cursor up to 20 feet each time you use it.

The cursor can't attack, activate magic items, or carry more than 10 pounds.
Gigawatt Laser

**Class:** Mechanical

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Line 20ft

**Target:** Single Target

**Duration:** Instantaneous

**Roll:** INT vs REF

## **Description**

The user unveils a laser hidden within their body's mechanisms. With a quick charge, they fire it and blast foes with it.

**Effect:** Gigawatt Laser strikes the first target in the Line range to fail the saving roll.

**Hit:** 1d10+INT damage to target.
Theme Song

**Class:** Influencer

## **Details**

**Spell Type:**  Signature

**Action:** Move

**Range:** Perception

**Target:** Self

**Duration:** 5 Rounds

**Roll:** N/A

## **Description**

Every good influencer needs a theme song to showcase their awesome talent, a sentiment the digital world seems to agree on. When an influencer begins to use their Perform skill, their theme music starts, magically appearing out of thin air and empowering those who can perceive the performance with effects. An Influencer can even produce many different kinds of effects with different kinds of Themes as they improve!

**Effect:** When using this technique, you may select one of the effects it can produce (To start, only the original mix is available, but more effects can be unlocked as the technique is upgraded), and being to Perform, using whichever type of performance you so choose.

You may start your theme on your turn as a move action, but it can be maintained each round as a free action. So long as you don't stop your performance, or change songs, the technique continues and doesn't consume any additional uses. Changing a Theme Song from one effect to another requires the influencer to stop the previous performance and start a new one as a move action, consuming another use of this technique.

Your Theme Song cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one song in effect at one time.

Original Mix - Your theme inspires courage in yourself, and your allies. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 bonus on saving throws against charm and fear affects.
Minomon

A Digimon that is an evolution of Leafmon, and went into a tough outer shell. On days with good weather, or when it's in a good mood, it sticks its face out of its shell and vegetates. It hangs onto high places with the ivy (hair?) growing from its head, and moves by hanging onto large Digimon, but if it's over a short distance, it is also able to move by floating through the air. Due to its vegetative personality, it has a fault of not easily showing its emotions on its face. Also, as solitude is its "specialty", it has the inner fortitude to not be discouraged even if it gets worried and anxious.

**Size:** Tiny

**Skills:** Climb +5, Stealth +8 (in trees or foliage)

**Senses:** Perception +4, Darkvision 50ft

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

* The user hardens its pinecone shell, granting a +2 to AC for 3 rounds (18 seconds). (This ability does not stack)
* The user throws its shell at a single opponent (using Roll and Range above), dealing 5 damage to its target on success. Throwing its shell leaves the user exposed, taking a -5 penalty to AC without it.
* If the user's shell has been thrown, regrow the lost shell, returning AC to its normal value.

**Other Techniques**
Inferno

**Class:** Fire

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Burst 5ft Radius

**Target:** All Creatures in Range

**Duration:** Instantaneous

**Roll:** DC10 vs FORT

**Spell Resist:** Yes

## **Description**

User erupts with a burst of flames from their body that damages creatures and continues to burn anyone that attacks them for a turn.

**Hit:** 1d8 + CON modifier to targets. Damage is halved on FORT save.

**Effect:** You surround yourself with flames. Any melee attacks made on yourself deal 1d4 damage to the attacker until the end of your next turn.
Pocket Sand

**Element:** Earth

## **Details**

**Spell Type:**  At-Will

**Action:** Minor

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** DC10 vs REF

## **Description**

The user quickly tosses a handful of sand into the eyes of their target, blinding them

**Effect:** Target must succeed saving throw or becomes blinded for 1 round (6 sec). This technique does not work on creatures who do not have eyes or do not rely on their eyes for perception.
Chaos Cloud

**Element:** Dark

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 25 ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** INT vs WILL

**Spell Resist:** Yes

## **Description**

The user conjures a cloud of crackling, chaotic energy that messes with the target's mind.

**Hit:** 1d6 damage

**Effect:** If INT roll beats WILL save by more than 5, target becomes Confused for 1 round. (On crit, target automatically becomes Confused)
Corruption

Raising a digimon takes care. Reckless and damaging behavior can result in a digimon partner evolving out of its tamer’s control and running berserk. This is known as a Corrupted Evolution event.

Corruption happens when adverse events build up a digimon’s corruption level over time. There is no set definition to these events, but in general, they are instances when a player runs contrary to their alignment, uses an influencing item or digimon card (eg. a good digimon using a Dark Ring item, or an evil digimon using an Angemon card, etc.), absorbs a powerful or willful enemy digimon, or any similar occurrences. The corruption level may abate over time, per the DMs decision.

When enough of these events occur and pass a threshold set by the DM, the player must make a Will save. On success, the digimon is not corrupted, and the corruption level may decrease, depending on the roll and the DM’s decision.  If, however, more events occur to increase the corruption level further, the next DC check for the Will save will increase in difficulty, and will continue to increase in difficulty for each further check. On a failed Will save, the partner digimon will corrupt and evolve (following the rules of the Evolution technique).

A corrupted digimon will run berserk and attack any and all other characters in the area, friend or foe. At the start of the corrupted Digimon’s partner’s turns, they may attempt to make another Will save to return their partner to normal, at DC15 if their partner is over ½ health, and DC10 if under ½. If the partner is knocked out while corrupted, the player may make one final DC10 Will save to return the partner to normal. If failed, the partner reverts to one evolutionary level lower than its original form before corruption.
Gottsumon

File:Gottsumon.jpg  Gottsumon is an Ore Digimon with powerful defensive abilities, having armored itself using ore data from its surroundings. Spunky, mischievous, and ambitious as any young tough guy, it leads around groups of low-generation Digimon as it travels the system. It also has a selfish side, and can be a real handful when angered, rampaging like an erupting volcano. Depending on where and how it forms, the ore data it uses for armor may appear different, and it has the potential to Evolve into a number of different forms.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**ANGRY ROCK:**

**Other Techniques**

**Stone Spire Shot:**
Bakumon

A Digimon that resembles a “baku,” a being in Japanese folklore that eats dreams. Believed to have been born from a medical computer that monitors brainwaves, Bakumon seems to feed on human REM sleep data. It was also found to possess the ability to erase nightmares and viruses in the latest round of research. Since it can also return those nightmares and viruses to a benign state, it is believed to be a Holy Digimon. The Holy Ring it wears on one of its forelegs seems like it might be related both to its special abilities and its Holy nature.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Nightmare Syndrome:**

**Other Techniques**
Antivirus

**Class:** Techie

## **Details**

**Spell Type:**  Limited

**Action:** Standard

**Range:** Touch

**Target:** One Creature

**Duration:** Instantaneous

**Roll:** DC10 vs WILL

**Spell Resist:** Yes

## **Description**

User runs a quick scan to purge any unwanted elements from the target.

**Effect:** Removes 1 Status Condition from the target creature of the user's choice.

May be resisted with WILL save.
Holy

## Evolution Benefits

When a digimon permanently evolves up an evolutionary stage into an Holy type digimon (or if a dual typed digimon chooses to receive Holy type benefits), they gain **+1** to any stat of their choosing.

As well, a Holy type digimon may choose to receive one of the listed benefits when they reach each evolutionary level (alternatively, they may take one from a previous level instead), as listed in the table below:

 Adult
You may also spend one use of this ability when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
 Perfect
 Ultimate
Debug Code

**Class:** Programmer

## **Details**

**Spell Type:**  Signature

**Action:** Trigger

**Range:** N/A

**Target:** N/A

**Duration:** N/A

**Roll:** INT+2\*

**Spell Resist:** N/A

## **Description**

No code is perfect on the first try. If ever one of your code spells fails, you can quickly take a look at what went wrong, rewrite some code, and try it again.

**Trigger:** May be activated on any attack roll you make for a programmer spell, but it must be used before the results of the attack are declared.

**Effect:** You may reroll that attack with an INT+2 modifier instead of the ability the original spell specified for the attack roll.