Table Of Contents
Chapter 1:System rules 3
Chapter 2: Races10
Humanoid Races11
Alien Races20
Chapter 3: Classes37
Chapter 4: Forms63
Chapter 5: Techniques and Abilities80
Chapter 6 Heroic Features115
Chapter 7 Feats119
Chapter 8 Items123
Note From the author
I grew up watching Dragon Ball Z, coming in on the Cell Games and quickly binging the rest of the series as well as GT, Super, and the Abridged Series made by TeamFourStar. Seeing this incredibly powerful and colorful world captivated me from the very first moment i saw it and my love for RPGs and Dungeons and Dragons as a whole convinved me to start working on this project.
I began this at the age of 15 with nothing but the idea to show others why i loved DBZ as much as i did. 7 years, 3 accidental lose of files, and more time than i like to admit trying to give stats to main characters I’ve made a game that I and my friends at least have had countless hours playing. This is my first time using homebrewery so I just hope it can be understood.
This game uses Dungeons and dragons 5th edition as it’s basic skeleton but this is in almost no way compatible with traditional dnd 5e. This game is meant to emulate the grandios powers of Dragon Ball and has much bigger numbers of health and damages later in the game than what would be considered “balanced” in a normal game. I’ve spent many hours playing and workshoping to make it balanced within it’s own system.
Chapter 1:System rules
Stamina
Stamina is the energy you have to perform superhuman feats and maintain powerful transformations. You regain half of your maximum Stamina on a short rest and fully replenish your Stamina after a long rest.
At level one, you have stamina equal to 1+your constitution modifier. You gain 1 stamina to your total at every level up. You can also gain extra stamina through training and feats. It’s many uses include the following:
- You may gain 10 extra movement speed per stamina used.
- You may add an extra attack to your attack action for 1 stamina per extra attack. The number of attacks made this way can not exceed your proficiency bonus.
- Transformations use stamina as their fuel source.
- You can use stamina to do Manuevers
Maneuvers
Maneuvers are abilities you always have access to that require stamina to use. Reactionary maneuvers can not be used in reaction to another maneuver.
Block
- As a reaction to being hit with an attack or technique that deals damage, you may use 4 stamina to half damage received until the start of your next turn.
Clash
- As a reaction to being target with a Technique you may use 2 stamina to use a Technique of the same type, Ki/Spell techniques for Ki/Spell Techniques and Melee/Weapon Techniques for Melee/Weapon Techniques, to clash against it or 1 stamina for a reactionary technique. During a Clash both characters make a contested Attack Roll or Spirit Check, the winner of this Clash continues the casting of their technique. If the techniques are not equal in rank then the higher rank technique gains a +1 power for each rank above they are.
Wild Sense
- As a reaction, you may use 5 stamina to move up to 30 feet in any direction to move out of the way of a technique or attack that would otherwise hit you. This does not provoke attacks of opportunity.
Deflection
- As a reaction to being targeted by a basic ki blast or Ki technique with an attack roll, you may reduce the damage by (1d12 per stamina + Your level) to a maximum equal to your level in stamina. If the damage is reduced to zero you may spend 1 additional stamina to throw the attack back at half damage.
Counter
- Whenever an attack roll misses you or you succeed a strength, dexterity, or constitution saving throw against a technique you may spend 5 stamina as a reaction to use a technique with a casting time of 1 action or less.
Power Strike
- As an action spend at least 1 stamina and make an unarmed strike. The target must make a strength saving throw or be knocked back 10 feet per stamina, half on a successful saving throw. If this movement is interuppted by a wall or similar surface the target takes fall damage equal to the total knockback that was dealt as if they fell.
Power hit and follow up
- As an action you can spend 2 stamina and strike out with a devestating but draining combo. The opponent must make a Melee technique saving throw or be knocked 10ft in the chosen direction. By expending an additional 2 stamina points, you may appear there and hit them again. After being hit by the initial attack, the opponent must make a Dexterity saving throw (equal to your melee technique save) to save themselves from the follow-up attack, or else take another hit and suffer another knockback. You may continue to expend stamina points to continue, with the DC lowering by 1 each time. You may knock them into a wall, ceiling, or floor, they must make a strength save this time, or else they take 1d10 bludgeoning damage and are considered prone.
Ki
Your Natural Spiritual energy or “Ki” is the fuel for your techniques and abilities. Your Ki gained every level up is your constitution modifier + wisdom modifier + class ki modifier. You main also gain more Ki through training or heroic features. Your may refill half your ki on a short rest or all on a long rest.
When your Ki hits zero you enter “Ki Exhaustion”. When under this condition you may not fly, use Ki techniques, transform, or maintain concentraition on Ki techniques. You also lose your proficiency bonus to AC. This effect ends after a short or long rest, returning it to 1 after a short rest and fulling refilling after a long rest.
Basic Ki Blasts
As long as you have ki you may fire a standard ki blast as an action. This attack has a range of 30/90.
You are always proficient in ki blasts. Ki blasts are a ranged attack roll using dexterity that deals 1d4+dex ki damage.
Ki ranks
Your ability to learn and teach yourself technique relies directly on your “Ki Rank” at level 1 you are at Ki Rank 1 and you increase to Rank 2 at level 5, Rank 3 at level 10, and Rank 4 at level 15. You can only learn techniques of equal or lower Rank than yourself when leveling up or using Training Boons.
Techniques
Your control over your Ki allows you to use it to perform unearthly feats. You gain one new technique every level in the course of levels 1 through 10. During levels 10-20 you gain a technique every even level. You can learn additional techniques through training. Some Techniques can be charged with extra ki to deal more damage, alternatively you may hold the move for additional actions to charge the move without expending ki.
You start at level 1 with a number of techniques equal to your intelligence modifier (minimum of 1) +1. Techniques learned through level up may be swapped out for another technique that you qualify for upon a level up. You may learn a Technique equal to or below your ki rank. You may learn a rank higher with the help of a master training you.
Mastering Techniques
You may “learn” a technique more than once, improving your mastery over the technique. You may improve a technique up to 3 stars gaining a static bonus to the technique each time. You may give a move a star Possible options include:
- +1 power for this move
- +50% range
- If the technique’s range is melee it becomes equal to your movement speed as you move to them.
- This technique deals an additional die of damage
- Charge Moves gaining 1 charge die instantly
- This attack ignores resistance and treats Immunity as resistance
- This move has its casting time reduced by 1 step
- The Critical Hit Range is increased by 1
Optional rule: Make the 3 star upgrade something unique to fit the player. Can be difficult to balance but this can get better with practice.
Saving Throws and attack roll bonuses
Each type of Ki technique has it’s own calculation for it’s attack bonus and saving throws.
Blast attacks rely on the raw power of your ki at one moment in time and thus rely on your wisdom score.
- Save DC = 8+proficiency bonus+wisdom mod
- Attack Bonus = proficiency bonus+wisdom mod
Beam attacks rely on your ability to sustainably output energy and thus rely on your constitution score
- Save DC = 8+proficiency bonus+Constituition mod
- Attack Bonus = proficiency bonus+constitution mod
Barrage attacks and standard ki blasts rely on your ability to aim small projectiles in succession and thus rely on your Dexterity Score
- Save DC = 8+proficiency bonus+Dexterity mod
- Attack Bonus = proficiency bonus+Dexterity mod
Omni attacks rely on you being creative with your uses of them and thus rely on your Intellegence Score
- Save DC = 8+proficiency bonus+Intellegence mod
- Attack Bonus = proficiency bonus+Intellegence mod
Melee techniques use your raw physical ability and thus use the strength modifier.
- Save DC = 8+proficiency bonus+Strength mod
- Attack Bonus = proficiency bonus+Strength mod
God Ki
Also called Divine Ki or The Energy of The Gods, God Ki is a hyper condensed form of ki that is extremely potent. Those using God Ki can only be sensed by others with God Ki. You gain 1 God Ki at level 20 or when unlocking a Godly Transformation. You regain all God Ki after a Long Rest. You may also use an Action to meditate and convert 200 Ki into 1 God Ki. You may hold up to 3 God Ki at one time. If you are at 0 god ki your gain 1 after completing a long rest.
God Ki can be used for a multitude of uses:
- It can be used in place of 200 Ki on a technique. The damage ignores resistance and turns immunity into resistance. All ki over the cost of the technique is converted into overcharge damage.
- Overcharge is calculated at +1 damage for every 5 ki over the cost.
- You may spend 1 god ki to end a status effect or technique condition on you.
- You may spend 1 god ki to declare an attack as a hit before you roll the attack roll.
- You may spend 1 god ki to declare your attack as a critical hit if the attack lands. You must declare this before the attack is rolled. If the attack rolled is a crit the attack deals 3x damage
- You may spend 1 god ki to regain 15 stamina.
- You may spend 1 god ki to automatically pass a skill check or a saving throw.
Forms
Forms are a pivotal power in the dragon universe with every race having them to varying degrees.
Transformations
A transformation requires an action to activate unless otherwise stated in the ability. A character can have one transformation active at a time. Stamina is spent upon activation of a Transformation/Power-Up and at the end of your subsequent turns.
Bonus damage added by transformations and power-ups without a listed damage type deal the same damage as the attack or ability that you used.
If you gain the ability to use a Transformation as a Power-Up it has it’s stamina cost reduced by 1 (minimum of 1 per round) if used as a transformation.
Power-Ups
Power-Ups are abilities that don’t fundamentally change a character or their physiology. A Power-Up takes a bonus action to activate. Only 1 Power-Up can be active at a time unless otherwise stated but can be active at the same time as a transformation
Power-Ups from attuned items do not use your Power-Up slot.
Ability Score Maximum
Characters in Dragon Ball Z and beyond can become strong enough to challenge the gods themselves. Your Ability Score Maximum increases from 20 by 2 every time you increase your ki rank.
Ability Score Improvements
When you gain an ability score improvement you gain 3 points to allocate into your Ability Scores or you may spend 2 points to obtain a Feat.
Power
Overflowing energy from a tranformation or ability has made you and your abilities more powerful. For each rank of power you gain +1 to attack rolls, your technique and Martial Arts Maneuver saving throw DCs, and Spirit checks and a -1 to Ki Stealth and Ki Control.
For every +2 Power you achieve through Power-Ups and Transformations your AC and saving throws increases by 1.
Saving throws
You add half proficiency to saving throws that you are not proficient in.
Skills
D&DBZ adds 3 new skills to the game: Spirit, Ki Control, and Technology.
Spirit (Wis)
Your Spirit skill is the control of the power of your energy. Spirit can be used in situations such as:
- Can be used in place of an attack roll for ki clashes
- Breaking out of moves like paralysis shocker
- Bolstering your power level
Ki Control (Wis)
Ki Control is the fine motor control of your energy and your ability to shape and form your ki into the outside world. Ki control can be used in situations such as:
- Suppressing your power level
- Can be used in place of concentration for ki techniques
- Sensing energy
- Ki parlor tricks
- Any check that is based on your ability to manipulate or shape your ki energy
Technology (Int)
The technology skill is your ability to comprehend and work on advanced technologies in the galaxy and can be used in a variety of ways:
- Hacking into a computer
- Constructing machines
- Piloting functions on spaceships
Backgrounds
While normal 5e backgrounds serve the purpose that you need from them, they have issues sometimes fitting in the world of dragon ball. You can alternatively build your own background by doing the following:
- Gain 2 skill proficiencies of your choice
- Gain 2 proficiencies in toolkits or languages of your choice
- Gain 1 Heroic Feature or 1 Feat that you fit the requirements for.
- gain one rank 2 technique or two rank 1 techniques that you fit the requirements for.
New Conditions
Bulk
Your body and muscles expand beyond their normal capacity. Bulk increases by stages with each stage increasing your strength score by 1 and decreasing your dexterity score by 1 for the duration.
Empowered
By exploding your power you can gain the effect of being larger than you are. While under the Empowered condition you gain the following bonuses:
- You have advantage on Strength checks and Strength saving throws.
- Your melee attacks and techniques deal an additional 1d4 damage.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Super-Charged
You’re almost oozing with power from your entire body. While under the Empowered condition you gain the following bonuses:
- You have advantage on Spirit checks and Clashes.
- Your Ki attacks and techniques deal an additional 1d4 damage.
Enraged
Your anger has exploded and your energy has exploded. While enraged the character cannot use anything that requires concentration, but can still cast spells and use techniques. The rage lasts until the end of the character’s next turn. You gain the following benefits:
- +2 Power
- +10ft movement speed
- +1 AC
- +5 temporary stamina
Full Bodied Spirit
You’re dead. It happens to everyone someday but you must have been really special to keep your body in the afterlife. Above your head floats a halo and you are virtually immune to fatigue.
- You double your effective Stamina and Health while in the other world and half it while in the Land of the Living.
- If you die while in you have this effect your Soul is destroyed and can not be revived by any means short of the Super Dragon Balls.
Exhaustion
Exhaustion in 5e is a very harsh and deadly feature and while it can lead to very dramatic moments I find most players will play in fear of the idea of Exhaustion as is so at my own tables I instead use the new rules for One D&D (the dnd 5e update) that turns it into a 10 level cumulative effect imparting a -1 on all d20 Checks per level of exhaustion and killing you at -10.
Berserk
A berserk creature is driven mad with blind rage, most commonly due to the effects of a drug, a curse, or a creature associated with madness.
- A berserk creature must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random.
- If a berserk creature can use its reaction and/or bonus action to deal damage directly to a creature, it must do so.
- When a non-hostile creature moves out of a berserk creature’s reach, it provokes an opportunity attack.
- A berserk creature has disadvantage on Wisdom ability checks and saving throws.
- A berserk creature automatically fails Intelligence ability checks and saving throws.
- A berserk creature is immune to the charmed and frightened conditions.
- The condition ends if the berserk creature starts its turn with no creatures within 60 feet of it that it can see or hear.
- Creatures that are immune to the charmed condition are also immune to the berserk condition. A calm emotions spell, or any other effect which suppresses or removes the charmed condition can also cure the berserk condition in addition to its usual effects.
- Creatures that are under the berserk condition are also under the enraged condition.
Fusion
The combination of two fighters. This can be done in the following ways:
Metamorian Fusion Dance
The fusion method made by the Metamorians. This is considered a rank 3 “other” type Technique. You do not have proficiency in this technique when you first learn it. You must wait 1 hour before you may use this technique again.
Both participants must make Dexterity (Performance) checks to properly do the fusion dance. If both participants roll above a 10 then the fusion is a success. When you fuse you add all features, abilities, techniques, and transformations of both participants. HP, Stamina, and Ki calculation are directly dependent on the Skill Check results.
- If one participants gets below 10 you turn into a fat version of the fusion, the fusion gets -2 to their power and movement speed is halved and you only take half of the failed user’s HP and KI added to the resulting fusion.
- If both users roll below a 10 then you get a skinny and sickly version of the fusion; you take half of each user’s ki and health and add them together as well as having movement speed halved and -4 to power.
- If both participants roll a 20 or above then it is a perfect fusion, after adding ki, hp, and stamina and taking the highest of each Ability Score from the participants add 50 to hp and 25 to ki and +2 to power.
Fusion drains 3 stamina per round from the fusion and you defuse when your stamina hits zero or you use 30 stamina in total. When the fusion runs out damage taken and ki used is split as evenly as possible and distributed between the fusees.
extra notes
If you master the fusion dance you gain proficiency in it and every additional star you put into it grants a permanent +1 to the performance roll
Characters may only fuse with this method if they are of the same size category and no more than 1 level apart.
This move can not be learned through level up, it must be taught to you.
Fusion Items
Certain items can cause 2 people to fuse.
Potara Earrings
Earrings of the Kais that allow fusion. The users must wear them in opposite ears, they are then merged into one entity. A potara fusion is always considered a perfect fusion.
- If neither fusee is a Kai you defuse after using 40 stamina
- If one fusee is a kai you defuse after using 50 stamina.
- If both fusees are kais then the effect is permanent unless undone by way of the dragon balls or similar wishing abilities.
Once the fusion ends one hour must pass before the Earrings can be used again.
Metamore Bands
Magical bands made to show the true strength of fusion. Once per day the wearer of the pair may use the metamorian fusion dance (without restrictions) with advantage and it lasts twice as long as usual (60 stamina use before defuse). This is known as an EX fusion. You do not need to know how to use the fusion dance to use Metamore bands.
Dominant personalities
When fusing the fusees must decide which personality is the dominant one. In the case of a misdone fusion, the non-dominant personality is the one added to the dominant one. If fusees A and B do the fusion dance and A is the dominant personality then in the case of a potara fusion B will be the dominant personality. EX fusions are not determined by this and the fusees again decide which is the dominant personality.
- Dm Note - allow it to be up to the players themselves if they want to cooperate and decide turn actions together or to allow the dominant personality to run the character. Always remember that fun is key!
Goku Fusion 2
EX Karoly
Training Arcs
Training is an integral part of character development in Dragon Ball. While constant short bursts of training will add up to growth, diligent training for a longer period of time will boost your character significantly.
The following training rules apply to diligent training for 6 months, this time frame can be shortened or more boons can be gained through external means such as:
- Increased gravity
- Multiple training partners
- Use of a time chamber
Solo Training
“There is no better master of me than myself”
Training alone allows you to develop your own style more effectively. When training alone you can learn one new technique or gain 3 mastery stars to put into techniques you know. You also gain one training boon.
Alternatively you may instead dedicate the entire arc to learn 1 technique that is 1 rank higher than you can learn naturally.
Training With A Partner
“Together, we form a necessary paradox; not a senseless contradiction.”
Training with an adequate partner means training with another character within 3 levels of your current character level. If the other character is more than 3 levels below you, you benefit as if you were solo training and they act as if training with a master.
When training with a partner you gain the following:
- You may Teach/Learn a feature or technique that you fit the requirements for or gain an additional boon.
- If training in a group you may only teach a single person per arc.
- 3 Training Boons
Trained By A Master
“Yes, We’ll spend this hour on good old napping. Work hard, Study well and eat and sleep plenty… that’s the turtle hermit way to learn!”
Training under a master is the most effective way to learn. A master must be above your current level by 3 levels. While training under a master you gain the following:
- 1 technique or ability of the master (can be no more than 1 rank higher than your ki rank.) or 2 additional boon.
- Masters can teach multiple people a feature at once per arc.
- 4 training boons
Time Chambers
Training in a Time Chamber changes the flow of time for you in comparison to the outside world. Time Chamber dialation can change from chamber to chamber from 6 months to 12 months per day. Difficult living conditions in these chambers grant you an extra training boon from using them.
Training boons
- Gain an additional Hit Die of your class with majority levels. You gain max HP equal to a roll of this Hit Die + Constitution modifier.
- Gain an additional level of ki based on your latest class level
- Stamina increases by 2
- Increase your movement speed by 5 feet
- Increase your weighted gear rank by 1
- Gain 1 mastery rank to put in your techniques
- Increase an ability score by 1.
- For 2 boons you may gain a heroic feature or a feat
- Gain Proficiency in a skill or tool of your choice.
You gain an extra training boon for each extra training partner you have. Extra boons may also be given by the DM for extra additions to your training.
Techniques learned through training arcs
You may not swap out moves that you have learned or mastered during training arcs through Level Up.
Downtime
When dealing with smaller units of downtime 10 weeks of downtime equates to 1 training boon. This time does not need to be consecutive.
Optional Rule: Training Boon Exchanges
Whenever you gain an Ability Score Improvement you may replace the amount of points you may allocate into an equal amount of training boons.
You may also replace gaining a Heroic Feature upon level up with gaining 2 training boons.
Kid Trunks Training
Chapter 2: Races
Super Dragon Ball z
Races
Races in the world of Dragon Ball are colorful and varied. From the brutish and battle hungry Saiyans, to the peaceful sagelike Namekians, even the technologicaly advance Cerealians. This Chapter will lay them out for you.
Races are seperated into two distint categories: Humanoid and Alien. Humanoid species may crossbreed and take the “Hybrid” Subrace. Alien species have such unique biology that they are incapable of mixing outside of their species.
Sub-Races
Sub-race are racial modifiers that can be added to your race. After you have decided your primary race you may, if you qualify for it, designate a Sub-race.
When choosing your sub-race you may replace up to 3 racial features of your primary race with the racial features of the Sub-Race.
Humanoid Races
Beastmen
Humanoid
Physical Description
Humanoid animals, ranging in height similar to Earthlings.
History
A company known as “Magical Pharmaceuticals” produced a drug known as Animorphaline that caused temporary shapeshifting into a humanoid beast form. During the production of this drug a knock-off was released and sold as the original product that forced permanant transformation into this form.
Society
After the incident many Earthlings and other humanoid races become these Beastmen and have since reintegrated into society, raising families and continuing their lives.
Racial Traits
Ability Score Increase
Increase all ability scores by 1 OR increase 3 by 1 and choose a feat.
Speed
You have a base movement speed of 35 feet.
Language
You can speak Common and 1 other language of your choice.
Skills
Nature and Survival
Racial Features
If you take a Sub-Race with this race you may not replace Animal Biology
Animal Reflexes
Your animal nature gives you senses and reaction time. Whenever you are not wearing armor you may add your entire proficiency bonus instead of half to your AC.
Evolutionary Tactics
You are driven by your instincts to improve and adapt to survive. You gain a technique every level up to 20 and 2 techniques every level beyond. You also gain 1 additional training boon each time you have a training arc.
Animal Nature
You have the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.
Predator or Prey
Choose 1
Predator
You have advantage on weapon attack rolls against a creature if at least one of your allies is within 5 ft. of the creature you are targeting.
Prey
You can Dash, Dodge, and Disengage as a bonus action on your turn.
Animal Biology
You must choose 1 Your animal nature has resulted in you taking the distinct form of a family of animals, granting you certain features.
Mammalian
You have a set of powerful claws. Your Unarmed Strikes can deal Slashing Damage.
Fish
You are capable of breathing air as well as underwater. You also gain a 30 foot swim speed that increases by 15 feet each time your ki rank increases.
Avian
You are a master of arial combat. You also gain a 30 ft fly speed. You may only use this flight while you are not wielding a weapon in your hand. Your AC increases while in the air by 1/3 of your proficiency modifier.
Korrin
Ceralians
Humanoid
Physical Description
Cerealians look similar to Human-type Earthlings, though they all seem to have green-colored hair and have an average lifespan of 200 years, Their right eyes have also evolved to grant them incredible visual acuity, having a merged iris and pupil, which is deep red in color.
History
The Cerealians were once the inhabitants of Cereal and coexisted with a tribe of Namekians who settled on the planet after traveling from another realm. Around Age 733, the Cerealian homeworld was ravaged by the Frieza Force and its Saiyan Army. Using the full moon, the Saiyans transformed into Great Apes and annihilated nearly all of the population and their cities. Fortunately, a powerful Cerealian warrior named Flayk was able to destroy the planet’s moon causing the Saiyans to revert to their base forms. Unfortunately, the invaders were still too powerful for the Cerealian and Namekian inhabitants to handle; fortunately, a handful of ceralians survived and scattered throughout the universe.
Society
Little is known about Ceralian Society since the loss of their homeworld, most are solitary nomads in the galaxy.
Racial Traits
Ability Score Increase
Wisdom +2, Strength -1
Choose one: (a) Intelligence +2 or (b) Dexterity +2
Speed
Your base walking speed is 30 feet.
Languages
You can speak Common and Ceralian.
Skills
You gain the Perception and Technology skills
Racial Features
Ceralian Focus
As an action you may spend 1 stamina to gain advantage on all ranged attack and ki attack rolls until the end of your next turn. You may do this a number of times equal to your proficiency Bonus per long rest.
Tenacity
Once per long rest when you would hit 0 Hp you instead drop to 1.
Sharpshooter
You Basic Ki Blast has it’s Damage Die increased by 2 steps (1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc) and their range is doubled. Each time your ki rank increases you may increase the range by an additional 30/90 feet.
This does not effect Techniques.
Red Eyes Of The Ceralian
Ceralians are born with a strange quirk, a single Hyper-Evolved red eye. You gain access to the Ceralian Power-Ups as laid out in the Transformation chapter.
Hyper Reflexes
You have 2 reactions per round.
Granola Dragon Ball Super
Earthling
Humanoid
Physical Description
They come in all shapes and sizes; some are weak, some are strong, some are bald, some have three eyes. Earthlings can be strong in their own right, but have less physical capability than other races.
History
The dominant race of Earth, Earthlings have held the planet for as long as sentient life has existed there, protecting it time and time again with the help of the more powerful and clever among them.
Society
The majority population of earth. Earthlings can live in monasteries, cities, villages, etc. Since being accepted into the Galactic Patrol, they have grown tolerant/understanding of other races.
Racial Traits
Ability Score Increase
Increase all ability scores by 1 OR increase 3 by 1 and choose a feat.
Speed
You have a base movement speed of 30 feet.
Language
You can speak Common and 1 other language of your choice.
Skills
You gain 2 skills of your choice.
Racial Features
Natural Talent
You gain an ability score improvement at level 1.
Hard Work
What they lack in flashy transformation earthlings make up for with an endless drive for greatness. You gain a technique every level up to 20 and 2 techniques every level beyond. You also gain 1 additional training boon each time you have a training arc.
Earthling Spirit
Choose one ability score: Its maximum is raised by an additional 2. At an Ability Score Improvement, earthlings gain 4 points to distribute amongst scores, rather than the usual 3.
Master of Many
Due to their wide range in variety amongst Earthlings, they gain a free proficiency in any skill or any tool of their choice. You gain another skill of choice at levels 7 and 13. If you choose a skill you already have proficiency in you gain expertise in it.
Power-Up Proficiency
Due to their adaptive nature Earthlings have a 2nd Power-Up Slot.
Young Yamcha render 2
Konatsian
Humanoid
Physical Description
Konatsians are shown to look similar to Human-type Earthlings, but with large pointed ears and unique hair styles. Extraordinary members of the race, such as Tapion, are able to utilize ki and other energies. It can also be shown that a select few are excellent swordsmen and are able to use magic and advanced technology.
History
The Konatsians once waged war against power hungry aliens known as the Kashvar, who re-awakened the ancient monster Hirudegarn. This war caused nearly half of the Konatsians to perish, until eventually an enchanted sword, and two ocarinas are found. With these, Tapion, his brother Minotia, and a powerful wizard defeated Hirudegarn, and the creature’s two halves were sealed inside of the brothers. Tapion and Minotia then were in turn sealed into enchanted music boxes themselves, and sent into space, were they drifted for a thousand years, until being found by Hoi.
Society
The konatsian’s are a mixed bag of progress, with both medievil architechture and space grade technology.
Racial Traits
Ability Score Increase
Increase all ability scores by 1 OR increase 3 by 1 and choose a feat.
Speed
Your movement speed is 30
Language
You begin with common and one additional language of your choice
Skills
You gain the athletics and arcana skills.
Racial Features
Space Knights
Due to your upbringing on the fringes of the ancient and modern worlds has left you with a very unique set of skills. You gain proficiency in Martial Weapons and the “Technology” Skill.
Magical Upbringing
You have access to 1 branch of magic of your choice as if through the Mysticism Class Feature.
Magic Blood
You have advantage on saving throws against being charmed, and magic can’t put you to sleep or enrage you.
Weapon Technique Superiority
You are naturally adept at Weapon combat. You gain +1 power added to all martial and simple weapon attacks and Weapon Techniques. This increases to +2 at level 7, +3 at level 13, and +4 at level 19.
Heroic Nature
You begin the game at level 1 with a single Heroic Feature. This does not count as gaining a Heroic Feature through the class feature.
Tapion Render 2
Mashin-jin
Humanoid
Physical Description
Mashin-jins can be as varied and different as earthlings, kais, or aliens in general having bright skin tones and pointed ears.
History
Mashin-jin’s, a race born from the first gods ripping the darkness out of the first shin-jin. The darkness that was left was too stubborn to disappear and thus created the first makaioshin Sesa a being of unimaginable darkness. Sesa became so powerful that even the gods together could only seal him away in the depths of darkness.
Society
Many Eons have passed since that fateful day and, like the rising moon, darkness eventually fell back into the hearts of kais but also light fostered in the heart of the Mashin-jins eventually making them beings of light and darkness like any other race and though they face ridicule they are now members of society. Mashin-jins can pull from their demonic heritage to use acts of magic that drain their stamina, though some become powerful enough to cast larger spells many can’t cast more than a fireball in their lifetimes. Mashin-jins can also pull at the empowered darkness inside of them to achieve their Demon Form making them increasingly aggressive and large, with a power boost to match. The Mashin-jins can even take on the visage of Sesa himself with their Makyouka form, drawing directly from his powers.
Racial Traits
Ability Score Increase:
Wisdom +3, Constitution +1, Strength -1
Speed:
Your base walking speed is 30 feet.
Language
Common, Infernal and 1 other of your choice
Skills
You gain the Intimidation and Arcana skills
Racial Features
Corrupted Blood of the Shin-jins
You have resistance to fire and necrotic damage as well as advantage on spell saving throws. You may Block and gain immunity to these damages and auto pass a spell saving throw.
Infernal Legacy
You gain access to Mashin-jin Feats. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell with this trait for 2 Stamina. When you reach 5th level, you can cast the fireball spell with this trait for 3 Stamina. Charisma is your spellcasting ability for these spells. At level 10 you gain the ability to cast these spells at a higher level by spending stamina equal to the level of spell it is cast at to a max level of your proficiency bonus, this feature extends to encompass any other spells you gain the ability to cast. At level 15 you may add any 3 warlock spells of 5th level or below to this feature.
Demonic energy
Due to the strange energy flowing through you other creatures have disadvantage searching for your Ki unless they have access to God Ki. Your Creature tag becomes Fiend.
Demonic Bloodline
You hold the blood of the great old one Sesa and have access to Mashin-jin transformations in the transformation chapter.
Energy of the Demon Realm
When you use your action to take the attack action or use a Technique you may use your bonus action to empower it with demonic energy. Change the damage type of the attack you are using to become Necrotic Damage.
Dabura Render 5
Ogre
Humanoid
Physical Description
Ranging in sizes from 3 to 8 feet tall, Ogres are universally strong and durable with horns and skin of vibrant shades of reds and blues.
History
Originally hailing from the otherworld, planets like Earth have allowed them to cross over through locations like Frypan Mountain to find better lives outside the confines of the Spiritual Realm.
Society
Ogres in the Otherworld tend to make their living as patrollers and guardians of hell and other otherworld systems, likewise many mortal realm ogres make a name for themselves and powerful warriors and champions, using their supernatural physical capabilities to give them the edge.
Racial Traits
Ability Score Improvement
+2 Con, +2 str, -1 Chr
Speed
Your base movement speed is 30 feet.
Languages
You know Common and Infernal
Skills
You gain the Survival and Intimidation skills.
Racial features
Muscular Durability
Due to your hardened and empowered physique, whenever you are not wearing armor you may add your entire proficiency bonus instead of half to your AC.
Ogre stamina
Your unique biology makes you longer winded than most species.
You gain +1 Stamina everytime you level up.
Ogre’s endurance
As an action on your turn you may spend stamina to gain Xd12, where X is equal to the stamina spent, and gain Temporary HP equal to the total. This health disappears after 1 hour or whenever you gain additional Temporary HP.
Melee Superiority
You are naturally adept at hand-to-hand combat. You gain +1 power added to all melee attacks and techniques. This increases to +2 at level 7, +3 at level 13, and +4 at level 19.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Battle Cry
Ogres have a natural ability to inspire anger and aggression from those near them.
You gain the following Omni Technique and it’s rank matches your Ki Rank:
Battle Cry
Rank ? Omni Technique
- Cost:
- 1 Stamina
- Casting Time:
- 1 Bonus Action
- Range:
- 30 feet
- Duration:
- Special
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your aggressive demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The effects ends if you attack any unaffected creature, if you cast a spell that targets a hostile creature other than a target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from a target.
For each additional stamina you spend you may force an additional target in your range to make the saving throw as well, to a maximum number of targets equal to your proficiency modifier.
Ogres
Saiyans
Humanoid
Physical Description
Saiyans are naturally muscle-bound and stocky, with very few being overweight or skinny, but even the most unassuming tend to pack a wallop. Saiyans stand from 5-7 feet tall, can weigh from 140-300 pounds, and universally possess jet-black hair that retains one style their entire lives. Females are usually shorter than males and tend not to be especially voluptuous, as saiyans are built for combat.
Most are born with tails that can attune them to their innate primordial power. They reach puberty around 13 years of age and begin rapidly developing into adults and warriors, a process stressed by training. Saiyans maintain their youth and well into their 80’s, staying in their peak physical form until rapidly aging to death by age 100.
History
Saiyans have a long history of invading and claiming planets to live on, often driving previous inhabitants to extinction. They are a fierce race born with a desire for conquest, but saiyan empires have never been established for long periods and the population remains relatively low.
Society
Saiyan society relies on an unsteady monarchy, ruled by a king. This position can be challenged at any moment by a competitor who believes themselves to be stronger, more worthy of the crown. Beyond that however they tend to stick to their families, in which they hunt, eat, and train with each other. While some might think of saiyans as cold to one another, they are not usually resentful, but respectful of a person’s space. They are typically very aggressive and hard-headed, with short explosive tempers. However, if they care for another, forgiveness comes quickly.
Features
Ability Score Increase
Constitution +2, Intelligence -1
Choose one: (a) Strength +2 or (b) Dexterity +2
Speed
Your Base Speed is 30 feet.
Skills
You gain the Athletics and Acrobatics skills
Languages
You know Common and Sadalan
Racial Features
Saiyan instincts
You add your Proficiency bonus to Initiative and can act normally on the first round of combat even when suprised.
Warrior race
Choose one class of Technique: Beam, Blast, Barrage, Omni, Weapon, or Melee. You gain +1 to power when using this type of Technique. At level 7 this becomes +2 and at level 13 you get to pick a second type of Technique to gain this bonus as well.
At level 18 you get an additional +1 power that you can place on any class of Technique, regardless of if you choose that category previously.
Zenkai Boost (WIP with @DOMDOM)
When pushed to near death the saiyan spirit is known to rebel against the threat of death, creating a stronger warrior when they are pushed to near death.
Whenever you fail a death saving throw roll a d20 check with a DC starting at 8, increasing by 2 each time you succeed. On a Successful check you gain 1 training boon. You may use this boon immedietly or as soon as you regain conciousness for the chance at a second zenkai boost.
Super Saiyan
The golden form of legend. At level 5 the next time you enter the enraged condition you turn Super Saiyan and can access it from that point on. You may improve super saiyan as if it were a technique to unlock super saiyans grade 2-4.
Saiyan Genetics
Your Saiyan genes vary slightly the mix of Saiyans following the tournament of power. Regardless of your choice you are eligeble for Super Saiyan God and it’s ritual. You gain access to Saiyan Feats and you must choose your bloodline from the following list:
Universe 7: Great-Ape Power-Up
Ruthless and battle hungry, Universe 7 Saiyans lived many years as planet conquerors and soldiers with the help of their tail and the mighty great ape transformation.
Long enough to be wrapped around one’s waist. It cannot lift anything over 10 pounds, and is susceptible to pain. Grows back after 1d4 weeks of being severed. Will not regrow if the saiyan is above character level 5 without external help. When an attempt made to grapple a saiyan it may be done at disadvantage to grapple their tail. If a saiyan has their tail grappled they are considered restrained. While you have your Tail you have access to the Great Ape Power-Up.
As a Universe 7 Saiyan You gain access to “Saiyan” Feats with the “U7” tag and feats in the “Universe 7 Saiyan” section. You also gain the “Saiyan Pride” Feature.
Due to your indomitable spirit and pride you have advantage on saves against being charmed or frightened. You can not be put to sleep by magical means.
Universe 6: Super Saiyan Superiority
Saiyans in Universe 6 got to live a much more peaceful lifestyle, this peace and happiness evolved the saiyans into having higher S-cell counts than Universe 7 Saiyan.
- If you have the Super Saiyan feature you can gain access to Super Saiyan as early as level 3.
- Any Transformations with “Super Saiyan” in its name takes 1 less stamina per round, minimum of 1.
- When you learn the Grade 4 Power-Up you may begin mastering Super Saiyan 2 to use with it as well, when you once again reach Grade 4 you may do this process again with Super Saiyan 3.
You gain access to “Saiyan” Feats with the “U6” tag and feats in the “Universe 6 Saiyan” section.
Mutant: Berserker Saiyan
Saiyans that were born with a genetic mutation and produce incredible amounts of S-cells, unfortunately, many can’t control this power. If you have this feature the Super Saiyan this gives you access to Berserker Super Saiyan instead.
- Universe 7 berserks lack the ability to regrow your tail as your high S-cell count has deemed it unneccesary.
- If you are from universe 6 you instead gain +1 stamina everytime you level up.
- You automatically fail all checks to control Ozaru but gain an additional +1 Power while in the Great Ape transformation or Ozaru Fury Power-Up.
- If Ozaru Fury or Hybrid Rage is used in Conjunction with Berserk Super Saiyan you have disadvantage on your control saving throw.
- You can only access Saiyan feats with the Mutant Saiyan tag.
- Whenever you have the Enraged condition you automatically fail all Berserk Saving Throws.
You gain access to “Saiyan” Feats with the “Mutant” tag and feats in the “Mutant Saiyan” section.
Ancient Saiyans: Ancient Bloodline
Saiyans from ancient times before the development of the Great Ape transformation. While you have this feature can not gain the Super Saiyan Racial Feature by any means. You gain the following feature:
- You have a tail identical to U7 Saiyans but without the weakness to grappling and the Great Ape Power-Up.
- Ancient saiyans are known for their ability to “smell” energy signatures. Ancient Saiyans always have the ability to sense ki as long as they can smell. Ancient Saiyans also gain advantage on any perception check related to smelling.
- You gain access to Ancient Saiyan Power-Ups as listed in the transformation chapter.
- You can only access Saiyan feats with the Ancient Saiyan tag.
You gain access to “Saiyan” Feats with the “Ancient” tag and feats in the “Ancient Saiyan” section.
Shinling
Humanoid
Physical Description
Shinling are mostly short humanoids, each with a differing skin coloration, and long, pointed ears. From there, depending on which fruit the individual is born from, their appearances can differ. Shinling born from the ordinary fruit of the World Tree wear black hats with antennas coming out of them and seem to have no hair on their heads and lack noses. Shinlings are genderless and have extraordinarily long lifespans. Those born of an ordinary fruit can live upwards of 75,000 years. Those born of a golden fruit can live much longer, as the Elder Kaiōshin was several million years old.
History
The Shinlings are a sparse race. At any time, not counting the Shinling acting as Kaiō or Kaiōshin, there are approximately eighty Shinlings living on their homeworld. Shinlings are born from special fruit that grows on the World Tree on their homeworld. The tree produces two types of fruits: an “ordinary fruit”, which brings forth Shinlings who have the potential to become Kaiō, and a rare “golden fruit”, which produces Shinlings capable of becoming Kaiōshin. Occasionally, there are delinquent Shinling born with evil hearts, and they would become the Makaiō (or Mashin-jin)
Society
In their homeworld, they live leisurely lives, studying various things at a school-like castle. When a Kaiō passes away, they choose among them by lottery who will take over that Kaiō’s place and become the new Kaiō.
Racial Traits
Ability Score Increase:
Wisdom +2, Intelligence +1, Strength -1
Speed:
Your base walking speed is 30 feet.
Language
Common, Celestial and 1 other of your choice
Skills
You gain the Insight and Religion skills
Racial Features
Blood of the Shin-jins
You have Resistance to Radiant damage as well as advantage on spell-saving throws. You may Block and gain immunity to Radiant and auto-pass a spell-saving throw.
Divine Legacy
You gain access to Shinling Feats. You know the Sacred Flame cantrip. When you reach 3rd level, you can cast the Prayer of Healing spell as a 2nd-level spell with this trait for 2 Stamina. When you reach 5th level, you can cast the Mass Healing Word spell with this trait for 3 Stamina. Charisma is your spellcasting ability for these spells.
At level 10 you gain the ability to cast these spells at a higher level by spending stamina equal to the level of spell it is cast at to a max level of your proficiency bonus, this feature extends to encompass any other spells you gain the ability to cast. Your bonus to power now also encompasses spell save DCs. At level 15 you may add any 3 Cleric spells of 5th level or lower to this feature.
Angelic Energy
Due to the strange energy flowing through you other creatures have disadvantage searching for your Ki unless they have access to God Ki. Your creature tag becomes Celestial.
Divine Talent
You add Kaio-Ken to your learnable technique list as if it were a rank 2 Technique.
Energy of the Divine Realm
When you use your action to take the attack action or use a Technique you may use your bonus action to empower it with divine energy. Change the damage type of the attack you are using to become Radiant Damage.
West supreme kai
Alien Races
Alien
Alien
Based on suggestion by @Wood Man on discord
For specific alien races for the main manual please submit your ideas to the discord
History
Aliens are wide spread and varied with almost no 2 races appearing again.
Physical Description
Humanoid, marshmallow-like, or fruit shaped; Aliens come in all shapes and sizes.
Society
Aliens are spread across the stars and universes and most of them are normally not too special.
Racial Traits
Ability score increase
Any two ability scores +2, Any one ability score -1
Speed
Your movement speed is 30 feet
Languages
You can speak common and 1 additional language
Skills
Any 2 of your choice
Racial Features
Xeno Resistances
You gain resistance against any 1 damage type of your choice, this can not be changed later.
Alien Ability
Choose one damage type from the list below, this can not be changed later. You gain the option to change the damage type of your Techniques, unarmed strikes, basic ki blasts, and spells to this damage.
- Fire
- Cold
- Lightning
- Thunder
- Force
- Psychic
- Poison
Alien Skill
You gain a technique every level up to 20 and 2 techniques every level beyond. You also gain 1 additional training boon each time you have a training arc.
Maximum Power
You gain the “Full Power” Transformation at level 5 and the “Super Full Power” Transformation at level 10.
Alien battle Instincts
Once per short rest, you can enter the Enraged Condition as a bonus action on your turn. Each time you use this past the first you gain 1 level of exhaustion.
Super Pikkon (SDBH)
Android
“Alien“
Physical description
Identical to their designer’s Race but completely mechanical.
History
They’re hard to find, but certain scientists have the potential to turn you into an android. These cyborgs appear like Earthlings, but have far extended capability and power. However, they have little room for advancement without mechanical upgrades.
Society
Androids do not have their own society, instead they blend in with Earthling society. While most retain their old personality, some may have their brains reprogrammed when becoming an android.
Racial Traits
Speed
Your base walking speed is 30 feet.
Languages
Common and 1 other of your choice.
Ability Score Increase
Two Abilitys Score +2 and then lower two Ability Scores -1 OR one by -2.
Skills
You gain the Technology and History skills.
Racial Features
Battery Powered
You do not need to eat to survive. Androids cannot charge their ki like bio-based creatures can. Instead they are given a 4 ki per round regen, this increases by 4 again at levels 4, 7, 10, 13, 16, and 19.
Computer Eyes
+3 on any perception checks involving sight. As an action you can see in high detail up to 1 mile. At level 10 gain the ability to see thermal in a range of 60 feet. This functions as true sight as long as the creature is not undead, has been dead for 5 hours, or is obscured by an external extreme temperature. This feature can be activated and deactivated as an action and it can be activated for a total of 1 hour per long rest.
Diagnostics and Soft Reset
As an android you do not need to sleep and can not be forced to fall asleep by any means but may choose to, instead you may go into a repair mode where your systems fix themself. You may do light activity during this 4 hour period, alternatively you may benefit from a short rest in 10 minutes.
Modular Stamina Engine
They actually did it, they made a perfect generator! You regain 1 Stamina at the start of every round. You may take the “General Upgrade” feat and use every point to increase this bonus by 1 a single time.
Robotic body
Do not require eating, cannot be detected by Detect Ki, and cannot be effected by exhaustion. You also can not Sense Ki. Taking the “General Upgrade” Feat and using all points lets you gain the ability and expertise if done a second time.
Arm Missile
Launch your arm like a rocket, this functions as a Melee Technique of an equal rank to your Ki Rank.
Arm Missle
Rank ? Melee Technique
- - Casting Time:
- 1 action
- - Range:
- 120 feet
- - Chargeable?:
- Yes
- - Duration:
- Instantaneous
Fire your arm off like a cannon. Make a combo attack roll against a target in range dealing your unarmed damage die + Xd4 force damage where X is your proficiency bonus.
Android 16
Arcosian
Alien
Physical Description
Arcosians or Frost Demons are vaguely humanoid aliens born with protective armor/skin, horns, and tails. All Frost Demons are males and they reproduce asexually. When a Frost Demon is born, it immediately covers itself in a thick, unbreakable layer of ice and begins a thawing process which can last a varying number of years. The number of years they remain in thawing determines how powerful they are when they emerge. The longer they thaw, the more powerful they will be. Upon emerging from this thawing period, they are fully grown adult Frost Demons. Afterwards, if it is needed, the Frost Demon will create for himself a varying number of transformations to help keep his power under control.
History
Frost Demons hail from one of the coldest planets in the Universe, Geyser. Due to the harsh nature of their home the population remains relatively low. However, this did not stop them from making a name for themselves, conquering and trading planets for thousands of years, acting as one of the largest empires in the universe for several years until they were defeated by the saiyans, an act of revenge for the destruction of their planet by Frieza.
Racial Traits
Ability Score Increase
Strength +2, Intelligence +2, Wisdom -1
Speed
Your base movement speed is 40 feet.
Languages
You know Common and Cold
Skills
You gain the Persuasian and Deception skills.
Racial Features
Alien resilience
You can hold your breath indefinetly and can safely travel through the vacuum of space. You have resistance to cold damage.
Cunning
Advantage on all intelligence, charisma, and wisdom saving throws against magic.
Natural Armor
Due to your natural body plates, whenever you are not wearing armor you may add your entire proficiency bonus instead of half to your AC.
Frozen Fury
Once per long rest when you use a Ki technique of any type you may add +3 power for that casting.
Gates of Power
Arcosions have a strange life span being born into their final form before descending into a weakened state that evolves as they do. You gain access to the Arcosion Feats and Arcosion Transformations as laid out in the transformation chapter.
Savage Percision
Your Critical Threat range for barrage techniques is increased by 1.
Frieza First Form
Chronin
Alien
History
A secretive and long lived race, Chronins wander the galaxy learning and improving. Born with the innate ability to store excess time, generations of this has changed their biology to such a degree that they can live for hundreds if not thousands of years. Chronins tend to only have children in their final years, only raising thier children through their brief youth before leaving them to their own devices.
Physical Description
Purple and almost humanoid, Chronins are hairless with tympaniums in place of ears. They can range between 5 and 7 feet tall at maturity and can live between 1000 and 2000 years.
Society
Due to their upbringing Chronins rarely ever spend time around others of their species, instead traveling the stars for somewhere they may call home.
Many Chronins become scientists and scholars, using their ability to manipulate time to persue the betterment of the future and eternal life; others still relish in their abilities, becoming mercinaries or assassins with deadly efficiency.
Racial Traits
Ability score increase
Wisdom +2, Dexterity +2, Constitution -1
Speed
Your movement speed is 30 feet
Languages
You can speak common and 1 additional language
Skills
Any 2 of your choice
Racial Features
Blood of Time
You have access to Chronal Manipulation without training and you can hold 1 additional Time Point.
High-Speed Reactions
Manuevers require 1 less stamina to use, minimum 1.
Pure Progress
Your Race survives on it’s ability to learn an adapt to threats. Whenever you are hit with a critical hit roll a d20 check with a DC starting at 12, increasing by 2 each time you succeed. On a Successful check you gain 1 training boon. These boons must be used immediately at the start of your next turn.
Nomadic Tendencies
Due to generations of lonely upbringing and long lifespans, Chronins gain an additional training boon when training solo.
Millenial Learning Curve
Chronins have unique brain chemistry to support their extremely long lifespans of thousands of years, due to this they are able to compartmentalize specific knowledge so that it can be remembered and improved on easily.
At level 1 you gain 3 skill, tool, or item proficiencies of your choice. Each time your proficiency bonus increases you gain an additional proficiency. You may instead gain expertise in a skill you already have proficiency in.
Hit Render 2
Greys
Requested by @guardian on the Discord
History
Once a peaceful and spiritual people, the Greys lived simplistic prosperity. Using their incredible strength they tilled the land to their whims and grew kingdom sized farms. Peace rained until a mysterious threat appeared, single-handedly almost causing this race to go extinct. Luckily a few survived and escaped off of their plundered home.
Physical Description
Purple and humanoid, Greys are hairless with tympaniums in place of ears. They range from 6 to 9 feet once they reach maturity, with overly defined musculature and almost pitch black eyes.
Society
Since the destruction of their Homeworld the Greys have become wanderers, some even leaving the bounds of their Ancestral Universe 11 and propagating in other universes.
Racial Traits
Ability score increase
Constitution +2, Strength +2, Charisma -1
Speed
Your movement speed is 30 feet
Languages
You can speak common and 1 additional language
Skills
You gain the Ki Control and Athletics skills
Racial Features
Pure Power
Your Ability Score maximum is increased by 4.
Combative Nature
Once Per Long Rest you may initiate a Clash without spending stamina or ki. This becomes once per short rest at level 10.
Maximum Power
You gain the “Full Power” Transformation at level 5 and the “Super Full Power” Transformation at level 10.
Destructive Strikes
Whenever you make an unarmed strike or melee technique you may spend stamina to give yourself a power boost equal to the amount spent. You may not spend more than your proficiency bonus in stamina in this manner for a single attack roll.
Meditative State
As an action on your turn you may enter a special meditation stance, floating just over the ground. You gain (10 times your Ki rank) Ki end your turn. If you had not used your Bonus action you gain an additional 50% of that amount.
Jiren render 3
Majin
Alien
Physical Description
Majins have skin coming in various shades in colors, most commonly pink. Their body types come in all shapes and sizes. Skin is made of an elastic, goo like substance. Majin have a single tentacle emitting from their forehead can be used to make ranged attacks. They tend to live until destroyed, with no apparent age limit.
History
The original Majin Buu was an ancient evil, sealed within the Earth, but converted to a peaceful lifestyle after meeting Mr.Satan (World Martial Arts Champion) and became well-known as one of his promising pupils. Eventually, Buu became obsessed with understanding the concept of “love”, a realization which led him to split into two entities: the original Buu, and a new, female Buu. They instantly fell in love and reproduced over generations, leading to the current population. They have been accepted into society with open arms thanks to the efforts of Mr. Satan, and their personalities all represent parts of Buu.
Society
Majins were able to fit into society with varying degrees of success due to both the efforts of Mr. Satan and Earth’s inclusion into the Galactic Patrol. Some that represent the darker parts of Buu live in outcast and seclusion, but the majority of Majin settled in the cities and spend their days binging on treats. Some that found affiliation with smaller villages left the city to see more of the world and adventure.
Racial Traits
Ability Score Increase:
Constitution +3, Dexterity+1, Wisdom -1
Speed:
Your base walking speed is 30 feet.
Language
Common and 2 other of your choice
Skills
You gain the Arcana and Survival skills
Racial Features
Form Fit
You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing that can not also fit. You also have advantage on ability checks you make to initiate or escape a grapple.
Magical Stretch
Your putty-like body gives you resistance to nonmagical bludgeoning, piercing, and slashing damage. Your melee attacks and Techniques all gain an additional 5 ft reach equal to (Proficiency Bonus/3 rounded down).
Majin Regenerate
At level 5, any severed appendages will regenerate immediately as long as you have ki. As an action you can heal yourself an amount equal to Ki points spent. You can spend ki when you would hit 0 hp equal to the amount of damage you go past 0 to instead drop to 1.
Majin Absorption
At level 10, Majins have access to the legendary power of Majin Buu himself. Candy Beam is added to your possible learn list of techniques and you can benefit from its second ability
Candy Beam
Rank 3 Ki technique
- Ki Cost: 30
- Range: 60 feet
- Duration: 1 Minute (concentration)
- Type: Omni
Target one object or creature in your range, they must make a Constitution Saving Throw, turning the object or target (and all of their equipment) into a choice of food of your choice on a Failure. Creatures affected by this have their Walk Speed set to 5 feet and their unarmed damage die turned into 1d4 if not already lower. Candy Creatures also can’t use Techniques. A Candy Creature may attempt the save again as an action on their turn. If a creature grapples the candy creature on their turn they may attempt to eat them. Deal damage equal to your unarmed damage die+con mod, if you reduce the target to zero in this manner you eat them. If you eat the candy creature you restore your own Ki and Stamina by the amount the Candy Creature had remaining, if you are a Majin then you may CHOOSE to assimilate the target gaining the following effects:
- You learn all Techniques, nonracial Power-Ups, and Languages of the assimilated, this will not improve a move you have if you already have it to a higher degree of mastery but if they have an improved version you do get it.
- If they have any ability scores higher than yours you may add +1 to those scores, this may increase it above a Ability Score maximum.
- If none of their Ability Scores surpass yours you gain +1 to whichever Ability Score was their highest.
- You gain visual quirks resembling the entities that you assimilated.
- You may only gain this benefit a number of times equal to your Constitution modifier.
Namekian
Alien
Physical Description
Namekians have primarily green skin, though the whole rainbow exsists among them, with patches of translucent skin that exposes their inner muscles. They all have antennas on their head and large, pointed ears that allow them to hear over great distance.They come in a very large variety of body types ranging from short and round to tall and lean/stocky. Namekians are known for their regenerative abilities and stretchable limbs. They are genderless with no distinguishing traits and reproduce asexually through eggs that come from the mouth.
History
Namekians are usually very intelligent and gentle creatures. Those that take up fighting usually only do so in order to protect themselves and others. Namekians have much knowledge about alchemy, magic, and technology. At some point, they were a thriving species very involved in trading through space. The species came to fruition through their creation of the dragonballs, powerful orbs that contained wish-granting dragons. Through these means, they were able to make their home a place of many resources.
Society
Namekians do not have armies or participate in war unless absolutely necessary. The peaceful nature of their species allowed for them to live several generations with little need to protect themselves. Still, every village has a guardian who has been trained in the ways of martial arts and watches over the town. All guardians report to a Guru, usually the oldest and wisest among them, and the creator of the planet’s currently used dragon balls. After the onslaught of Frieza’s men on planet Namek, many were trained in self-defense. This led to the establishment of barracks in each village with small groups of warriors that assist the presiding guardian when necessary.
Racial Traits
Ability score increase
Constitution and Dexterity +1, Wisdom +2, Charisma-1
Speed
Your base Movement Speed is 30 feet.
Languages
You Know Common and Namekian
Skills
You gain the arcana and insight skills
Racial Features
Namekian Biology
Namekians do not eat and survive only off of water. Due to this liquid nature namekians are able to stretch thier limbs for combat and utility purposes. Your Melee weapon attacks and Melee Techniques gain the reach property equal to your Ki Rank. When you make a grapple check you count as 1 size category larger for each rank of Reach.
Namekian Race Render (Xenoverse)
Telepathy
Namekians can speak telepathically to anyone within a mile that they know well. This range is increased to 10 miles at level 5, Continent-wide at level 10, Planet-wide at level 15, and Universe-wide at level 20
Namekian Fusion
Namekians have the unique ability to assimilate others of their race into themselves to become what is known as a Super Namekian. Once you Fuse with another namekian you gain these benefits:
- You gain the Super Namekian Transformation and the ability to learn Namekian Split.
- You learn all techniques and languages of the assimilated, this will not improve a move you have if you already have it to a higher degree of mastery but if they have an improved version you do get it.
- If they have any ability scores higher than yours you may add +1 to those scores, this may increase it above a Ability Score maximum.
- If none of their Ability Scores surpass yours you gain +1 to whichever Ability Score was their highest.
- You may only assimilate a number of willing namekians equal to your Constitution modifier.
- You gain the Fusion Character Tag and lose all benefits from this feature that you have gained if you ever lose this Tag
True Namekian Split
Namekians have the ability to split themselves into 2 diametricly opposed people permenantly. When you do this your character level, HP, KI, and Stamina are split as evenly as possible amoung the now 2 unique entities.
Namekian Clan
At level 1 a namekian must choose which Clan of namekians that they come from, Warrior or Dragon Clan.
Warrior Clan
Namekians born for combat that can utilize the monsterous Titan form.
- Increase Dex and Str scores by 1.
- You gain the Titan Namekian Transformation.
- Namekian Regenerate
- A Warrior can use his natural energy to repair his body. For every 2 ki points they spend they may heal themselves 1 hit point, this can be altered depending on the branch.
- You can use an action and 30 ki to regenerate a lost limb.
Dragon Clan
Those attuned to the spirit of Zalama the dragon god. these namekians are spiritually gifted and some even manage to emulate Zalama himself by creating Dragon Balls.
- Increase Int and Wis scores by 1
- Dragon Clan Healing
- Your natural regeneration is stronger. You may heal yourself as an action 1 HP for every 1 Ki spent.
- Your regenerative ability can be extended to others through touch. As an action you may touch a creature and heal them 1 HP for every 2 Ki spent.
- You can use an action and 15 ki to regenerate a lost limb.
Demon Clan
These Namekians are hardier than most and are usually seen as odd in Namekian Society due to their duller colors and lack of distinct Namekian abilities they have however mastered their own regeneration.
- Increase Con by 2
- Demonic Regeneration
- You can heal yourself You may heal yourself as an action 2 HP for every 1 Ki spent.
- You can use an action and 5 ki to regenerate a lost limb.
Namekian (Super God Class Up)
Sateery
Alien
History
Not much is known about this ancient magic bearing race. They are very far and few and only occasionly reproduce, immiedietly abandoning their offspring trusting their magic to keep them safe.
Physical Description
Large and goat-like the Sateery are a race capable of living longer than civilizations and almost none have ever been documented to die of old age.
Society
One they were a powerful race of magic users, stories suggest they were responsible for teaching the wizard Bibidi magic and were thanked for their generosity with destruction from his later creation, Majin Buu.
Racial Traits
Ability score increase
Wisdom +2, Charisma +2, Strength -1
Speed
Your movement speed is 30 feet
Languages
You can speak common and 1 additional language
Skills
You gain the Nature and Arcana skills
Racial Features
Magical Nature
You have access to 1 branch of magic of your choice as if through the Mysticism Class Feature.
Energy Thief
You gain a 10 foot radius of Stamina draining energy. This radius increases by 10 feet each time your proficiency bonus increases. This feature is activated as an action and requires concentration.Whenever a creature enters this space or begin/ends it’s turn in the radius you absorb 1 stamina per 20 ki spent to maintain this feature.
All Stamina gained in this way over your maximum becomes temporary stamina.
Maximum Power
You gain the “Full Power” Transformation at level 5 and the “Super Full Power” Transformation at level 10.
Magical Weakness
You have resistance to Ki damage but have disadvantage on all spell saving throws.
Absorbitive biology
Your body is naturally capable of gaining power from those you can eat. You can eat a creature of medium size only if they are willing, unconcious, paralyzed, or otherwise incapacitated.
- You learn all Techniques, Power-Ups, and Languages of the assimilated, this will not improve a move you have if you already have it to a higher degree of mastery but if they have an improved version you do get it.
- If they have any ability scores higher than yours you may add +1 to those scores, this may increase it above a Ability Score maximum.
- If none of their Ability Scores surpass yours you gain +1 to whichever Ability Score was their highest.
- You gain visual quirks resembling the entities that you assimilated.
- You gain the Fusion Character Tag and lose all benefits from this feature that you have gained if you ever lose this Tag
You may only gain this benefit a number of times equal to your Constitution modifier.
Moro
Sekhmen-jin
Alien
Named by @sajinsin
History
A long time ago on a desert planet who’s name time has forgotten, this race exsisted as gods over the common folk. Legend tells of a true god appearing one day, taking the Pharoh away and destroying his planet in retribution for his hubris. Thankfully Phelines exsisted out in the stars and the species lived on.
Physical Description
Standing between 4 and 6 feet fully grown, Phelines come in many skin tones with varying degrees of hair. Due to the nature of their homeworld Phelines from their home star sector universally tend to be hairless with skin that is shades of pink or purple.
Society
On their home planet they exsisted as a theocratic monarchy, though each believed themselves to be the blood creations of a much older god. This common believe led them to lead by strength and combat alone while being praised by the other species of their planet.
Racial Traits
Ability score increase
Dexterity +2, Strength +2, Constitution -1
Speed
Your movement speed is 30 feet
Languages
You can speak common and 1 additional language
Skills
You gain the Survival and Acrobatics skills
Racial Features
9 Lives
You are extremely hard to kill, you gain proficiency in Dexterity Saving throws. If you already have that proficiency you may choose 1 saving throw that you do not already have proficiency in.
Predatory Combat
Your predatory nature shines when in combat. Your unarmed strikes deal slashing damage and are increased by 1 damage die step.
On your turn if you attack or use a technique that deals damage before you move or take any other action you gain +1 power.
Burning Soul
Due to their supposed connection or perhaps some other strange genetic trait, Sekhmen-jin can choose to turn any ki damage they deal into fire damage. At level 10 this ignores resistance and treats immunity as resistance.
Predatory Rage
You gain the ability to, once per short rest, enter an empowered state of “Enraged”. This condition lasts for a number of rounds equal to your proficiency bonus.
Each time you use this feature after the first you gain 2 levels of exhaustion.
Cat Nap
@DomDom suggested
Sleep is good, especially for you. Whenever you take a short rest you restore full stamina instead of half.
Beerus and Champa
Yardratian
Physical Description
A relitively small race in comparison to most, standing between 3 and 5 feet tall, Yardratians are a peaceful and deeply spiritual people. Seperated between 2 visual destinct but otherwise virtually identical species. The breed standing closer to 5 feet tend to be Pink with wrinkled skin and multicolored spots while the smaller breed are smooth skinned and come in a wide variety and gradient of colors.
History
Not much is known of the ancient history of the Yardratians as most important knowledge is only known by their leader: The Great Elder. Very occasionally a yardratian is born with incredible combat potential and they are quickly exiled after their training is complete to become the guardian of the planet.
Society
The planet of Yardrat funtions as a planetary wide monastary, preaching the understanding and masterery of the Spirit inside of everything. They are an incredibly peaceful people who under normal circumstances never leave their home planet.
Racial Traits
Ability Score Increase
Wisdom +2, Intelligence +2, Constitution -1
Speed
Your movement speed is 30
Language
You begin with common and one additional language of your choice.
Skills
You gain the Ki Control and History skills.
Racial Features
Ki Attack Superiority
Choose one class of ki attacks: Beam, Blast, Barrage, or Omni. You gain +1 to power when using this type of ki technique. At level 7 this becomes +2 and at level 13 you get to pick a second type of ki attack to gain this bonus. At level 18 you get an +1 power that you can place on any class of Ki Attack, regardless of if you choose that category previously.
Rigorous Dicipline
You gain a technique every level up to 20 and 2 techniques every level beyond. You also gain 1 additional training boon each time you have a training arc.
Spirit Control
At level 1 you gain 1 Spirit Control Feature of your choice. You also gain an additional feature each time your Ki Rank increases.
Calm Hearted
At any time when you are enraged you may end it as a reaction. You are also immune to the charmed condition.
Powerful Energy
You Basic Ki Blast has it’s Damage Die increased by 1 step. (1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc)
Masters of Spirit
You have spent your life in tune with your own spirit and due to this you can manipulate it with little effort.
You gain the option to reduce the casting time of any Spirit Control Feature you use by 1 step.
(Action>Bonus Action>Reaction)
Yardratian
Soba
Optional: Bio-Android
Redesign by @DOMDOM with tweaks for balancing
The Bio-android can not take a subrace or any racial features outside of this race.
Physical Description
Abominations created from the cells of others, Bio-Androids come in all different shapes and sizes.
History
Several Bio-Androids have been created since Cell, most emerging only within the last 50 years (they take an average of 20 years to create, 5 years to mature).
Society
Bio-Androids are not very accepted into society because of their uniqueness, making them strange to any race. Still, they are not completely neglected. Those who remember Cell, however are very distrusting to the race.
Racial Traits
Ability score increase
Designated by Genetic Makeup
Speed
Your base walking speed is 30ft
Languages
Common and the languages of the races in your genetic makeup
Skills
You gain 2 skills of your choice.
Racial Features
Unique Physiology
Your Creature tag is Monstrosity and your Ki Signiture appears as a strange amalgamation of Signatures. Creatures have advantage on perception checks to find your Ki when you are not actively concealing it.
Biotic Blueprint
The design philosophy of your creation differs from scientist to scientist. Are you a complete being that has had traits hand picked from the races of the universe or are you perhaps an imperfect being that must absorb more beings to become the perfect life form.
Incomplete Creation:
Your journey is to become the ultimate lifeform. You Start with 2 Genetic Makeup features.
You’ve been designed to improve you have the ability to absorb other life forms including other androids. To Absorb a unwilling Lifeform as an action you can declare a life drain attack. Declare if this attack is targeting health, Ki, or Stamina when you declare the attack. Roll an attack role with proficiency. On a hit you drain 1d10 Hp or Ki from the enemy or half as much stamina. This increases by 1d10 at level 10 and level 15. If you reduce them to 0 hp in this way you may integrate them into your Biology.
You may integrate a number of creatures equal to half of your Constitution Modifier. When you absorb your first lifeform you assimilate their race into you and you gain the corosponding genetic makeup feature and for future life forms you gain these benefits :
You learn all techniques and languages of the assimilated, this will not improve a move you have if you already have it to a higher degree of mastery but if they have an improved version you do get it.
If they have any ability scores higher than yours you may add +1 to those scores, this may increase it above a Ability Score maximum.
- If none of their Ability Scores surpass yours you gain +1 to whichever Ability Score was their highest.
- If none of their Ability Scores surpass yours you gain +1 to whichever Ability Score was their highest.
Artificial Warrior:
You are a warrior that had its genetic makeup cherry picked, You gain 3 Genetic Makeup features. At level 10 you gain the DNA specializeation feat.
Bio-Android
Looking for the old version of Bio-Android?
The Legacy version of Bio-Android can be found here.
Genetic Makeup Features
Earthling:
- +1 to any ability score
Having Human DNA gives you their innate ability to learn and adapt. You gain proficiency in 2 Skills of your choice or Expertise in 1 skill. You also gain access to the super earthling transformation.
Arcosian
- +2 Intellegence
With the DNA of the unstoppable Arcosians your body hardens with natural armor gaining +1 bonus to AC You also gain access to the gates of power transformations up to 4th form
Namekian
- +1 Wisdom
The DNA of the noble Namekians flows through you. You gain their elastic limbs, Your Unarmed Strikes gains the reach property. Namekians are also known to regrow their own limbs. As an action you may spend 2 ki to heal 1hp and 30ki to regrow a lost limb.
Saiyans
- +1 Strength or Dexterity
You where created with the cells of the prideful warrior race. You gain the saiyans ability to bounce back from near death. Whenever you fail a death saving throw roll a d20 check with a DC starting at 8, increasing by 2 each time you succeed. On a Successful check you gain 1 training boon. You may use this boon immedietly or as soon as you regain conciousness for the chance at a second zenkai boost. You also gain access to the super saiyan transformation up to super saiyan 2.
Cerellians
- -1 Strength +2 Dexterity
You feel the effect of your keen Cerellian DNA, Once per short rest you gain an extra reaction on your turn. You also gain the tenacity of a cerellian, Once per long rest if you fall to 0 Hit points you instead fall to 1 and you now bear the crimson eyes of a cerellian, You gain access to the Red-eye activation powerup
Majin
- -1 Wisdom +2 Constitution
The blood of the mystical majin courses through your veins, your body becomes elastic and has the consistency of rubber, your unarmed strikes gain the reach property. Along with this your body has been engineered to repair itself, as an action you may spend ki to heal at a 2:1 ratio. With your malleable body you also gain the ability to squeeze into a space at least 1 inch wide.
Shinling
Cannot be taken with Mashin-Jin DNA
- +1 Wisdom
This rare divine DNA grants you a taste of godhood, You gain access to the Kaioken power up. You also can empower an attack with divine energy, when you deal damage you may use a bonus action to change its damage type to radiant. You also gain resistance to radiant damage.
Mashin-jin
Cannot be taken with Shinling DNA
- +1 Constitution
You have the blood of demons in you. You gain access to Mahshin-jin power ups And resistance to fire and necrotic damage. You can also empower an attack with demonic energy, when you deal damage you may use a bonus action to change its damage type to necrotic.
Chronin
- -1 Constitution +2 Dexterity
With the blood of the Adapting Chronins you gain their innate ability to control time and gain access to Chronal Manipulation. The chronins are able to adapt quickly and learn as they fight Whenever you are hit with a critical hit roll a d20 check with a DC starting at 12, increasing by 2 each time you succeed. On a Successful check you gain 1 training boon. These boons must be used immediately at the start of your next turn.
Grey’s
- -1 Charisma, +2 Strength or +2 Constitution
The stoic Grey’s DNA has given you their overflowing strength. All your Ability Score maximums increase by 2. Once per long rest you may initiate a clash using half ki. You also learn how to use meditation to regain ki, as an action on your turn you may enter a special meditation stance, floating just over the ground. You regain (5 times your Ki rank) Ki.
Sateery
- -1 Strength, +2 Wisdom or +2 Charisma
The DNA of the mysterious Sateery race grants you access to one branch of magic from the Mysticism Class Feature. You also gain resistance to ki damage but have disadvantage to all spell saving throws.
Alien
- -1 ANY, +1 ANY
You were created with extra terrestrial DNA. You gain resistances to a damage type of your choice, Youre are also granted access to the full power transformation at Level 5 and Once per long rest, you can enter the Enraged Condition as a bonus action on your turn. Each time you use this past the first you gain 2 level of exhaustion.
Skehmen-jin
- -1 Constitution , +1 Strength or +1 Dexterity
You gain the abilities and traits of the slothful Skehmen-jin. You gain their trait of being extremely difficult to kill you gain proficiency in Dexterity Saving throws. If you already have that proficiency you may choose 1 saving throw that you do not already have proficiency in. You also become a perfect being of rest, Whenever you take a short rest you restore full stamina instead of half. Youre demeanor can also change on a dime You gain the ability to, once per long rest, enter an empowered state of “Enraged”. This condition lasts for a number of rounds equal to half your proficiency bonus. Each time you use this feather past the first you gain 2 levels of exhaustion.
Konastian
- +1 to any ability score
Your Konatsian blood has manifested into warrior potential.
You gain a bonus to Power with melee attacks and techniques while wielding a simple or martial weapon that you are proficient with equal to your Ki Rank. You may also use any weapon that gains this benefit in place of an unarmed strike for a melee technique.
Yardratian
- +2 wisdom, -1 Constitution
Your Yardratian DNA has manifested as a natural spirit contol. At level 1 you gain 1 Spirit Control Feature of your choice. You also gain an additional feature at Ki Rank 3.
Ogre
- +2 Constitution, -1 Charisma
Your Ogre durability has surfaced allowing you to fight with the tenacity of the Otherworld.
As an action on your turn you may spend stamina to gain Xd12, where X is equal to the stamina spent, and gain Temporary HP equal to the total. This health disappears after 1 hour or whenever you gain additional Temporary HP.
Subraces
Sub-race are racial modifiers that can be added to your race. After you have decided your primary race you may, if you qualify for it, designate a Sub-race.
When choosing your sub-race you may replace up to 3 racial features of your primary race with the racial features of the Sub-Race.
Speedster
Blessed with the gift of super speed for one reason or another, you are the embodiment of “Gotta go fast”.
Sub-race features
Like the Wind
While you are taking the dash action you are unaffected by difficult terrain.
Speed Force
You’re quick, some may even call you “The Fastest Thing Alive”. You gain access to the Speed Force Power-Up.
Speed Force Power-Ups
You move faster than anyone else and nothing can get in your way. You gain “Mach 1” at level 1 and it Ranks Up with each Ki rank increase you reach. You do not lose access to previous Power-Ups. When you use this power up outside of combat you pay the stamina cost every minute. While this power-up is active you may travel vertically or horizontally across any surface, such as up walls or across water so long as they do not end their turn there, falling if they do.
Mach 1
- You gain +1 power to melee/weapon attacks and techniques
- Double your movement speed
- 1 Stamina per round
Mach 10
- You gain +1 power to melee/weapon attacks and techniques
- Triple your movement speed
- You gain an additional attack as part of the attack action
- You do not provoke attacks of opprotunity
- 2 Stamina per round
Mach 100
- You gain +2 power to melee/weapon attacks and techniques
- quadruple your movement speed
- You gain an additional attack as part of the attack action
- You gain an additional reaction each round
- You do not provoke attacks of opprotunity
- 4 Stamina per round
Light Speed
- You gain +2 power to melee/weapon attacks and techniques
- Quintuple (5x) your movement speed
- You gain an additional 2 attacks as part of the attack action
- You gain an additional reaction each round
- You do not provoke attacks of opprotunity
- 6 Stamina per round
Quicker then the rest
Your base movement speed is 2x your race’s base speed and you can dash as a bonus action on your turn. While dashing you may travel vertically or horizontally across any surface, such as up walls or across water so long as they do not end their turn there, falling if they do.
Dyspo
Cyborg
This subrace is unavailable for Androids
Variants
Cyborgs come in 3 major variants: Cybernetic, Gete-star, and Neo-Mutant Metal and you may replace up to 3 racial features from your base race with the racial features from your chosen variant.
Cybernetic Features
Battery Powered
You do not need to eat to survive. Androids cannot charge their ki like bio-based creatures can. Instead they are given a 4 ki per round regen, this increases by 4 again at levels 4, 7, 10, 13, 16, and 19.
Infinite Stamina Engine
You gain a 1 stamina per round regen as your internal core gives you energy constantly. This can not be improved in any way.
Artificial Limitation Remover
Your Ability Score Maximum increases from 20 by 3 every time you increase your ki rank.
Android 17
Big-Gete Features
Metal Wire Construction
You have the ability to stitch your body back together with your control of the micromachines making up your body. As an action on your turn you may spend ki to heal yourself 1 HP for every 2 ki spent.
Additionally you gain the ability to unravel your form temporarily to attempt to grapple a target. As an action on your turn you may make an unarmed strike against a target in melee range, dealing 0 damage and grappling the target on a hit. This attack has disadvantage on targets one size category larger than you and can not be used if they are 2 or more sizes larger.
Gete Clones
Power-Up
2 Stamina per round per clone created.
The user draws from the power of the Big-Gete Star to expel a clone of himself. Each clone has the same Ability Scores as the user but shares the user’s health and ki. Each act on the user’s initiative but are considered their own turn.
You may create a number of clones equal to half your proficiency bonus rounded down.
Draining Grapple
Whenever you have a target grappled you may use your bonus action to drain 1d4 stamina from the target.
Metal Cooler
Neo-Mutant Features (WIP)
Liquid Metal Form
As an action on your turn while you are making contact with metal outside of your own body you may sink into it, gaining a 60 foot movement speed while you are in this form. While in this form you can not be seen and creatures have disadvantage on ki sense checks to find you.
While in this form you still take damage if your space is attacked. You may not cast Techniques/Spells or make attack rolls while in this form.
While in this state you may “swim” through all connected metal as well as see through the material to it’s closest available line of sight. You may not use your action or bonus actions to do anything except remove yourself from the metal.
Shape Form
As a bonus action on your turn you may spend 1 stamina and convert your unarmed strike into a weapon of your choice until you change it’s shape again as another bonus action.
Returning to your original form does not require spending a stamina point.
Attacks and techniques made with Weapons made by this feature gain a bonus to Power equal to your Ki Rank.
Combat Machine
Choose one class of Technique: Beam, Blast, Barrage, Omni, Weapon, or Melee. You gain +1 to power when using this type of Technique. At level 7 this becomes +2 and at level 13 you get to pick a second type of Technique to gain this bonus as well.
At level 18 you get an additional +1 power that you can place on any class of Technique, regardless of if you choose that category previously.
Metal Rildo
Hybrids
Must be a Humanoid Race
Humanoid races are blessed with adaptable DNA capable of mixing with a variety of other Species.
Choose 1 Humanoid Race other than your primary race, you may replace up to 3 racial features with racial features from the choosen race or the following feature:
Explosive Temper
Your DNA is strong but slightly unstable. Your anger can get ahead of you sometimes but it certainly can come in useful on the battlefield. Once per long rest you may enter the Enraged Condition as a bonus action.
Teen Gohan
Optional: Reincarnation
Sometimes people die and they pass on to the higher or lower planes, sometimes they are brought back to life in their bodies and continue their lives where they left off, and on even rarer occasions they are reborn into new bodies carrying with them a fraction of their previous lives abilities.
When you are a reincarnation you choose up to 3 racial features from your previous life and replace your new races features with it.
If your new body is physically incapable of specific transformations such as ones granted through Gates of Power instead grant cosmetic changes to skin/hair/eyes/aura to imitate the visual flair, this does not effect the functionality of the features themselves.
Bio-Androids and Androids can not reincarnate.
Chapter 3: Classes
A Saiyan tightens her wristbands and flairs her energy before flying at the larger man before her, a devestating flurry of punches and kicks quickly overwhelm the man who is quickly knocked out of the tournament arena.
The young ceralian boy takes a breath to steady himself before focusing his vision and letting a barrage of ki bullets fly at his would-be assailants. Every shot rings true as the 3 older men drop to the ground unconcious, all 3 shots had hit a vital location.
The large android blasts through the line of enemies taking shot after shot glancing off his partially mechanical body. These people took his normal life from him and now he was angry.
There are many types of fighters in the Dragon Ball Universe. From master martial artists to psycic frog men to a goatman eats planets. This Chapter will outline the classes designed off the Z - Fighters and other characters in the expanded Dragon Ball universe.
Z-Fighters
Standard 5e Classes
This system is a REPLACEMENT for dnd 5e and as such you should only use races and classes from this book and the Jumpforce book.
Agent
The Agent
Level | Proficiency Bonus | Features | Close Quarter Combat |
---|---|---|---|
1st | +3 | Close Quarter Combat, Unarmed Defence, Expertise | 1d4 |
2nd | +3 | Gadgets, Fighting Style | 1d4 |
3rd | +3 | Heroic features | 1d4 |
4th | +4 | Ability Score Improvement | 1d4 |
5th | +4 | Extra Attack, Jack of All Trades | 1d6 |
6th | +4 | Heroic Features | 1d6 |
7th | +5 | Expertise | 1d6 |
8th | +5 | Ability Score Improvement | 1d6 |
9th | +5 | Battery Pack, Engineering | 1d8 |
10th | +6 | Heroic features | 1d8 |
11th | +6 | Gadgets | 1d8 |
12th | +6 | Ability Score Improvement | 1d8 |
13th | +7 | Extra Attack | 1d10 |
14th | +7 | Heroic features | 1d10 |
15th | +7 | Empowered Gadgets | 1d10 |
16th | +8 | Ability Score Improvement | 1d10 |
17th | +8 | Reliable Talent | 1d12 |
18th | +8 | Gadgets | 1d12 |
19th | +9 | Ability Score Improvement | 1d12 |
20th | +9 | Quantum Battery | 1d12 |
Tech-Savvy Soldiers
A Konatsian ducks around a corner, arming a bomb from his bag. He never was much for the powerful sorceries some of his peers could do but it didn’t bother him much, he could do enough with the metal in his hands.
“Three against one, maybe you all actually stand a chance.” The young ceralian takes a deep breath to steady himself, it’s been a long time since he had odds stacked against him this far. He throws a small device on the ground that slows the attackers before picking them apart with deadly efficiency.
Agents are quick thinkers and even quicker doers. Armed with impressive combat abilities and gadgets that allow them greater flexibility and versatility.
Class Features
As an Agent you gain the following features:
Hit Points
Hit Dice
1d10 per Agent level
Hit Points at first level
10 + Constitution Modifier
Hit Points gained upon level up
1d10 (or 6) + Constitution modifer
Ki Points
Ki Modifier
+1
Proficiencies
Armor:
Light and Medium Armor, Shields
Weapons:
Simple and Martial Weapons
Tools:
(a) Disguise Kit, (b) Thieves tool, or (c) Mechanics toolkit
Saving Throws:
Charisma, Intelligence
Skills:
Choose any five skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 1 set of light or medium armor
- 1 toolkit of your choice
- 1 martial or simple weapon
- 1 (a) Pistol or (b) Rifle with 1 magazine
- A pouch containing 15 GP
Sealas
Close Quarters Combat
You have traditional close quarter combat training, gain the following benefits when unarmed :
- You can use a d4 in place of the normal weapon damage dice with unarmed strikes or finnese weapons. This die increases as you gain elite levels, as shown on the table above.
- Unarmed strikes count as finesse weapons (if they weren’t already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
- You may use Dexterity instead of Strength when calculating Attack roll bonus and Save DC for melee techniques.
Unarmored Defense
While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier+ half of your proficiency bonus (rounded up).
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and a tool proficiency of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 7th level, you can choose two more of your proficiencies (in skills or with tools) to gain this benefit.
Gadgets
You always have some tool for the situation needed or have made your own for just this occasion. Your “spell casting” takes the form of tools and machines that produce wondrous effects.
Whenever you gain this feature choose 1 school of magic, you may now learn a spell or cantrip from schools that you can cast from any time that you would learn a technique through level up or through Training Boons. You may not learn or cast a spell of a higher level than half of your proficiency bonus rounded up.
To cast spells you spend stamina equal to the spell level to cast them. Intelligence is your casting modifier for these spells. You do not require an arcane focus but using one grants you a +1 Power Bonus to all magic you cast.
The list of Magic Schools includes:
- Conjuration
- Necromancy
- Evocation
- Abjuration
- Transmutation
- Divination
- Enchantment
- Illusion
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Ranged
You gain a +2 bonus to attack rolls you make with ranged weapons and Basic Ki Blasts.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain your total proficiency bonus to AC instead of half.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within your melee range, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. When you finish a short or long rest, you regain your expended superiority dice.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
CQC Specialist
The Damage Die for your “Close Quarter’s Combat” feature is increased by 1 step.
(1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc)
Close Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Nonterrestrial
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class while in the water or flying.
Tunnel Fighter (UA)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Heroic Feature
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ability score increase/Feat
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you have 3 points to distribute into your Ability Scores. As normal, you can’t increase an ability score above your maximum using this feature. You may instead gain a feature from the Feats list for the cost of 2 points.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Jack of All Trades
Starting at 5th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Battery Pack
At 9th level you have built a small fusion battery to fuel your gadgets. You have a secondary pool of stamina equal to your proficiency modifier that can only be used to cast spells through your “Gadgets” feature. This battery refills on a short or long rest.
Engineering
At level 9 you have become adept at tinkering with your Gadgets, you can now master spells learned through your “Gadgets” feature as if they were techniques.
Empowered Gadgets
You have learned to tap into your own power to fuel your gadgets. At level 15 you may now add your Power bonus to spells you know through your “Gadgets” feature.
Quantum Battery
You have finally perfeted your fusion battery. Your Battery Pack now has a pool of stamina equal to double your proficiency modifier that can only be used to cast spells through your “Gadgets” feature. This battery refills on a short or long rest.
Multiclassing
To multiclass into an agent you need an intellegence score of 16+.
Blaster
The Blaster
Level | Proficiency Bonus | Features | Ki Enhanced combat | Ki blast |
---|---|---|---|---|
1st | +3 | Ki Enhanced Abilities, Defensive Aura, Heroic Feature | 1d4 | 1d4 |
2nd | +3 | Ki Reserve | 1d4 | 1d4 |
3rd | +3 | Ki Blast Proficiency | 1d4 | 1d4 |
4th | +4 | Ability Score Improvement | 1d4 | 1d6 |
5th | +4 | Extra Attack | 1d4 | 1d6 |
6th | +4 | Heroic Feature | 1d6 | 1d6 |
7th | +5 | Ki Reserve (2) | 1d6 | 1d6 |
8th | +5 | Ability Score Improvement | 1d6 | 1d8 |
9th | +5 | Ki Blast Proficiency (2) | 1d6 | 1d8 |
10th | +6 | Signature Move | 1d6 | 1d8 |
11th | +6 | Attack Style | 1d8 | 1d8 |
12th | +6 | Ability Score Improvement | 1d8 | 1d10 |
13th | +7 | Ki Reserve (3) | 1d8 | 1d10 |
14th | +7 | Heroic Feature | 1d8 | 1d10 |
15th | +7 | Ki Blast Proficiency (3) | 1d18 | 1d10 |
16th | +8 | Ability Score Improvement | 1d10 | 1d12 |
17th | +8 | Signature Move (2) | 1d10 | 1d12 |
18th | +8 | Heroic Feature | 1d10 | 1d12 |
19th | +9 | Ability Score Improvement | 1d10 | 1d12 |
20th | +9 | Ki Master | 1d10 | 2d8 |
Masters of Ki
A Yardratian takes a moment to charge his energy, he knows if he’s not careful then he could destroy the surround area with a simple energy blast.
An Android locks on to it’s target, charging it’s cannons. A large barrage of ki blasts tears through the battle field leaving nothing in his wake.
Blasters are long range masters, capable of destructive ki blasts while spending little to no energy. Accross the far reachs of space you will not find any with more raw destructive power.
Class Features
As a blaster you gain the following features:
Hit Points
Hit Dice
1d8
Hit Points at first level
8 + Constitution Modifier
Hit Points gained upon level up
1d8 (or 5) + Constitution modifer
Ki Points
Ki Modifier
+3
Proficiencies
Armor:
Light and Medium Armor
Weapons:
Simple weapons, shortswords, Hand Blasters, Large Blasters
Tools:
Scouters
Saving Throws:
Wisdom, Dexterity
Skills:
Choose two: Acrobatics, Arcana, History, Insight, Perception, Ki Control
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (A)1 set of light battle armor or (B) 1 set of medium battle armor
- 2 (A) Pistols or (B) 1 Rifle with 1 magazine
- (A) 1 scouter or (B) 1 tool kit of your choice
Piccolo Render 6
Ki Enhanced Abilities
You have learned to supercharge your attacks with your ki making your attacks hit with unearthly force. Wearing armor does not affect this feature. You gain the following benefits when unarmed:
- You can use a d4 in place of the normal weapon damage dice with unarmed strikes. This die increases as you gain Blaster levels, as shown on the table above. You may use wisdom as your modifier for these attacks.
Defensive Aura
Your ki forms an invisible barrier around your body, softening impacts and shielding you from energy. While wearing no armor and not wielding a shield, your AC equals 10 + double your Wisdom modifier+ half of your proficiency bonus (rounded up).
When you are wearing armor you may use your Wisdom in place of dexterity for AC calculation.
Heroic Feature
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ki Reserve
At level 2 once per long rest as a bonus action you regain 2d12+wisdom mod ki. At 7th level it recharges on a short rest. At level 13 you recover 4d12+wisdom mod ki.
Ki Blast Proficiency
At level 3 when you use your action to make a ranged ki attack with a standard ki blast you may fire an additional one. At level 9 when you use your action to make an unarmed strike or ki blast you may use a ki blast as a bonus action.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you have 3 points to distribute into your ability scores. As normal, you can’t increase an ability score above your maximum using this feature. You may instead gain a feature from the Feats list for the cost of 2 points.
Extra Attack
Beginning at level 5 you may make an additional attack as part of your attack action.
Signature Move
At level 10 you may take a long rest to familiarize yourself with a specific technique for constant use. Choose a technique that has a saving throw or a ranged ki attack roll, you now double your proficiency bonus when using that technique when rolling to hit or calculating save DC. You may take a long rest and change your signature move. At level 17 you may designate 2 additional moves to gain this benefit.
Attack Style
At level 11 you choose a single type of ki technique: blast, beam, barrage, or omni. Techniques of that type double their range.
Ki Master
At level 20 when you hit 0 ki and enter ki exhaustion you may instead choose to regain half of your total ki as temporary ki. This ki lasts for 2 rounds of combat before dispelling back to 0 and granting one level of exhaustion. You may not regain ki in any way while this feature is ongoing.
Multiclassing
To Multiclass into a blaster you must have a wisdom score of 15 or higher.
Vegeta (Namek Saga)
Bruiser
The Bruiser
Level | Proficiency Bonus | Features | Crushing Strength | Dragon Soul Uses | Dragon Soul Power Bonus |
---|---|---|---|---|---|
1st | +3 | Crushing strength, unarmed defense | 1d6 | 0 | 0 |
2nd | +3 | Dragon Soul | 1d6 | 2 | 2 |
3rd | +3 | Heroic feature | 1d6 | 2 | 2 |
4th | +4 | Ability Score Improvement | 1d6 | 3 | 2 |
5th | +4 | Extra Attack | 1d8 | 3 | 2 |
6th | +4 | Heroic Feature | 1d8 | 3 | 2 |
7th | +5 | Block breaker | 1d8 | 4 | 2 |
8th | +5 | Ability Score Improvement | 1d8 | 4 | 2 |
9th | +5 | Brutal critical | 1d10 | 4 | 3 |
10th | +6 | Heroic feature | 1d10 | 4 | 3 |
11th | +6 | Block breaker | 1d10 | 4 | 3 |
12th | +6 | Ability Score Improvement | 1d10 | 4 | 3 |
13th | +7 | Brutal critical | 1d12 | 5 | 3 |
14th | +7 | Heroic Feature | 1d12 | 5 | 3 |
15th | +7 | Block breaker | 1d12 | 5 | 3 |
16th | +8 | Ability Score Improvement | 1d12 | 5 | 4 |
17th | +8 | Brutal critical | 2d6 | 5 | 4 |
18th | +8 | Limit Breaker | 2d6 | 6 | 4 |
19th | +9 | Ability Score Improvement | 2d6 | 6 | 4 |
20th | +9 | Embodiment of power | 2d6 | unlimited | 4 |
Big and Burly
A grey flare’s his energy eager to take every shot flying his way, once the barrage ends it’s his chance to close the distance and once he did that, the fight was over.
A young Saiyan roars in excitement, this was the first time he had fought all out in months, too bad none of them could deal any serious damage against him.
Bruisers are terrors of the battlefield, capable of resisting attacks and dishing out incredible melee damage. Many bruisers become seen as paragons of pure strength.
Class Features
As a bruiser you gain the following features:
Hit Points
Hit Dice
1d12 per bruiser level
Hit Points at first level
12 + Constitution Modifier
Hit Points gained upon level up
1d12 (or 7) + Constitution modifer
Ki Points
Ki Modifier
+1
Proficiencies
Armor:
All Armor
Weapons:
Simple weapons
Tools:
none
Saving Throws:
Strength, Constitution
Skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 1 Martial Weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
Jiren Render
Crushing Strength
Your incredible strength places you beyond others in raw might. You can use a d6 in place of the normal weapon damage dice with unarmed strikes. This die increases as you gain Bruiser levels, as shown on the table above.
Unarmed Defense
At level 1 while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier+ half of your proficiency bonus (rounded up). If you are wearing armor you use Con for AC calculation instead of Dex.
Dragon Soul
You pull from your warrior spirit to empower you. On Your Turn, you can enter the Dragon Soul state as a Bonus Action.
While active, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength Checks and Strength Saving Throws.
- When you make a Melee Weapon/Unarmed Attack using Strength or a Melee Technique, you gain a +2 bonus to Power. This bonus increases as you level.
- You have Resistance to nonmagical bludgeoning, piercing, and slashing damage.
Your Dragon Soul lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your Dragon Soul as a free action at any time.
You may activate Dragon Soul a number of times per long rest as shown on the Dragon Soul table above, you may activate it again past your maximum and gain a level of exhaustion when it ends.
Heroic feature
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you have 3 points to distribute into your Ability Scores. As normal, you can’t increase an ability score above your maximum using this feature. You may instead gain a feature from the Feats list for the cost of 2 points.
Extra attack
Starting at level 5 whenever you use your action to make a weapon attack or unarmed strike you may make an additional attack.
Block breaker
Starting at level 7, once per long when a target attempts to block a melee attack or technique you may power through, negating it. You gain an additional use of this feature at 11th level and it recharges on a short rest at level 15.
Brutal critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Limit Breaker
At level 18 you have pushed your body to unimaginable heights. Increase your strength and constitution scores by 2. This increases your Ability Score maximum for those Ability Scores by 2.
Embodinent of Power
At level 20 you push your dragon soul to the absolute limit. When you activate your Dragon Soul you may choose to empower it for 5 minutes, doubling your Power bonus for the duration. You may use this ability once per long rest.
Multiclassing
To multiclass into a Bruiser you must have a strength score of 15 or higher and a constitution score of 15 or higher.
Bojack Full Power Render
Elite
The Elite
Level | Proficiency Bonus | Features | CQC | Critical Blow |
---|---|---|---|---|
1st | +3 | Critical Blow, Close Quarter Combat, Unarmored Defense, Expertise | 1d4 | 1d6 |
2nd | +3 | Decisive action | 1d4 | 1d6 |
3rd | +3 | Heroic feature | 1d4 | 2d6 |
4th | +4 | Ability Score Improvement | 1d4 | 2d6 |
5th | +4 | Extra Attack | 1d4 | 3d6 |
6th | +4 | Uncanny Dodge | 1d6 | 3d6 |
7th | +5 | Expertise (2) | 1d6 | 4d6 |
8th | +5 | Ability Score Improvement | 1d6 | 4d6 |
9th | +5 | Heroic feature | 1d6 | 5d6 |
10th | +6 | — | 1d6 | 5d6 |
11th | +6 | Reliable talent | 1d8 | 6d6 |
12th | +6 | Ability Score Improvement | 1d8 | 6d6 |
13th | +7 | Heroic Feature | 1d8 | 7d6 |
14th | +7 | Evasion | 1d8 | 7d6 |
15th | +7 | — | 1d8 | 8d6 |
16th | +8 | Ability Score Improvement | 1d10 | 8d6 |
17th | +8 | Heroic Feature | 1d10 | 9d6 |
18th | +8 | Elusive | 1d10 | 9d6 |
19th | +9 | Ability Score Improvement | 1d10 | 10d6 |
20th | +9 | Masterful Skill | 1d10 | 10d6 |
Make every strike count
The grizzled human tightens his gi and begins scanning the glowing opponent in front of him, he was going to prove that Super Saiyans are nothing against the skilled. A flash of yellow almost too fast to follow streaks toward him, with one quick strike the opponent flickers out like a candle. The fight was over as quickly as it began.
Elites are masters at using their few abilities to the fullest. Capable of learning many skills and landing devestating strikes, Elites exsist in all groups across the universe.
Class Features
As an Elite you gain the following features:
Hit Points
Hit Dice
1d8 per Elite level
Hit Points at first level
8 + Constitution Modifier
Hit Points gained upon level up
1d8 (or 5) + Constitution modifer
Ki Points
Ki Modifier
+2
Proficiencies
Armor:
Light Armor
Weapons:
Simple weapons, shortswords, longswords, rapier, Hand Blasters, Large Blasters
Tools:
Scouters, disguise kit, thieves tools, or mechanics kit
Saving Throws:
Dexterity, Intelligence
Skills:
Choose any five skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, (b) a longsword, or (c) any simple weapon
- (a) a diplomat’s pack or (b) an entertainer’s pack
- (a) a lute or (b) any other musical instrument
- light battle armor and a dagger
Young Tien Shinhan Render
Critical blow
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon or a ranged ki attack.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Critical Blow column of the Elite table.
Close Quarters Combat
You have traditional close quarter combat training, gain the following benefits when unarmed :
- You can use a d4 in place of the normal weapon damage dice with unarmed strikes or finnese weapons. This die increases as you gain elite levels, as shown on the table above.
- Unarmed strikes count as finesse weapons (if they weren’t already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
- You may use Dexterity instead of Strength when calculating Attack roll bonus and Save DC for melee techniques.
Unarmored Defense
While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier+ half of your proficiency bonus (rounded up).
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and a tool proficiency of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 7th level, you can choose two more of your proficiencies (in skills or with tools) to gain this benefit.
Decisive Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can Dash, Disengage, or Hide as a bonus action.
Heroic Feature
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ability score increase/Feat
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you have 3 points to distribute into your Ability Scores. As normal, you can’t increase an ability score above your maximum using this feature. You may instead gain a feature from the Feats list for the cost of 2 points.
Extra Attack
Whenever you use your action to make an weapon attack you may make an additional attack.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You may use this feature a number of times equal to 1/3 of your proficiency bonus rounded up per long rest.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Evasion
Beginning at 14th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Masterful skill
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Multiclassing
To multiclass into an Elite you must have a dexterity score of 15 or higher.
Hero
The Hero
Level | Proficiency Bonus | Features | Heroic Strength | Heroic Inspiration |
---|---|---|---|---|
1st | +3 | Bolster allies, Heroic Strength, Ki control, Heroic inspiration | 1d4 | 1d6 |
2nd | +3 | Secret Fighting Pose | 1d4 | 1d6 |
3rd | +3 | Heroic Feature | 1d4 | 1d6 |
4th | +4 | Ability Score Improvement | 1d4 | 1d6 |
5th | +4 | Extra Attack, Heroic Inspiration | 1d6 | 1d8 |
6th | +4 | Unifying Presence | 1d6 | 1d8 |
7th | +5 | Heroic Feature | 1d6 | 1d8 |
8th | +5 | Ability Score Improvement | 1d6 | 1d8 |
9th | +5 | Secret Fighting Pose, Heroic Inspiration | 1d8 | 1d10 |
10th | +6 | Heroic Feature | 1d8 | 1d10 |
11th | +6 | Extra Attack | 1d8 | 1d10 |
12th | +6 | Ability Score Improvement | 1d8 | 1d10 |
13th | +7 | Signature Move, Heroic Inspiration | 1d10 | 1d12 |
14th | +7 | Heroic Feature | 1d10 | 1d12 |
15th | +7 | Secret Fighting Pose | 1d10 | 1d12 |
16th | +8 | Ability Score Improvement | 1d10 | 1d12 |
17th | +8 | Extra Attack, Heroic Feature, Heroic Inspiration | 1d12 | 2d6 |
18th | +8 | Secret Fighting Pose | 1d12 | 2d6 |
19th | +9 | Ability Score Improvement | 1d12 | 2d6 |
20th | +9 | Heroic Feature | 1d12 | 2d6 |
Super Fighting Heroes
A purple alien walks before his men eying each of them before their upcoming battle. “Alright men, prepare yourself to engage and steel your hearts!” The captain strikes an excentric pose that seems to encourage his team before leading them into yet another successful mission.
Heroes are leaders that have learned that the only way to success is through your team. Leading with the ability to buff their allies and inspire them to greater heights, heroes are always welcome on a battlefield.
Class Features
As a Hero you gain the following features:
Hit Points
Hit Dice
1d8 per Hero level
Hit Points at first level
8 + Constitution Modifier
Hit Points gained upon level up
1d8 (or 5) + Constitution modifer
Ki Points
Ki Modifier
+3
Proficiencies
Armor:
All Armor
Weapons:
All weapons
Tools:
2 Tool Proficiencies of your choice
Saving Throws:
Strength, Constitution
Skills:
Choose any four skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, (b) a longsword, or (c) any simple weapon
- (a) a diplomat’s pack or (b) an entertainer’s pack
- (a) a lute or (b) any other musical instrument
- Light Battle Armor and a dagger
Bolster allies
As a bonus action choose a number of creatures equal to or less than your charisma modifier, within 120 feet who can see or hear you. They gain 1d8+your charisma modifier+your hero level temporary hit points. These last for 1 hour. You must finish a long rest before you can use it again.
Heroic Strength
Your strength of spirit pushes past normal limitations. When you attack with an unarmed strike or a strength based weapon you are proficient with you may replace the damage die with the die shown in the Heroic Strength table above.
Heroic Inspiration
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Heroic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Heroic Inspiration die is rolled, it is lost. A creature can have only one (set of in the case of 2d6) Heroic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Heroic Inspiration die changes when you reach certain levels in this class as shown in the Heroic Presence table.
Heroic Features
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ability score improvement/ Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you have 3 points to distribute into your Ability Scores. As normal, you can’t increase an ability score above your maximum using this feature.
You may instead gain a feature from the Feats list for the cost of 2 points.
Extra attack
At level 5 and again at levels 11 and 17 you may make an additional attack as part of your attack action.
Unifying Presence
At level 6 your unifying presence enhances the party’s ability to resist all manner of external attacks. As a reaction, a number creatures of your choice (including yourself) up to your charisma modifier may add your charisma bonus to a saving throw. You can use this ability after the roll is made but not before the result is said. You must wait until you finish a long rest before you can use it again.
Secret Fighting Poses
Secret fighting poses let you expend a use of Heroic Inspiration and give a number of targets equal to your charisma score a bonus for the next minute. If you choose the same pose more than once you gain an improved version. Each time you gain this feature you choose one of the following poses:
Pose of Valor
Targets gain +2 to their strength score and +1 power to Melee attacks and unarmed strikes.
- Power bonus increases to +2
Pose of Grace
Targets gain +2 to their dexterity score and double their movement speed
- Your movement speed can not be lowered by any means.
Pose of Vitality
Targets gain +2 to their Constitution score and +1 power to Beam attacks
- Power bonus increases to +2
Pose of Acuity
Targets gain +2 to their Intelligence score and +1 Power to Omni Attacks
- Power bonus increases to +2
Pose of Clarity
Targets gain +2 to their Wisdom score and +1 Power to Blast Attacks
- Power bonus increases to +2
Pose of Hope
Targets gain +2 to their Charisma score and a +1 to all Saving Throws
- Saving throw bonus increases to +2
Signature Move
At level 13 you may take a long rest to familiarize yourself with a specific technique for constant use. Choose a technique that has a saving throw or a ranged ki attack roll, you now double your proficiency bonus when using that technique when rolling to hit or calculating save DC.
You may take a long rest and change your signature move.
Multiclassing
To multiclass into a hero you must have a Charisma Score of at least 15.
Martial Artist
The Martial Artist
Level | Proficiency Bonus | Features | Unarmored Movement | Martial Arts |
---|---|---|---|---|
1st | +3 | Martial Arts, Unarmored Defense | — | 1d4 |
2nd | +3 | Unarmored Movement, Combat Superiority | +10 | 1d4 |
3rd | +3 | Heroic Features | +10 | 1d4 |
4th | +4 | Ability Score Improvement | +10 | 1d4 |
5th | +4 | Extra Attack | +15 | 1d6 |
6th | +4 | Heroic Features | +15 | 1d6 |
7th | +5 | Martial Arts Maneuver, Know Your Enemy | +15 | 1d6 |
8th | +5 | Ability Score Improvement | +15 | 1d6 |
9th | +5 | Mind Over Matter | +20 | 1d8 |
10th | +6 | Heroic Features, Martial Arts Maneuver, Superiority Improvement | +20 | 1d8 |
11th | +6 | Signature Move | +20 | 1d8 |
12th | +6 | Ability Score Improvement | +20 | 1d8 |
13th | +7 | Extra Attack | +25 | 1d10 |
14th | +7 | Heroic Features | +25 | 1d10 |
15th | +7 | Martial Arts Maneuver | +25 | 1d10 |
16th | +8 | Ability Score Improvement | +25 | 1d10 |
17th | +8 | Heroic Features | +30 | 1d12 |
18th | +8 | Superiority Improvement | +30 | 1d12 |
19th | +9 | Ability Score Improvement | +30 | 1d12 |
20th | +9 | Extra Attack | +30 | 1d12 |
Masters of the Ring
The young saiyan takes a breath listening to the crowd roaring in his ears, he was back and ready to claim the title this year. The bell rings and he rockets forward, throwing kicks and jabs with seemingly reckless abandoned before landing a spinning kick that launches his opponent outside of the ring, he may not have been as strong but none of these humans could match his skill.
Martial artists are second to none when it comes to their skill in close ranged combat, boasting speed and skill to trip, disarm, and generally control the battlefield around them.
Class Features
As a Martial Artist you gain the following features:
Hit Points
Hit Dice
1d8
Hit Points at first level
8 + Constitution Modifier
Hit Points gained upon level up
1d8 (or 5) + Constitution modifer
Ki Points
Ki Modifier
+2
Proficiencies
Armor:
None
Weapons:
Simple weapons, shortswords
Tools:
Choose one type of artisan’s tools or one musical instrument
Saving Throws:
Charisma, Dexterity
Skills:
Choose two from Acrobatics, Athletics, History, Insight, Ki Control, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- 10 darts
Martial arts
Your practice of martial arts gives mastery over unarmed strikes and monk weapons, which are shortswords and any simple melee weapons without the heavy or two-handed property. You gain the following benefits when unarmed or wielding only monk weapons and not wearing armor or wielding a shield:
- Unarmed strikes and monk weapons count as finesse weapons (if they weren’t already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
- You can use a d4 in place of the normal weapon damage dice with unarmed strikes or monk weapons. This die increases as you gain monk levels, as shown on the table above.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you may make one unarmed strike as a bonus action.
- You may use Dexterity instead of Strength when calculating Attack roll bonus and Save DC for melee techniques.
Unarmored Defense
While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier +your proficiency bonus.
Combat Superiority
You learn three Matial Arts maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Maneuvers will be detailed at the end of this chapter.
Superiority Dice
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws
Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
Additionally, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Heroic Features
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ability Score Improvement
At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level,you have 3 points to distribute into your Ability Scores. As normal, you can’t increase an ability score above your maximum using this feature. You may instead gain a feature from the Feats list for the cost of 2 points.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 13th level, you can instead take three attacks, and at 20th level you may take 4 attacks.
Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels, if any
- Martial Artist class levels, if any
Mind Over Matter
At level 9, you have learned to use your superior state of mind to push your body beyond it’s limitations. When you are at 0 stamina you may spend a hit die in place of any stamina drain.
Superiority Improvement
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Signature Move
At level 11 you may take a long rest to familiarize yourself with a specific technique for constant use. Choose a technique that has a saving throw or a ranged ki attack roll, you now double your proficiency bonus when using that technique when rolling to hit or calculating save DC. You may take a long rest and change your signature move.
Multiclassing
To multiclass into a Martial Artist you need a Dexterity and Wisdom score of 15 or above.
Maneuvers
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Mystic
The Mystic
Level | Proficiency Bonus | Features | Martial arts | Ki blast |
---|---|---|---|---|
1st | +3 | Mysticism, Mystical Aura, Martial Arts | 1d4 | 1d4 |
2nd | +3 | Magyk Conversion | 1d4 | 1d4 |
3rd | +3 | Heroic Feature | 1d4 | 1d4 |
4th | +4 | Ability Score Improvement | 1d4 | 1d6 |
5th | +4 | - | 1d4 | 1d6 |
6th | +4 | Magyk Power | 1d6 | 1d6 |
7th | +5 | Mysticism | 1d6 | 1d6 |
8th | +5 | Ability Score Improvement | 1d6 | 1d8 |
9th | +5 | Sparking | 1d6 | 1d8 |
10th | +6 | Signature Move | 1d6 | 1d8 |
11th | +6 | Heroic Feature | 1d8 | 1d8 |
12th | +6 | Ability Score Improvement | 1d8 | 1d10 |
13th | +7 | Mysticism | 1d8 | 1d10 |
14th | +7 | Sparking | 1d8 | 1d10 |
15th | +7 | Heroic Feature | 1d18 | 1d10 |
16th | +8 | Ability Score Improvement | 1d10 | 1d12 |
17th | +8 | Signature Move (2) | 1d10 | 1d12 |
18th | +8 | Heroic Feature | 1d10 | 1d12 |
19th | +9 | Ability Score Improvement | 1d10 | 1d12 |
20th | +9 | Mysticism | 1d10 | 2d8 |
Arcane Arsenals
A shin-ling takes a deep breath before attempting his latest spell, he had never healed a wound this severe before and he prayed he had the strength left in him to pull it off.
A rampaging Great Ape tears through the city before him, oblivious to the attempts to stop him. Before long a young Konatsian appears in front of him, and then another, and another, until the air around him is filled with dozens of the same man. The Ape swings and roars as he seemingly can’t make contact with the bug-like threats surrounding him. While the Ape is destracted it takes no effort at all to sneak up behind him and remove his tail.
Mystics are as varied as the spells they can cast and thrive on their versatility and ability to almost magically restore themselves on the fly.
Class Features
As a Mystic you gain the following features:
Hit Points
Hit Dice
1d6 per Mystic level
Hit Points at first level
6 + Constitution Modifier
Hit Points gained upon level up
1d6 (or 4) + Constitution modifer
Ki Points
Ki Modifier
+3
Proficiencies
Armor:
Light Armor
Weapons:
Simple weapons, shortswords, Hand Blasters
Tools:
Herbalist kit
Saving Throws:
Wisdom, Intelligence
Skills:
Choose two: Arcana, Arcana, Investigation, Insight, Spirit, Ki Control
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 1 set of light battle armor
- 1 Pistol with 1 magazine
- 1 tool kit of your choice
Mysticism
Whenever you gain this feature choose 1 school of magic, you may now learn a spell or cantrip from schools that you can cast from anytime that you would learn a technique through level up or through Training Boons. You may not learn or cast a spell of a higher level than your proficiency bonus.
To cast spells you spend stamina equal to the spell level to cast them. Charisma is your casting modifier for these spells. You do not require an arcane focus but using one grants you a +1 Power Bonus to all magic you cast.
The list of Magic Schools include:
- Conjuration
- Necromancy
- Evocation
- Abjuration
- Transmutation
- Divination
- Enchantment
- Illusion
Mystical Aura
Your natural magic has permeated into your aura bolstering your defense. While not wearing armor your AC is equal to 10+double your Charisma mod+half of your proficiency bonus.
Martial arts
Your practice of martial arts gives mastery over unarmed strikes and monk weapons, which are shortswords and any simple melee weapons without the heavy or two-handed property. You gain the following benefits when unarmed or wielding only monk weapons and not wearing armor or wielding a shield:
- Unarmed strikes and monk weapons count as finesse weapons (if they weren’t already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
- You can use a d4 in place of the normal weapon damage dice with unarmed strikes or monk weapons. This die increases as you gain monk levels, as shown on the table above.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you may make one unarmed strike as a bonus action.
- You may use Dexterity instead of Strength when calculating Attack roll bonus and Save DC for melee techniques.
Magyk Conversion
At level 2, as an action on your turn you may convert Ki into stamina at a rate of 10 ki per stamina.
Magyk Power
At level 6 your bonuses to Power now affect your spells and you can master spells cast through “Mysticism” as if they were techniques. Targets of your spells may also now critical fail their spell saves. This doubles any damage the spell deals and if spells require repeated saving throws you have disadvantage on all subsequent saving throws for that effect.
Sparking
At level 9 you dig down to your core to power yourself again. On your turn, you can use a bonus action to regain 1d6 Stamina. You also gain +2 power until the start of your next turn. Once you use this feature, you must finish a long rest before you can use it again. At level 17 you can use this feature after a short or long rest.
Signature Move
At level 10 you may take a long rest to familiarize yourself with a specific technique for constant use. Choose a technique that has a saving throw or a ranged ki attack roll, you now double your proficiency bonus when using that technique when rolling to hit or calculating save DC. You may take a long rest and change your signature move. At level 14 you choose to gain a second technique to benefit from this or you can have a spell gain these benefits.
Multiclassing
To Multiclass into a mystic you need an intellegence and charisma score of 15 or higher.
Demigra
Prodigy
The Prodigy
Level | Proficiency Bonus | Features | Ki Enhanced combat |
---|---|---|---|
1st | +3 | Inner Strength, Combat Potential, Combat Instincts | 1d6 |
2nd | +3 | Targeted Assault | 1d6 |
3rd | +3 | Heroic Feature | 1d6 |
4th | +4 | Ability Score Improvement | 1d6 |
5th | +4 | Extra Attack | 1d8 |
6th | +4 | Adrenaline Spike | 1d8 |
7th | +5 | Heroic Feature | 1d8 |
8th | +5 | Ability Score Improvement | 1d8 |
9th | +5 | Overwhelming Might | 1d10 |
10th | +6 | Inner Strength | 1d10 |
11th | +6 | Extra Attack | 1d10 |
12th | +6 | Ability Score Improvement | 1d10 |
13th | +7 | Overwhelming Might | 1d12 |
14th | +7 | Heroic Feature | 1d12 |
15th | +7 | Improved Criticals | 1d12 |
16th | +8 | Ability Score Improvement | 1d12 |
17th | +8 | Extra Attack | 2d6 |
18th | +8 | Deep Reserves | 2d6 |
19th | +9 | Ability Score Improvement | 2d6 |
20th | +9 | Unleashed Abilities | 2d6 |
Single Minded Fighters
An ogre cracks his knuckles as his vision narrows on his target before him, he’s not as fast or as skilled as the Martial Artist before him and yet he isn’t nervous. As the fight begins the ogre finds himself slacking in comparison, unable to land blows before slowly but surely he has understood his opponents moves. After a long drawn out fight the Martial Artist is no longer able to keep up with the improvement he’s seeing and eventually loses the fight.
Prodigies are incredibly fast learners, able to adapt and improve to face any foe in their path. Prodigies work best when they have a goal in mind, learning and picking away at bigger, tougher threats.
Class Features
As a prodigy you gain the following features:
Hit Points
Hit Dice
1d10 per prodigy level
Hit Points at first level
10 + Constitution Modifier
Hit Points gained upon level up
1d10 (or 6) + Constitution modifer
Ki Points
Ki Modifier
+2
Proficiencies
Armor:
All Armor
Weapons:
Simple weapons, shortswords, longswords
Tools:
none
Saving Throws:
Strength, Dexterity
Skills:
Choose any four skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier, (b) a longsword, or (c) any simple weapon
- (a) a diplomat’s pack or (b) an entertainer’s pack
- (a) a lute or (b) any other musical instrument
- (A) medium battle armor or (a) heavy battle armor
Goten SSJ Render
Inner Strength
You have a naturally stronger inner fire. You gain an additional 1 stamina at level 1 and every time you level up in this class. At level 10 this increases to +2 for every level up in this class.
Combat Potential
Your unnatural power and reaction speed gives you an edge when using unarmed strikes.
You gain the following benefits when unarmed:
- You can use a d6 in place of the normal weapon damage dice with unarmed strikes. This die increases as you gain prodigy levels, as shown on the table above.
Combat instincts
Your natural aptitude for battle helps you quickly assess combat and respond. When you are not wearing armor your AC is 10+dex mod+wis mod+ half of your proficiency bonus (rounded up).
- When wearing armor you may use your wisdom mod instead of your dexterity mod to determine AC.
Targeted Assault
As a bonus action you may spend 2 stamina and target one creature you can see, all melee attacks made using your attack action have advantage against them for the next 5 minutes or until you change your target or end this feature as a bonus action on your turn. While you have a target chosen you have disadvantage on attacks and techniques against other targets. If your target hits 0 HP you may use your reaction and spend 1 stamina to change your target.
Heroic Features
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ability score improvement/ Feat
When you reach 4th level, and again at 7th, 12th, 16th, and 19th level, you have 3 points to distribute into your Ability Scores. As normal, you can’t increase an ability score above your maximum using this feature. You may instead gain a feature from the Feats list for the cost of 2 points.
Extra attack
At level 5 and again at levels 11 and 17 you may make an additional attack as part of your attack action.
Adrenaline spike
At level 6 regain 1d4 stamina when you land a critical hit or reduce a creature to zero HP.
Overwhelming Might
Your tenacity can wear down the most potent foes. When you hit a creature with a Melee Weapon Attack or unarmed strike, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. At level 13 this becomes 2d8.
Improved Criticals
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.
Deep Reserves
When you start combat at less than full stamina you replenish 4 stamina.
Unleashed Abilities
At level 20 as an action you can push past your limits. For the next minute or until you reach 0 HP or Stamina you gain 5 temporary stamina at the start of each of your turns. Any unused temporary stamina is replaced by the next set of 5.
Multiclassing
To multiclass into a Prodigy you must have a strength score of 15 or higher and a dexterity of 15 or higher.
Caulifla SSJ2 Render
Punisher
The Punisher
Level | Proficiency Bonus | Features | Crushing Strength |
---|---|---|---|
1st | +3 | Crushing Strength, Unarmed defense, Grit | 1d4 |
2nd | +3 | Punishing Smite, Fighting Style | 1d6 |
3rd | +3 | Heroic features | 1d6 |
4th | +4 | Ability Score Improvement | 1d6 |
5th | +4 | Extra Attack | 1d8 |
6th | +4 | Heroic features | 1d8 |
7th | +5 | Signiture Move | 1d8 |
8th | +5 | Ability Score Improvement | 1d8 |
9th | +5 | Combat Proficiency | 1d10 |
10th | +6 | Heroic features | 1d10 |
11th | +6 | Empowered Smite, Extra Attack | 1d10 |
12th | +6 | Ability Score Improvement | 1d10 |
13th | +7 | Combat Proficiency | 1d12 |
14th | +7 | Heroic Feature | 1d12 |
15th | +7 | Signature Move | 1d12 |
16th | +8 | Ability Score Improvement | 1d12 |
17th | +8 | Combat Proficiency | 2d6 |
18th | +8 | Heroic Feature | 2d6 |
19th | +9 | Ability Score Improvement | 2d6 |
20th | +9 | Unbridled Grit | 2d6 |
Unstoppable Combatants
His tail has been cut off, he was almost bisected, nearly blinded, and yet the arcosian had not fallen. He gritted his teeth and stood once more ready to put his all into the next strike.
The old sateery was beaten but not broken. He shot an empowered ki blast to remove 1 from the equation so he could weaken the nearest combatant, he knew they would never take him out before he drank them dry.
A Punisher’s name is a double-edged sword for they can take punishment just as easily as they can inflict it. A Punisher will never back away from a challenge but may not always appear to be on the winning side until the end of the fight.
Class Features
As a Punisher you gain the following features:
Hit Points
Hit Dice
1d8 per Punisher level
Hit Points at first level
8 + Constitution Modifier
Hit Points gained upon level up
1d8 (or 5) + Constitution modifer
Ki Points
Ki Modifier
+1
Proficiencies
Armor:
All armor, Shields
Weapons:
Simple Weapons, Martial Weapons
Tools:
none
Saving Throws:
Charisma, Constitution
Skills:
Choose two from Athletics, Insight, Intimidation, Perception, and Spirit
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 1 set of light or medium armor
- 2 simple weapons
- 1 martial or simple weapon
- 1 (a) Pistol or (b) Rifle with 1 magazine
- A bag containing 10 GP
Goku Black SSJ
Crushing Strength
Your incredible strength places you beyond others in raw might. You can use a d6 in place of the normal weapon damage dice with unarmed strikes. This die increases as you gain Bruiser levels, as shown on the table above.
Unarmed Defense
At level 1 while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier+ half of your proficiency bonus (rounded up). If you are wearing armor you use Con for AC calculation instead of Dex.
Grit
You have unyeilding determination to stay in the fight. As a bonus action on your turn you may spend Stamina to gain temporary HP equal to 5x the stamina spent, max equal to your proficiency bonus.
Punishing Smite
Starting at 2nd level, when you hit a creature with a melee weapon attak or basic ki blast you can expend one Hit Die to deal Ki damage to the target, in addition to the attack’s damage. The extra damage is 2d8 for 1 Hit Die, plus 1d8 for each additional hit die, to a maximum amount of hit die equal to your Proficiency modifier.
You may also Smite when casting techniques at the cost of the Techniques Ki Rank in hit die for each increase in Smite Damage.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Ranged
You gain a +2 bonus to attack rolls you make with ranged weapons and Basic Ki Blasts.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain your total proficiency bonus to AC instead of half.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within your melee range, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. When you finish a short or long rest, you regain your expended superiority dice.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Controlled Strength
Your “Crushing Strength” unarmed strikes and melee techniques can now be calculated with Dexterity instead of Strength.
Close Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Nonterrestrial
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class while in the water or flying.
Tunnel Fighter (UA)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Heroic Feature
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ability score increase/Feat
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you have 3 points to distribute into your Ability Scores. As normal, you can’t increase an ability score above your maximum using this feature. You may instead gain a feature from the Feats list for the cost of 2 points.
Extra Attack
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Signature Move
At level 7 you may take a long rest to familiarize yourself with a specific technique for constant use. Choose a technique that has a saving throw or a ranged ki attack roll, you now double your proficiency bonus when using that technique when rolling to hit or calculating save DC. You may take a long rest and change your signature move.
At level 15 you may designate 2 additional moves to gain this benefit.
Combat Proficiency
At level 9 choose one class of ki attacks: Beam, Blast, Barrage, Omni, or Melee. You gain +1 to power when using this type of ki technique. At level 13 this becomes +2 and at level 17 you get to pick a second type of ki attack to gain this bonus as well.
Empowered Smite
Starting at 11nd level, you have learned to make the most out of your energy. When you hit a creature with a melee weapon attack, basic ki blast, or a Technique, you can expend one Hit Die to deal Ki damage to the target, in addition to the attack’s damage. The extra damage is 3d8 for 1 Hit Die, plus 2d8 for each additional hit die, to a maximum amount of hit die equal to your Proficiency modifier.
Unbridled Grit
At level 20, As a bonus action on your turn you may spend Stamina to gain temporary HP equal to 10x the stamina spent, max equal to double your proficiency bonus.
Mutliclassing
To multiclass into a punisher you must have a constitution and charisma score of 15+.
Bardock Render 11
Warrior
Previously the Martial Artist
Level | Proficiency Bonus | Features | Close Quarters Combat |
---|---|---|---|
1st | +3 | Martial Arts, unarmed defense | 1d4 |
2nd | +3 | Second Wind, Fighting Style | 1d4 |
3rd | +3 | Heroic features | 1d4 |
4th | +4 | Ability Score Improvement | 1d4 |
5th | +4 | Extra Attack | 1d6 |
6th | +4 | Ability Score Improvement | 1d6 |
7th | +5 | Heroic features | 1d6 |
8th | +5 | Ability Score Improvement | 1d6 |
9th | +5 | Sparking | 1d8 |
10th | +6 | Heroic features | 1d8 |
11th | +6 | Extra Attack | 1d8 |
12th | +6 | Ability Score Improvement | 1d8 |
13th | +7 | Second Wind | 1d10 |
14th | +7 | Ability Score Improvement | 1d10 |
15th | +7 | Heroic features | 1d10 |
16th | +8 | Ability Score Improvement | 1d10 |
17th | +8 | Sparking | 1d12 |
18th | +8 | Heroic Feature | 1d12 |
19th | +9 | Ability Score Improvement | 1d12 |
20th | +9 | Extra Attack | 1d12 |
Confidant and Dependable
The young Human looks around at his group, he wasn’t as skilled as his friend the Martial Artist, nor was he as clever and quick-witted as the Agent, and he truly was not as dominant in combat as the Punisher but after taking time to assess himself he relized he never lacked when needed.
Warriors are magnificent generalist with good ki and unarmed combat with the freedom to grow and develop themselves as they see fit.
Class Features
As a Warrior you gain the following features:
Hit Points
Hit Dice
1d10 per Warrior level
Hit Points at first level
10 + Constitution Modifier
Hit Points gained upon level up
1d10 (or 7) + Constitution modifer
Ki Points
Ki Modifier
+2
Proficiencies
Armor:
All armor, Shields
Weapons:
Simple weapons, Martial weapons
Tools:
none
Saving Throws:
Strength, Constitution
Skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light armor or (b) Medium armor of your choice, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a Pistol with 1 magazine or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Trunks SSJ (SDBH)
Close Quarters Combat
You have traditional close quarter combat training, gain the following benefits when unarmed :
- You can use a d4 in place of the normal weapon damage dice with unarmed strikes or finesse weapons. This die increases as you gain elite levels, as shown on the table above.
- Unarmed strikes count as finesse weapons (if they weren’t already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
- You may use Dexterity instead of Strength when calculating Attack roll bonus and Save DC for melee techniques.
Unarmored Defense
While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier +your proficiency bonus.
Second Wind
At level 2 you have a limited well of stamina you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your martial artist level. Once you use this feature, you must finish a short or long rest before you can use it again. At level 13 this increases to 2d10 + martial artist level.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Ranged
You gain a +2 bonus to attack rolls you make with ranged weapons and Basic Ki Blasts.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain your total proficiency bonus to AC instead of half.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within your melee range, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. When you finish a short or long rest, you regain your expended superiority dice.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
CQC Specialist
The Damage Die for your “Close Quarter’s Combat” feature is increased by 1 step.
(1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc)
Close Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Nonterrestrial
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class while in the water or flying.
Tunnel Fighter (UA)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Heroic Features
Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature.
Ability Score Improvement
At 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level,you have 3 points to distribute into your Ability Scores. As normal, you can’t increase an ability score above your maximum using this feature. You may instead gain a feature from the Feats list for the cost of 2 points.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can instead take three attacks, and at 20th level you may take 4 attacks.
Sparking!
At level 9 you dig down to your core to power yourself again. On your turn, you can use a bonus action to regain 1d6 Stamina. You also gain +2 power until the start of your next turn. Once you use this feature, you must finish a long rest before you can use it again. At level 17 you can use this feature after a short or long rest.
Multiclassing
To multiclass into a Warrior you must have a Dexterity score of 15 or higher and a Strength of 15 or higher.
Beat SSB (ALT 1)
Chapter 4: Forms
Xeno Goku SSJ4 - Goku SSGSS
Forms
Forms are a pivotal power in the dragon universe with every race having them to varying degrees.
Transformations
A transformation requires an action to activate unless otherwise stated in the ability. A character can have one transformation active at a time. Stamina is spent upon activation of a Transformation/Power-Up and at the end of your subsequent turns.
Bonus damage added by transformations and power-ups without a listed damage type deal the same damage as the attack or ability that you used.
If you gain the ability to use a Transformation as a Power-Up it has it’s stamina cost reduced by 1 (minimum of 1 per round) if used as a transformation.
Power-Ups
Power-Ups are abilities that don’t fundamentally change a character or their physiology. A Power-Up takes a bonus action to activate. Only 1 Power-Up can be active at a time unless otherwise stated but can be active at the same time as a transformation
Power-Ups from attuned items do not use your Power-Up slot.
Earthlings
Power comes from practice.
All Earthling Power-ups must be taken as techniques; their ranks are included.
Super Earthling
Power-Up
You push your body to an extreme size to give you extra strength, you are treated as one size category larger when determining carrying capacity.
- Ups movement speed by 5
- Power +1
- Drains 1 stamina at the end of your turn.
Rank 2 Power-Up
Earthling Potential
Power-Up
Release your inner potential
- Ups movement speed by 10
- Power +2
- Drains 2 stamina at the end of your turn.
Rank 3 Power-Up
Android
Upgraded Potential
Android Transformations can be unlocked in place of gaining the benefits of the “General Upgrade” feat
Capacity Breaker
Power-Up
Push your regulators to their limits.
- Ups movement speed by 5
- Power +1
- +1d4 damage
- Drains 1 stamina at the end of your turn.
Overdrive
Power-Up
Set your regulators into dangerous levels.
- Ups movement speed by 25
- Power +3
- +1d6 damage
- Drains 3 stamina at the end of your turn
God forms
Super Android
Transformation
Through extreme modifications or merging of other technologies you have become more then your original design.
- Ups movement speed by 40
- Power +4
- +2d6 damage
- +2 AC
- Drains 3 stamina at the end of your turn
Ultimate Android
Power-Up
You have learned to seamlessly mix your ki with your mechanical energy source, pushing your mechanisms “Even further beyond!”
- Ups movement speed by 20
- Power +3
- +2d8 damage
- +1 AC
- Drains 3 stamina at the end of your turn
Frost Demon
Gates of Power
Arcosians’ natural relaxed state is actually a state made to hold their dormant power from within. As they grow in power they naturally shed these shells as they near their true forms. You gain these Transformations upon reaching the listed levels.
Second Form
The arcosian’s body grows and your horns extend upwards like a bull
- You are treated as under the Enlarged Condition but retain your size category.
- Ups movement speed by 5
- Power +1
- Drains 1 stamina at the end of your turn
- (level 5)
Frieza Second Form
Third Form
The arcosian’s body elongates to that of a Xenomorph.
- You gain 30 feet to all Ki technique ranges
- Adds movement speed by 10
- Power +2
- Drains 2 stamina at the end of your turn
- (level 10)
Frieza third Form
Fourth Form
The arcosian shrinks down to their true form.
- Ups movement speed by 25
- Power +3
- +1d6 damage
- Drains 3 stamina at the end of your turn.
- (level 15)
Frieza Final Form
100% Power Fourth Form
The user pushes their body to their unaided maximum
- Ups movement speed by 25
- Power +3
- +1d10 damage
- +1 AC
- Costs 4 stamina at the end of each turn.
- (Level 15)
Frieza Final Form
Fifth Form
The arcosian’s body changes into a large armored form
- You are treated as under the Enlarged Condition but retain your size category.
- Ups movement speed by 30
- Power +4
- +2d6 damage
- +1 AC
- Costs 5 stamina at the end of each turn.
Unlocked as if it is a Rank 4 technique.
Cooler Final Form
Godly Power-Ups
Golden form
The user’s body turns golden except for the area around your mouth, center of the chest, hands, feet, and knees.
Gained through the “Hubris of Midus” Feat.
- Ups movement speed by 30
- Power +3
- +3 AC
- Costs 3 stamina at the end of each turn.
Golden Frieza
Obsidian form
The user’s body turns black except for the area around your mouth, center of the chest, hands, feet, and knees.
Gained through the “Emperial Wrath” Feat.
- Ups movement speed by 20
- Power +4
- +1 AC
- Costs 4 stamina to activate and drains 3 stamina at the end of each subsequent turn.
Namekian
Super Namekian
Transformation/Power-Up
Drawing out the powers of your namekian fusion has created a Super Namekian!
- Increase movement speed by 5 ft and Power +1
- Increase the bonuses by an extra 5 ft and power +1 for each namekian you fuse with, to a equal to your proficiency bonus.
- Drains 3 stamina at the end of your turn
- This can be used as a Power-Up for double stamina cost.
Obtained after merging with at least 1 other namekian
Titan Namekian
Power-Up
Grow massive to overwhelm the enemy. Ups size category and Increases Power by 1 for each size:
Increase Size category
- At level 5 you may become a large category, this increases to huge at level 10 and gargantuan at level 20.
- Gain Bulk and Power +1 for each Size Category you Grow.
Drains 2 stamina at the end of your turn per size category raised.
Power-Up
Namekian Split
Power-Up
2 Stamina per round per split created.
The user draws from the power of those assimilated and expels a clone of himself fueled by them. Each clone has the same Ability Scores as the user but shares the user’s health and ki. Each act on the user’s initiative but are considered their own turn.
You may create a number of clones equal to the number of namekians you have assimilated to a max equal to half your proficiency bonus rounded up.
- This is learned as a rank 2 technique if Super Namekian is known.
- If Super Namekian is active this does not use a power-up slot.
Special Forms
Dragon Chosen (Orange Namekian)
Transformation
The user’s crevices in their body disappear and you grow larger and stouter as well as becoming a vibrant orange.
- Ups movement speed by 40
- Power +4
- Bulk +1
- +2d6 damage.
- Drains 4 stamina at the end of your turn
Red-Eyed Namekian
Power-Up
A namekian that has obtained god ki can take an enhanced state with red eyes and a fiery aura.
- Ups movement speed by 30
- Power +3
- +1d12 damage
- +2 AC.
- Drains 3 stamina
- Power-Up
How Do i get these forms?
Currently in lore the Orange Namekian form has only be obtained through a wish from Shenron to unlock a Namekian’s Potential. You could interpret this as requiring a wish from a dragon or obtained as part of the potential unlock itself.
The “Red-eyed Namekian” form is a form that appears in the Dragon Ball Online game similar to SSG that is unlocked whenever a Namekian has god ki. Using Super Namekian while this is active gives you blue eyes and aura similar to SSGSS.
Saiyan
Ozaru Fury
Power-Up
Gained by the “Blood of the Great Ape” feat
The power of the great ape form was perfected in the normal body. The Saiyan’s hair spikes up but retains its natural color while their eyes turn golden. The Saiyan’s body also bulks up considerably, this however doesn’t affect their speed.
- Your unarmed strike and melee technique damage die are increased by 1 step.
- Bulk +1
- You gain the Empowered Condition
- Drains 3 stamina per round.
Broly Render
Super Saiyan
Super Saiyan 1
Transformation
The Saiyan’s hair turns blonde and stands on end and their eyes turn a vivid shade of emerald while a golden aura flows upward from them.
- Ups movement speed by 10
- Power +1
- +1d4 damage
- Drains 1 stamina at the end of your turn
Son Goku SSJ
Super Saiyan 2
Transformation
The Saiyan’s hair appears to grow thicker than the SSJ 1 form and lightning begins to arc around them occasionally. Their aura is enough to levitate small rocks.
- Ups movement speed by 20
- Power +2
- +1d6 damage
- Drains 2 stamina at the end of your turn.
Gohan Super Saiyan 2
Super Saiyan 3
Transformation
The Saiyan’s hair lengthens to their waist and they take on a more neanderthal look, their foreheads protrude and they lose their eyebrows, and lightning is almost always sparking around them slightly. When a Saiyan takes this form for the first time the world itself seems to take heed, the clouds in the sky will culminate above you, and lightning strikes occasionally.
- Ups movement speed by 35
- Power +3
- +1d8 damage
- Drains 3 stamina at the end of your turn.
Goku SSJ3
Super Saiyan Grades
Power-Up
U6/U7 Saiyan Power-Ups
Some Saiyans who spend their time perfecting their Super Saiyan abilities found strange mutations of the form without touching on the likes of Super Saiyan 2. These became known as the transformations of the first stage. These forms can be unlocked as if they were a technique upon level up or training once Super Saiyan is unlocked. These are Power-Ups that can only be activated with Super-Saiyan 1 active. Super Saiyan 1 is activated at the same time as this Power-Up if it isn’t already.
Once you can use Grade 4 with a Super Saiyan form you may activate any of these Grades using the same slot as that Super Saiyan form.
Super Saiyan Grade 2
The Super Saiyan’s muscle mass increases drastically, slowing them slightly but increasing their raw power.
- +1d4 damage
- Power +1
- Lowers Movement Speed by 10 feet.
- You gain Bulk 1 for the duration
- Drains 1 stamina at the end of your turn.
Super Saiyan Grade 3
The Super Saiyan’s hair shoots out in random directions and they become increasingly bigger, their pupils fade and they do not get faster, instead wanting more damage.
- Power +1
- Your Movement Speed is reduced by 20.
- additional 1d6 damage
- You gain Bulk 2 for the duration
- Drains 2 stamina at the end of your turn.
Super Saiyan Grade 4
The Super Saiyan’s muscle mass recedes to just above normal and their hair becomes an almost white yellow.
- Power +2
- Drains 1 stamina at the end of your turn
- This form does not take up your transformation slot.
This form can be activated as a bonus action.
Great Ape (Power-Up)
Power-Up
When the light of a full moon or another similar celestial body hits a Saiyan’s eyes when they have a tail they transform into the mighty Great Ape. A saiyan can make a wisdom save DC 15 to avoid looking at the object and avoid transforming.
When this transformation activates and at the start of each turn you are in this form you must make a wisdom saving throw of 15 to remain in control. If you fail this saving throw, hand control of your character to the DM for the remainder of the form.
- You gain your maximum HP in Temporary HP.
- You gain +2 Power
- You gain +4 bulk
- Your size category becomes huge
- Your unarmed strikes and basic ki blasts deal 2d8 damage but otherwise function normally
- You can not use techniques in this form though you retain class features.
- Your natural AC becomes 15+con mod+half proficiency bonus.
- You may be grappled by targets smaller than you (by your tail), you are treated as grappled but do not reduce your speed to Zero. While grappled in this way melee attacks against you have advantage as they attack your tail.
- You have advantage on attack rolls against the creature that is grappling you.
This Power-Up lasts for 1 Hour or until you are knocked unconcious, your tail is removed, or the celestial body that triggered the transformation is no longer visible to you for 1 minute.
Great Ape
Mutant Saiyan
Super Saiyan Berserk
Transformation
With the spark of your S-cells and the flood of legendary power your mind seems ready to slip.
Almost doubling in body mass with stark white eyes, your bright emerald hair spikes out in wild directions.
At the start of each of your turns while in this form you must roll a wisdom saving throw of 12+1 for each round you’ve been in this form, on a fail you go berserk until the transformation ends due to loss of stamina or consciousness. The first time you assume this form you automatically fail the save. The check resets after you go berserk or after a long rest
- +20 to movement speeds
- Power +2
- You gain an additional 1d6 damage on all attacks
- You gain +1 to AC
- Bulk +1
- Drains 2 stamina per round
Gained at level 5
Controlled Super Saiyan
Transformation
- You gain +15 to movement speed
- Power +2
- You gain an additional 1d4 damage on all attacks
- Drains 2 stamina per round
Kale SSJ
Berserk Super Saiyan 2
Transformation
Your emerald hair now stands straight up as lightning crackles around you almost exploding out of your enlarged frame. Every step sounds like distant thunder.
At the start of each of your turns you must roll a wisdom saving throw of 14+1 for each round you’ve been in this form, on a fail you go berserk until the transformation ends due to loss of stamina or consciousness. The first time you assume this form you automatically fail the save. The check resets after you go berserk or after a long rest
- +30 to movement speeds
- Power +3
- You gain an additional 1d8 damage on all attacks
- You gain +2 to AC
- Bulk +2
- Drains 3 stamina per round
Gained at level 10
Controlled Super Saiyan 2
Transformation
- You gain +25 to movement speed
- Power +3
- Bulk +1
- You gain an additional 1d6 damage on all attacks
- Drains 3 stamina per round
Full Power Super Saiyan
Transformation
Your true power has been unleashed and oddly enough it finally feels natural. You’re brilliant emerald eyes and hair shine with an almost unceasing brilliance.
- +30 to movement speeds
- Power +4
- You gain an additional 1d8 damage on all attacks
- You gain +2 to AC
- Bulk +2
- Drains 5 stamina per round
Gained at level 20
Broly SSJ (Full Power)
Ancient Saiyans
Ancient Saiyans share God Forms with regular Saiyans.
Burst of Potential
Power-Up
The ancient Saiyan draws from their reserves of latent energy. A bestial scream erupts from them as their ki explodes outwards.
- Ups movement speed by 10
- Power +1
- Drains 1 stamina at the end of your turn
- Power-Up
Gained at Level 3
Draw from the S-cells
Power-Up
The Saiyan pulls power from their S-cells without tapping into the super Saiyan transformation, though their aura still shines with a golden hue.
- Ups movement speed by 5
- +2 to damage
- Drains 1 stamina at the end of your turn.
Gained at Level 5 but is gained earlier if the “S-cell Awakening” feat is taken
Pure Super Saiyan
Transformation
The ancient saiyan’s more powerful version of super Saiyan, the Saiyan’s eyes turn a shining emerald, and their hair spikes up and turns such a deep gold it appears to be solid gold. Their aura is enough to levitate small rocks.
- Ups movement speed by 10
- Power +1
- +2 to damage
- Drains 2 stamina at the end of your turn.
This form usually results in a heightened state of aggression.
Timeless power
Power-Up
This is the true raw power of the ancient Saiyans, their bodies bulk slightly like super Saiyans but otherwise look like their base form. Their ki rises off them like steam and they have been known to growl like animals.
- Ups movement speed by 15
- Power +2
- +1d4 damage
- Power-Up
- Drains 2 stamina at the end of your turn
Gained at level 10
Legendary Super Saiyan
Transformation
The form of the original super saiyan. This appears to be the only form in which an ancient saiyan retains their base disposition. This looks like the pure super saiyan form, accompanied by white lightning.
- Ups movement speed by 25
- Power +3
- +1d8 damage
- Drains 3 stamina at the end of your turn.
Shallot SSJ
Special Saiyan Forms
Super Saiyan 4
Transformation
In this form, the Saiyan’s hair color differs, the same goes for the tail and the body is covered in red fur. A Saiyan in this form also possesses a shadow trim around their eyes and over the eyelids that varies in color, such as crimson.
- +4 to strength and dexterity
- Ups movement speed by 30
- +2d6 damage
- Power +3
- Drains 4 stamina
Goku SSJ4
Golden Great Ape
The primal rage of the great ape goes beyond regular control when combined with Super Saiyan. Regardless of whether or not you have “Saiyan Elite” you are unable to control your actions, instead attacking the nearest threat or wildly rampaging.
If you are level 10 and over with access to great ape and super saiyan you may attempt to regain control of yourself. You have disadvantage on saving throws to remain in control. If you have the “Saiyan Elite” feat you must still make this save but without disadvantage.
When you are level 15 and above and you are a Golden Great Ape you instantly turn into Super Saiyan 4 when you first gain control of it.
Hybrid Rage
Power-Up
The user has unlocked the heavenly potential of Super Saiyan. The user looks like they’re using SSJ2 but there is a layer of icy blue aura underneath the golden aura and their eyes glow a perfect white.
- Ups movement speed by 20
- Power +2
- +2d4 damage
- +1 AC
- Costs 4 Stamina
Gained through the “Hybrid Potential” feat. This can only be used if a Transformation with “Super Saiyan” in the name is active. This Power-Up can be activated in the same action as activating a Super Saiyan form.
Future trunks SSJ2
Super Saiyan God
Power-Up
You may not use Saiyan Transformations while SSJG is Active unless stated otherwise.
The user loses muscle mass and grows slightly taller while the user’s eyes and hair turn a fiery red and their aura looks like a raging inferno. This form is unlocked when a Saiyan unlocks God Ki or from the Super Saiyan God Ritual.
- Ups movement speed by 30
- Power +3
- +1d12 damage
- +2 AC.
- Drains 3 stamina
- Power-Up
Goku Super Saiyan God
Super Saiyan God Ritual
This ritual was lost to time long ago and can only be found out through special circumstances.
Long ago there was a small group of 5 Good Aligned saiyans that poured their energy into a 6th, This act created the first Super Saiyan God and can reproduce them. A Saiyan can only be a part of this ritual 1 time in their life. When activated via ritual it lasts 6 rounds.
Divine Saiyan Forms
Occasionaly a Saiyan is born with divine blood or one can be created through body snatching. Regardless when these holy or infernal Saiyans reach the level of the gods their forms are slightly altered.
When a creature with the Celestial or Fiend tags uses Super Saiyan God they gain an additional +1 Power and have the color of their hair and aura slightly altered. This change in color overrides all Super Saiyan Transformations.
These forms appear pink for Celestials and a blood red for infernals.
Goku Black SS Rose
Ceralian Power-Ups
Red-eye Activation
Power-Up
You have learned to actively harness your hyper-evolved eye. Your view is now slightly telescopic allowing you to aim and even snipe with your energy attacks. Unlocked at Level 5.
- 1 stamina per round
- +1 to perception checks
- +2 power and +25% range on standard ki attacks and ki techniques.
Red-eyed Focus
Power-Up
Your Eye has reached its full potential and is even better than before. At level 10 this Power-Up replaces “Red-Eye Activation”
- 2 stamina per round
- +2 to perception checks
- +3 power and +50% range on standard ki attacks and ki techniques.
- Critical threat range increases by 1
Double Red-eye Activation
Transformation
You have awakened the power of Ceralians in both of your eyes. Unlocked at Level 15
- 5 stamina per round
- +3 to perception checks
- +4 power and +100% range on standard ki attacks and ki techniques.
- Critical threat range increases by 2
Mashin-jins
Power-Ups
Mashin-jin Power-Ups are learned as techniques by a Mashin-jin.
Dark energy
Rank 2 Power-Up
Your aura flares a deep blackish red and your eyes glow white. While you have this form active your alignment actively shifts 1 step down. (Good 》 Neutral 》Evil)
- +2 to power
- Drains 1 stamina per round
Flowing Dark Energy
Rank 3 power-up
Your aura flares a deep blackish red and your eyes glow white. While you have this form active your alignment actively shifts 1 step down. (Good 》 Neutral 》Evil)
- +3 to power
- When you deal damage you deal an additional 2d4
- Drains 2 stamina per round
Demon god’s Mantle
Rank 4 Power-Up
You gain a coat of demonic energy as you draw directly upon your connection to Sesa.
- +3 to power
- An additional +1 power added to spell and ki techniques.
- +15 movement speed
- You may cast spells from the infernal legacy feature as a bonus action on your turn.
- Drains 3 stamina per round
Transformations
Demon Form
Transformation
Unlocked at level 15
You have unlocked the true form of the Mashin-jin, a huge demonic beast.
- Gain bulk +2
- Gain +3 power
- You are considered 1 size category larger than you actually are
- Drains 3 stamina per round
Demigra (Demon)
Makyouka Form
Transformation
Unlocked at level 20 or when you obtain God Ki
You have merged your demon form with your regular form making an insanely powerful demon mode.
- Power +3
- You gain +30 Movement Speed
- Increase the Damage Die for unarmed strikes, Techniques, Ki Blasts, and Spells by 1 step.
- Drains 4 stamina per round’
Demigra (Makyouka)
Non-Race Specific
Kaio-ken
Power-Up
The unique Power-Up of the Shinlings. This move destroys your body in exchange for heightened abilities. Kaio-ken is activated as an action and can be dropped for free at the end of your turns. You take damage from kaioken upon activation and at the start of each of your turn. The Kaio-ken is unique in that you may add concentration to it to use it while any other Power-Up is active. You deal the damage an additional time per round for each additional Transformation or Power-Up active alongside it. (If a transformation or power-up specifically say they do not use a Transformation or power-up slot or they share a slot with another form they do not count for this feature.)
By mastering this as if it were a technique you can unlock the next stage.
Kaio-ken
- Power +1
- every round take 1 point of damage.
Kaio-ken x3
- Ups movement speed by 5
- Power +1
- +1d4 damage.
- every round take 2 point of damage.
Kaio-ken x5
- Ups movement speed by 10
- Power +2
- +1d4 damage.
- every round take 3 point of damage.
Kaio-ken x10
- Ups movement speed by 15
- Power +2
- +1d6 damage.
- every round take 4 point of damage.
Kaio-ken x20
- Ups movement speed by 20
- Power +3
- +1d6 damage.
- every round take 5 point of damage.
Kaio-ken x100
- Ups movement speed by 30
- Power +3
- +1d8 damage.
- every round take 6 point of damage.
Heavenly Unlock
- Movement speed set to 100
- Power +4
- +1d10 damage.
- your bonus action can be treated as an additional full action.
- Every round take 10 damage
Goku Kaio-Ken
Full Power
Transformation
This Transformation can be learned by anyone as a rank 3 technique. You buff your body through energy manipulation and fight disregarding the energy drain.
- 3 stamina per round
- +2 Power
- +1 AC
- +1 Bulk
Super Full Power
Transformation
This Transformation can be learned by anyone as a rank 4 technique if you have “Full Power”.
- 4 stamina per round
- +3 Power
- +2 AC
- +2 Bulk
Potential Unlock
Transformation/Power-Up
Your inner power is drawn to the front. Your potential can be unlocked up to 3 times. If someone capable of unleasing more than the 1st tier of potential unlocks your power you retroactively gain the previous teirs. Whenever you unlock a higher tier of this transformation you may use previous teirs as a Power- Up as you learn to pull more energy from your almost infinite potential.
Tier 1
- Increases movement by 10
- Power +1
- Drains 1 stamina at the end of your turn.
Tier 2
- Increases movement by 20
- Power +2
- Drains 2 stamina at the end of your turn.
Tier 3 (Ultimate Form)
- Increases movement by 30
- Power +3
- all damage dice are upped by 1 stage
- Drains 3 stamina at the end of your turn
Tier 4 (Bestial Potential)
You have begun to pull out the full potential of the god ki inside you. The user’s hair or defining feature becomes white and your eyes turn white.
- Increases movement by 45
- Power +4
- all damage dice are upped by 2 stages
- Drains 5 stamina at the end of your turn
God form gained at level 20 and above when Tier 3 is unlocked or with training with a divine being after Tier 3 is unlocked.
Gohan (Beast)
Majin Mark
Power-Up
A power-up fueled by dark magic and mind control.
- Ups movement speed by 10
- Power +1
- You gain a 2 stamina point per round regen.
This Power-Up is considered active until dispelled.
The giver of this mark may attempt to control the afflicted a number of times per day equal to their Wisdom modifier While under control the giver can decide how much control to leave to the afflicted even to the point of fully controlling them until the afflicted can pass the wisdom save. The afflicted make the save once every number of rounds equal to the giver’s Wisdom modifier
Deep Control
A power-up fueled by dark magic and mind control at it’s limit as you are fully releasing yourself to the power.
- Ups movement speed by 20
- Power +2
- You gain a 3 stamina point per round regen.
At any point in time when you have the Majin Mark you can choose to succumb fully to it and enter this state. This form functions the same as Majin Mark but you have disadvantage on the save. You may revert to the previous stage after 3 successful wisdom saves.
Majin Vegeta
Ultra Instinct
The ultimate technique built off of practice, mastery, and Combat Instinct. This form is not unlocked by any natural means and requires extensive training by an angel or incredible circumstances to unlock. Regardless of how it is first obtained your first step of mastery is Ultra Instinct Omen.
Ultra Instinct Omen
Transformation
The ultimate defensive ability, though incomplete, the user’s body will react to protect itself without the consent or thought of the user. This ability was once thought impossible to mortals.
- You gain a +3 AC
- +15 move speed
- Power +4
- +2d4 damage
- You gain an additional reaction that can be used for a defensive manuever
Drains 4 stamina at the end of your turn. While in this form you may not use techniques unless they have at least 1 mastery rank.
Your first 3 times entering this form happen when you would hit zero hit points you instead awaken in this form regaining 50% of your Hp and Ki. This form then lasts until your HP, KI, or Stamina reach 0.
On Your 4th Transformation you instead enter Completed Ultra Instinct and can then unlock the ability to enter this form at will after a dedicated training arc.
Complete Ultra Instinct
Transformation
The ultimate defensive ability, finally complete, the user’s body will react to protect itself without the consent or thought of the user. This ability was once thought impossible even by the gods.
- You gain +4 to your AC
- +30 move speed
- Power +4
- +2d8 damage
- You gain an additional reaction that can be used for a defensive manuever or an available technique
- Drains 6 stamina at the end of your turn. While in this form you may now use any technique you know.
Your second and third time entering this form happen when you would hit 3 death saving throws you instead awaken in this form regaining 25% of your Hp, Ki, and stamina. This form then lasts until your HP, KI, or Stamina reach 0. After your third transformation you may undergo a dedicated training arc with an angel to access this form at will.
True Ultra Instinct
Transformation
You have taken Ultra Instinct to its natural conclusion using not only your combat knowledge and training but who you are as a person, a fighter, and soul culminating into a form with full mind and emotion.
- You gain +4 to your AC
- +45 move speed
- Power +5
- +2d10 damage
- You gain an additional 2 reactions that can be used for a defensive manuever or an available technique
- Drains 6 stamina at the end of your turn. While in this form you may now use any technique you know.
A Form of Truly Divine Ability
This form is given by the DM as a “Breakthrough Moment”.’
If your game goes into extreme levels beyond this consider letting a player master this to change it into a Power-Up.
Goku - Mastered Ultra Instinct
Ultra Ego
Transformation
When your body and mind are in sync with only 1 objective ahead “Destroy”. You may enter a transformation of Destruction called Ultra Ego, ultimately characterized by its ability to grow in power as your fighting spirit grows. Costs 5 stamina to activate and drains 4 stamina at the end of each subsequent turn.
- Ups movement speed by 80
- Power +5
- +2d8 damage
- +2 AC
While in this form you have a rising pool of destruction energy. At the end of each of your turns while this is active you gain 2d6 added to this pool of destruction energy. You may improve this form using an entire traing arc with a God of destruction as your master. You may do the following features with these destruction dice:
Fighting Spirit
Your form relies on your fighting spirit and you can burn your destruction energy to help restart your destructive blaze.
As an action you may roll any number of dice from your destruction pool and gain that amount of temporary HP or Ki equal to the total rolled. You may not use this feature again until all previous temporary HP or Ki gained through this feature are depleted.
Destroy.
Your fuel your ki attacks with the power of destruction.
When you land an attack or technique you may spend any number of dice from your destruction pool and add that much destruction damage to the damage roll.
Neverending Destruction
You burn the energy of destruction like a star to keep it alight.
As an action you may spend any number of dice from your destruction pool and gain 1 temporary stamina for each die spent. You may not use this feature again until all previous temporary stamina gained through this feature are depleted.
God of Destruction Training.
Golden earing and all you have been chosen as the next candidate for GoD, since there is only ever one at a time you must earn your place to gain this form.
Destruction Damage
Destruction incarnate; the ability to deal destruction damage is the ability to bypass natural law and tear things apart at the smallest level.
Destruction Damage can not be reduced by any means.
Hakaishin Toppo
Chapter 5: Techniques and Abilities
Techniques
Your control over your Ki allows you to use it to perform unearthly feats. You gain one new technique every level in the course of levels 1 through 10. During levels 10-20 you gain a technique every even level. You can learn additional techniques through training. Some Techniques can be charged with extra ki to deal more damage, alternatively you may hold the move for additional actions to charge the move without expending ki.
You start at level 1 with a number of techniques equal to your intelligence modifier +1 (minimum of 1). Techniques learned through level up may be swapped out for another technique that you qualify for upon a level up. You may learn a Technique equal to or below your ki rank. You may learn a rank higher with the help of a master training you.
Technique ki upkeep happens at casting and at the start of each of the caster’s subsequent turns.
Mastering Techniques
You may “learn” a technique more than once, improving your mastery over the technique. Mastered Techniques can not be traded out upon level up.
You may improve a technique up to 3 stars gaining a static bonus to the technique each time. Possible options include:
- +1 power for this move
- +50% range
- If the technique’s range is melee it becomes equal to your movement speed as you move to them.
- This technique deals an additional die of damage
- This move acts as if it has charged for 1 round upon casting.
- This attack ignores resistance
- This can be improved again to treat Immunity as resistance
- This move has its casting time reduced by 1 step. You do not lose access to the prior casting times.
- (Action > Bonus Action > Reaction)
- The Critical Hit Range is increased by 1
- (20 > 19 > 18 > 17 > 16 > etc)
Optional rule: Make the 3 star upgrade something unique to fit the player. Can be difficult to balance but this can get better with practice.
Charging moves
Certain moves have the capacity to be charged and released on a later action. When using your action or bonus action to cast a Chargeable technique you may instead charge the move. Charging a Technique in this manner raises all damage die of the technique by 1 step.
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
While charging a technique your movement speed is halved and you can not take actions or bonus actions except to continue charging the technique or to finish casting it. You must maintain concentration while charging or have your technique end.
Saving Throws and attack roll bonuses
Each type of Ki technique has it’s own calculation for it’s attack bonus and saving throws.
Blast attacks rely on the raw power of your ki at one moment in time and thus rely on your wisdom score.
- Blast Save DC = 8+proficiency bonus+wisdom mod
- Blast Attack Bonus = proficiency bonus+wisdom mod
Beam attacks rely on your ability to sustainably output energy and thus rely on your constitution score
- Beam Save DC = 8+proficiency bonus+Constituition mod
- Beam Attack Bonus = proficiency bonus+constitution mod
Barrage attacks and standard ki blasts rely on your ability to aim small projectiles in succession and thus rely on your Dexterity Score
- Barrage Save DC = 8+proficiency bonus+Dexterity mod
- Barrage Attack Bonus = proficiency bonus+Dexterity mod
Omni attacks rely on you being creative with your uses of them and thus rely on your Intellegence Score
- Omni Save DC = 8+proficiency bonus+Intellegence mod
- Omni Attack Bonus = proficiency bonus+Intellegence mod
Melee techniques use your raw physical ability and thus use the strength modifier.
- Combo Save DC = 8+proficiency bonus+Strength mod
- Combo Attack Bonus = proficiency bonus+Strength mod
Weapon Techniques takes advantage of your physical capabilities combine with any weapon you use
- Weapon Technique DC = 8 + Proficiency Bonus + Strength Modifier
- Combo Attack Bonus = Proficiency Bonus + Strength Modifier
Melee Techniques
Rank 1
All Out!
Rank 1 melee technique
- Ki Cost: 6 ki
- Casting Time: 1 bonus action
- Range:
- melee
- Chargeable?:
- No
- Duration:
- Until the end of your turn
By igniting your ki pathways you may speed up the circulation of the energy in your body. For the duration, all damage dealt by your melee techniques is increased by 1 damage step, this does not change the Unarmed Strike damage die portion of the technique if it has one.
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
Charge!
Rank 1 Melee technique
- Ki Cost: 10 ki
- Casting Time: 1 Action
- Range: 20 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Dash forward up without triggering attacks of opprotunity and roll a combo attack roll, dealing your unarmed strike + 2d6 damage on a success.
Crane Strike
Rank 1 Melee technique
- Ki Cost: 10 ki
- Casting Time: 1 action
- Range:
- melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Make a single combo attack roll against a target of your choice within range dealing your unarmed strike damage die on a hit and lowering the AC of the target by 1 for their next 2 rounds. A target cannot be affected by this or a similar effect from a technique more than once at a time.
Dempsey Roll
Rank 1 melee technique
- Ki Cost: Special
- Casting Time: 1 Reaction, which you take when a creature hits you with a melee attack or when a creature misses you with a melee attack.
- Range:
- melee
- Chargeable?:
- No
- Duration:
- Until the start of your next turn
An expertly done boxer’s counter.
For the duration, each melee attack or technique that targets you, you can spend 8 ki. When you do, you attempt to duck and weave granting yourself a +2 Bonus to your AC against the triggering creature and then immediately make one unarmed attack in response to the triggering melee attack.
Mastering this technique allows you to reduce the ki cost or increase the AC bonus by 1 each time.
Dynamite Strike
Rank 1 Melee technique
- Ki Cost: 5 ki
- Casting Time: When you take the attack action or roll a Combo Attack Roll
- Range:
- Self
- Chargeable?:
- No
- Duration:
- Instantaneous
Your attacks ignite with small explosions when they connect.
You deal an additional 1d6 fire damage for the duration of the Attack Action or Technique that triggered the casting.
Flurry of Blows
Rank 1 Melee technique
- Ki Cost: 5 ki
- Casting Time: 1 bonus action
- Range:
- Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Make 2 combo attack rolls against a target of your choice within range dealing your unarmed strike damage die on a hit.
Hammer Fist
Rank 1 melee technique
- Ki Cost: 6 ki
- Casting Time: 1 bonus action
- Range:
- melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Roll a combo attack roll, dealing your unarmed strike + 2d6 damage. On a successful hit the target must make a strength saving throw or be knocked prone.
If you use this technique after a melee technique you gain advantage on this technique’s combo attack roll.
Hurricane Kick
Rank 1 melee technique
- Ki Cost: 8 ki
- Casting Time: 1 action
- Range:
- Self(10-foot cone)
- Chargeable?:
- No
- Duration:
- Instantaneous
You perform a devastating round house kick with enough force to even effect creatures 10 feet away from you. Creatures in a 10-foot cone directly in front of you must make a Dexterity saving throw, taking your Unarmed damage + 2d6 and being knocked back 10 feet on a failed save. On a successful save, they take half damage and are not knocked back.
Ki Empowered Strikes
Rank 1 Melee technique
- Ki Cost: 5 ki
- Casting Time: When you take the attack action or roll a Combo Attack Roll
- Range:
- Self
- Chargeable?:
- No
- Duration:
- Until the start of your next turn
Push your strikes even further using Ki. All unarmed strikes deal 1 damage die higher for the duration.
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
Lightning Jab
Rank 1 Melee Technique
- Ki Cost: 5 ki
- Casting Time: 1 action
- Range:
- melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Make an unarmed strike faster than can be precieved. The target can not use their reaction in response to this technique.
Roll a combo attack roll, dealing your unarmed strike + 2d6 damage on a success.
Power Strike
Rank 1 melee technique
- Ki Cost: 5 ki
- Casting Time: 1 action
- Range:
- melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A single target of your choice within your melee range must make a Strength Saving throw or take your unarmed strike damage and being being knocked back a total of 5x your strength modifier feet on a failure, half damage and no knockback on a success.
If they strike a solid surface that’s less than 5 feet thick, they tear through it if they have at least 10 or more feet remaining to be knocked back, taking 5d6 bludgeoning damage.
Rush!
Rank 1 Melee technique
- Ki Cost: 10 ki
- Casting Time: 1 Action
- Range:
- Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Make 3 combo attack rolls against a target of your choice within range dealing your unarmed strike damage die on a hit.
Shining Slash
Rank 1 Melee technique
- Ki Cost: 8 ki
- Casting Time: 1 Action
- Range:
- Self
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A ki-charged weapon strike. Roll a combo attack roll, dealing your equipped melee weapon’s damage die + 2d6 damage on a hit.
The Ol’ One-Two
Rank 1 Melee technique
- Ki Cost: 3 ki
- Casting Time: 1 Action
- Range:
- Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A staple of trained combat, a quick combo from a boxing stance. Roll a combo attack roll, dealing your unarmed strike + 2d4 damage on a hit.
Wolf Fang Fist
Rank 1 melee technique
- Ki Cost: 8 ki
- Casting Time: 1 action
- Range:
- Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A rapid flurry of jabs and kicks designed to mimic the ferocity of a desert wolf. Make 4 Combo attack rolls dealing 1d4 damage for each attack. At the resulution of this technique the target gets knocked back 5 feet for each Combo attack roll that landed.
Rank 2
Amazing Impact
Rank 2 melee technique
- Ki Cost: 12 ki
- Casting Time: 1 action
- Range:
- Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A stomach shot designed to knock the wind out of an opponent.
Make a Combo attack roll dealing your unarmed strike + 2d10 damage on a hit and the target cannot take reactions until the start of their next turn.
Angry Hit
Rank 2 Melee technique
- Ki Cost: 20 ki
- Casting Time: 1 Action
- Range: 60 feet
- Chargeable?:
- No
- Duration:
- Instantaneous
A charge attack where you close in and seemingly disappear, then strike a hit as soon as you appear in front of your opponent.
Choose a target within your move distance, you vanish and appear in a chosen location within 5 feet of them without provoking attacks of opportunity and Make a Combo attack roll dealing your unarmed strike damage die+2d12 bludgeoning damage on a hit.
Aura Lariot
Rank 2 Melee technique
- Ki Cost: 20 ki
- Casting Time: 1 Action
- Range:
- 30 Feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Cover yourself in energy before ramming a target to the ground. Make a Combo attack roll dealing your unarmed strike damage die+3d10 bludgeoning damage and knocking the target prone on a hit. You end this technique in the nearest unoccupided space from the target.
Blitz
Rank 2 Melee technique
- Ki Cost: 20 ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
A quick and basic combo attack.
Roll 4 combo attack rolls against a target in your melee range dealing your unarmed strike damage die on a hit.
Brave Slash
Rank 2 Melee technique
- Ki Cost: 15 ki
- Casting Time: When you take the attack action or roll a Combo Attack Roll using
- Range:
- Self
- Chargeable?:
- No
- Duration:
- Until the start of your next turn
You add energy to your weapon sending ki facsimiles of your attacks. For the duration of this technique your melee weapons gain a 30 foot range and have their damage changed to Ki damage.
Burning Rush
Rank 2 Melee technique
- Ki Cost: 20 ki
- Casting Time: 1 Action
- Range:
- Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A flurry of flaming strikes at the opponent. Roll 4 Combo attack rolls to any target in your melee range dealing 2d6 Fire damage on a Hit.
Crusher Blow
Rank 2 Melee technique
- Ki Cost: 25 ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A supercharged punch that breaks through defenses. Make a Combo attack roll dealing your unarmed strike damage die+3d12 bludgeoning damage on a hit. This Damage can not be reduced by any means.
Deadly Dance
Rank 2 Melee technique
- Ki Cost: 15 ki
- Casting Time: 1 Bonus Action
- Range: Self
- Chargeable?:
- Yes
- Duration:
- Until the start of your next turn.
For the duration of this technique, if you hit a creature with a weapon/ki attack or technique this turn it can not make opportunity attacks for the duration.
Dragon Throw
Rank 2 melee technique
- Ki Cost: 15 ki
- Casting Time: 1 action
- Range:
- 10 feet
- Chargeable?:
- No
- Duration:
- Instantaneous
You make a lunging grab at a target near you before launching them away. Make a Combo attack roll. On a hit the user grabs the enemy, spins them around, and throws them 10x your strength modifier feet in any direction.
If they strike a solid surface that’s less than 5 feet thick, they tear through it if they have at least 10 or more feet remaining to be knocked back, taking 5d6 bludgeoning damage.
Evil Whirlwind
Rank 2 Melee technique
- Ki Cost: 20 ki
- Casting Time: 1 Action
- Range: self (10 foot radius)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A dynamic attack that kicks the surrounding area to pieces. All Creatures within the range must make a Dexterity saving throw or take your unarmed strike damage die + 3d6 damage, half on a save.
Four Witches Technique
Rank 2 melee technique
- Ki Cost: 10 ki
- Casting Time: 1 Action
- Range:
- Self
- Chargeable?:
- No
- Duration:
- Upkeep
The user grows an additional set of arms to take an enhanced fighting stance. For the duration of this technique The damage die for your unarmed strikes and melee techniques have their damage die increased by one step and you gain +2 to strength ability checks and saving throws.
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
Meteor Strike
Rank 2 melee technique
- Ki Cost: 12 ki
- Casting Time: 1 Action
- Range: melee (20 foot cone)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Strike out with a supercharged punch strong enough to send a shockwave through the air. If a target is within melee range you may roll a Combo attack roll dealing 2d10 damage on a hit. Regardless of whether the you target something with the strike you create a powerful shockwave in a 20 foot cone starting from your square. All creatures in the area of effect must make a strength saving throw or be knocked prone and taking 2d10 damage on a fail. On a success the target takes half damage and is not knocked prone.
If you hit a target with the initial strike they automatically fail the Strength Saving Throw.
Surpass Your Limits!
Rank 2 Melee technique
- Ki Cost: 15 ki
- Casting Time: When you take the attack action or roll a Combo Attack Roll
- Range:
- Self
- Chargeable?:
- No
- Duration:
- Until the start of your next turn
Push your strikes even FURTHER using Ki. For the duration of this technique you gain +1 Power to all Melee Attacks and Melee Techniques.
Rank 3
All Clear
Rank 3 Melee technique
- Ki Cost: 60 ki
- Casting Time: 1 reaction, which you take when subject to a Ki attack roll or technique
- Range: Self
- Chargeable?:
- No
- Duration:
- Instantaneous
A frontal sweeping Strike attack that can negate Ki Waves. When you are subject to a ranged ki attack or technique of rank 3 or below you may use this technique and negate the attack, if the technique is a rank 4 then the damage is halved instead.
Arm Break
Rank 3 Melee technique
- Ki Cost: 35 ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A supercharged combo that breaks through defenses. Make 2 combo attack rolls dealing your unarmed strike+3d10 bludgeoning damage each on a hit. This damage cannot be lessened by blocking.
Blinding Wolf Fang Fist
Rank 3 melee technique
- Ki Cost: 30 Ki
- Prerequisites: Wolf Fang Fist
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A rapid flurry of jabs and kicks designed to mimic the ferocity of a desert wolf. Make 4 Combo attack rolls dealing 1d8 damage for each attack. At the resolution of this technique the target gets knocked back 5 feet for each Combo attack roll that landed.
Breakstorm
Rank 3 melee technique
- Ki Cost: 30 ki
- Casting Time: 1 Action
- Range:
- Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Make 6 combo attack rolls against a target of your choice within range dealing your unarmed strike damage die on a hit.
Death crasher
Rank 3 Melee technique
- Ki Cost: 35 ki
- Casting Time: 1 Action
- Range:
- Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Make 4 combo attack rolls against a target of your choice within range dealing your unarmed strike damage die increased by one step on a hit.
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
Destructive Rampage
Rank 3 Melee technique
- Ki Cost: 40 ki
- Casting Time: 1 Action
- Range: Self(100 foot Radius)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
You dart around a large area attacking in rapid succession. Make 5 combo attack rolls dealing your unarmed strike damage on a hit before returning to your starting location.
Drill kick
Rank 3 Melee technique
- Ki Cost: 35 ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
A fast spinning dropkick that throws the target off their game.
Make a combo attack roll dealing your unarmed strike + 3d12 damage on a hit. This attack roll ignores Proficiency bonuses to Target’s AC.
Erupting Meteor Fist
Rank 3 melee technique
- Ki Cost: 30 ki
- Prerequisites: Meteor Strike, Lightning Jab
- Casting Time: 1 Action
- Range: melee (20 foot cone)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Strike out with a supercharged punch fast enough to send a flaming shockwave through the air. If a target is within melee range you may roll a Combo attack roll dealing 2d10 bludgeoning damage + 2d6 fire damage on a hit. Regardless of whether the you target something with the strike you create a powerful shockwave in a 20 foot cone starting from your square. All creatures in the area of effect must make a strength saving throw or be knocked prone and taking 2d10 bludgeoning damage + 2d6 fire damage on a fail. On a success the target takes half damage and is not knocked prone.
If you hit a target with the initial strike they automatically fail the Strength Saving Throw.
Evil Typhoon
Rank 3 Melee technique
- Ki Cost: 40 ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A ki-enhanced dynamic attack that kicks the surrounding area to pieces. All Creatures within 10 feet of you must make a Dexterity saving throw or take your 4d(unarmed strike damage die), half on a save.
Gigantic Rage
Rank 3 Melee technique
- Ki Cost: 45 ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Grab the opponent before verociously attackin them. Make a combo attack rolls dealing your unarmed strike damage die + 4d12 and leaving the opponent prone on a hit.
If you have the Enraged condition this attack has advantage.
God Fist
Rank 3 Melee technique
- Ki Cost: 40 ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A ferociously powerful haymaker from close range. Make an unarmed strike dealing 4d10 and leaving the target Stunned until the end of their next turn on a hit.
Piercing Punch
Rank 3 melee technique
- Ki Cost: 25 ki
- Prerequisites: Crane Strike
- Casting Time: 1 Action
- Range:
- melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Make a single combo attack roll against a target of your choice within range dealing your unarmed strike damage die on a hit and lowering the AC of the target by 1 for their next 2 rounds.
A target cannot be affected by this or a similar effect from a technique more than once at a time.
Power Rush
Rank 3 Melee technique
- Ki Cost: 20 ki
- Casting Time: 1 Bonus Action
- Range: Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Make 4 combo attack rolls dealing your unarmed strike damage die on a hit.
Pressure Sign
Rank 3 Melee technique
- Ki Cost: 40 ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous
A true and confidant strike. Make a combo attack rolls dealing your unarmed strike damage + 3d12 on a hit. This move has advantage in clash checks.
Shockwave Strike
Rank 3 melee technique
- Ki Cost: 30 Ki
- Casting Time: 1 Action
- Range: Self (45 foot cone)
- Chargeable?:
- No
- Duration:
- Instantaneous
Punch the air with the sole purpose of destablizing targets in front of you.
All targets in range must make a Strength saving throw or be knocked prone and lose all reactions until their next turn.
Thunder Flash
Rank 3 Melee technique
- Ki Cost: 20 ki
- Casting Time: When you take the attack Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- For the duration of the Attack Action.
You focus all your power into speed into a series of fast moving attacks.
For the duration of this technique you gain additional movement equal to your movement speed and gain an additional 1d6 damage for each 10 feet you move between Attack Rolls.
Rank 4
Armor Break
Rank 4 melee technique
- Ki Cost: 50 Ki
- Prerequisites: Piercing Punch
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- No
- Duration:
- Instantaneous (Special)
Strike your foe and either shatter their armor or cut their ki connection to their defenses.
Make a combo attack rolls dealing your unarmed strike damage on a hit. You also remove one of the following from the target’s AC calculation.
- Armor bonus
- Wisdom Modifier
- Constitution Modifier
This effect lasts for 1 minute or until the armor is repaired by someone.
Blitz rush
Rank 4 Melee technique
- Ki Cost: 50 ki
- Casting Time: 1 Bonus Action
- Range:
- Melee/Melee weapon range
- Chargeable?:
- No
- Duration:
- Instantaneous
Make 8 combo attack rolls against a target of your choice within range dealing your unarmed strike damage die or your equipped melee weapon damage die on a hit.
Elite Combo
Rank 4 Melee technique
- Ki Cost: 60 ki
- Casting Time: 1 Action
- Range:
- Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Make 8 combo attack rolls against a target of your choice within range dealing your unarmed strike damage die on a hit.
Explosion Fist
Rank 4 melee technique
- Ki Cost: 50 Ki
- Casting Time: 1 Action
- Range: Melee
- Chargeable?:
- Yes
- Duration:
- Instantaneous (Special)
A strike to the midsection that explodes into a burst of energy.
Make a combo attack rolls dealing your unarmed strike damage die + 10d8 ki damage on a hit.
Perfect Combo
Rank 4 melee technique
- Ki Cost: 50 Ki
- Prerequisites: Breakstorm
- Casting Time: 1 Action
- Range:
- Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Make 8 combo attack rolls against a target of your choice within range dealing your unarmed strike damage die on a hit.
Soaring Dragon Strike
Rank 4 melee technique
- Ki Cost: 60 ki
- Casting Time: 1 action
- Range:
- Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
Coat your arm in the visage of a dragon or similar beast before tearing apart a targets body and soul. Make a combo attack rolls dealing your unarmed strike damage die + 4d12 damage on a hit. This damage affects HP and Ki.
Super Dragon Fist
Rank 4 melee technique
- Ki Cost: 75 ki
- Casting Time: 1 action
- Range:
- Self (100 ft line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
Create the visage of the eternal dragon and punch it out and through enemies in front of you. Creatures in the range must make a dexterity saving throw or take your unarmed damage die + 10d12 ki damage, half on a success.
Dragon Fist
Weapon Techniques
Rank 1
Bonk!
Rank 1 Weapon technique
- Ki Cost: 10 ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
Raise your weapon high above your head for an empowered attack. Roll a combo attack roll dealing your equipped weapon’s damage die on a hit.
This attack roll is a critical hit on a roll of 19 or 20.
Flurry
Rank 1 Weapon technique
- Ki Cost: 12 ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
A quick rush using whatever is in your hands. Roll 2 combo attack rolls dealing your weapon’s damage die.
Iai!
Rank 1 Weapon technique
- Ki Cost: 10 ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with.
- Casting Time: 1 reaction, when you are targeted by a melee attack by a creature in your melee range.
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: No
You draw and swipe with your weapon at lightning speed. Make a combo attack roll dealing your equipped weapon’s damage die and grants disadvantage on the triggering attack roll.
I’ll Shoot you!
Rank 1 Weapon Technique
- Ki Cost: 10 ki
- Casting Prerequisite: 1 Martial Ranged Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
You focus your shot with a small portion of your ki, firing it once they are within range with much more force. Make a Ranged Combo Attack Roll, on a hit, they take your weapon’s damage. Creatures who are hit with this attack, they are knocked back 15 feet.
Pincushion
Rank 1 Weapon technique
- Ki Cost: 15 ki
- Casting Prerequisite: 1 Light or Finesse Melee Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
You make a flurrious storm of strikes against a target in range. Roll 3 combo attack rolls dealing your equipped weapon’s damage die on a hit.
Staggering Clash
Rank 1 Weapon technique
- Ki Cost: 15 ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with.
- Casting Time: 1 reaction, when you are targeted by a melee attack by a creature in your range.
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: No
You strike out to clash against against an incoming attack, attempting to overpower their stance. Make a combo attack roll, on a success you knock the target prone.
Whirlwind
Rank 1 Weapon technique
- Ki Cost: 10 ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
As quick spin-attack against all creatures in your reach. All creatures within range must make a Dexterity saving throw or take your melee weapon’s damage die, half on a success.
Rank 2
Cyclone
Rank 2 Weapon technique
- Prerequisites: 1 star in Whirlwind
- Ki Cost: 20 ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
An supercharged spin move against all creatures in the vicinity. All creatures within range must make a Dexterity saving throw or take your melee weapon’s damage die + 2d6, half on a success.
Deadly Strike
Rank 2 Weapon technique
- Ki Cost: 20 ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
Collect all of your energy to your arms for a lightning fast attack. Roll a Combo attack roll dealing your equipped weapon’s damage die + 3d8 damage on a hit.
Finishing Blow
Rank 2 Weapon technique
- Ki Cost: 15 ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
You make a jumping strike meant to deal maximum damage. This attack can only be used against a Prone Target. If you would make cast this technique using a ranged weapon, you ignore any forms of detriments to your attack roll (Including disadvantage)
Roll a combo attack roll dealing twice your weapon’s damage die on a success.
Flurry Assault
Rank 2 Melee technique
- Ki Cost: 25 ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
Make 3 combo attack rolls dealing your equipped weapon’s damage die each on a hit.
Focus
Rank 2 Weapon technique
- Ki Cost: 10 ki per plus 1
- Casting Prerequisite: 1 Martial Weapon that you are proficient with.
- Casting Time: 1 Bonus Action
- Range: Self
- Duration: Upkeep
- Chargeable: No
You funnel your energy into your held weapon to empower it. For each 10 ki you spend casting this technique, to a maximum of 30 ki, your equipped weapon gains a +1 to attack and damage rolls.
Due to the nature of Temper, it can not currently be mastered.
Ravenous Claw
Rank 2 Weapon technique
- Ki Cost: 25 ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Self (Weapon reach + 15 foot cone)
- Duration: Instantaneous
- Chargeable: Yes
By collecting energy in your weapon you can send out energy facsimiles in a cone in front of you. All creatures in the cone must make a dexterity saving throw, taking your weapon die’s damage and creatures are knocked back to the end of the cone on a failure or half damage and no weapon effects on a success.
When you would charge this technique, the cone increases by 5 feet.
Shining Attack
Rank 2 Weapon Technique
- Ki Cost: 18 Ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with
- Casting Time: 1 Reaction to when a creature would succeed a saving throw against a technique or spell casted you
- Range: Movement Speed
- Duration: Instantaneous
- Chargeable: No
You take advantage of their focus in their success and go up to a creature, making an attack to set you up for the next one. Make a Melee Combo Attack Roll, on a hit dealing your weapon’s damage die. On a hit, you deal your weapon’s damage and creature cannot react to the next attack from you or an allied creature.
Skirmish
Rank 2 Weapon technique
- Ki Cost: 20 ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
A wild flurry of swings that is hard to match. Make a combo attack roll dealing your equipped weapon’s damage die + 2d6 damage. This attack has advantage on clash checks.
Tear Them Down
Rank 2 Weapon Technique
- Ki Cost: 20 ki
- Casting Time: 1 Bonus Action
- Range: 60 feet
- Duration: Instantaneous
- Chargeable: No
You take a moment to inspect a target in range, finding their weak points. Choose 1 target in range, the next weapon attack you make against that target using Simple or Martial Weapons ignores their Proficiency Bonus and Power Bonus to AC.
If you use this technique again before the strike is done you lose your previous target.
Vulcan Cannon
Rank 2 Weapon Technique
- Ki Cost: 18 ki
- Casting Prerequisite: 1 Martial Ranged Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
You begin to charge your weapon to make a barrage of projectiles launched towards the enemy. Make a ranged combo attack against a creature that you can see that is within range. On a hit, you deal your weapon’s damage die + 4d4.
Rank 3
Brave Flurry
Rank 3 Weapon Technique
- Ki Cost: 25 Ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with
- Casting Time: 1 action
- Range: 30 feet
- Duration: Instantaneous
- Chargeable: Yes
You fire a flurry of blasts from your weapon, basing it out of the type of weapon that you wield. Make a number of combo attack roll equal to half your proficiency bonus. On a hit, you deal your weapon’s damage.
Brave Weapon Attack
Rank 3 Weapon Technique
- Ki Cost: 20 Ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with
- Casting Time: 1 action
- Range: Movement Speed
- Duration: Instantaneous
- Chargeable: Yes
You move to a creature that is within your movement speed, you may make two combo attacks. On a hit, you deal your weapon’s damage. If you hit at least 1 attack, you may make another combo attack, dealing your weapon’s damage die as if you rolled a critical hit. If you roll a Natural 20, you roll quadruple the damage die. If you hit both attacks, you gain advantage on the attack.
Confusion Weapon
Rank 3 Weapon Technique
- Ki Cost: 24 Ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with
- Casting Time: 1 action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
You form small fireballs that follows right alongside your attacks. Make a Combo Attack. On a hit, you deal your weapon’s damage die + 4d6 fire damage. On a hit, creature must make a Constitution Saving Throw, on a failure, they take 4d6 fire damage at the start of their next turn.
They must repeat this saving throw at the start of their turn until they succeed.
Darkness Flurry Attack
Rank 3 Weapon Technique
- Ki Cost: 12 ki per attack
- Casting Prerequsite: 1 Martial Melee Weapon that you are proficient with.
- Casting Time: 1 Action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
You gather ki throughout your body and focus onto enhancing your speed, you may make a number of combo attack rolls equal to a max of your proficiency bonus. On each hit, you deal your weapon’s damage die and add your weapon’s damage ability modifier.
Evil Spear
Rank 3 Weapon Technique
- Ki Cost: 20 Ki
- Casting Prerequisite: 1 Martial Melee Weapon that you are proficient with
- Casting Time: 1 action
- Range: 60 feet
- Duration: Instantaneous
- Chargeable: Yes
You arc your weapon and launch your weapon towards the enemy. If the weapon has the ranged property, the ranged of this technique becomes the weapon’s long range. On a hit, you deal your weapon’s damage die and the weapon is lodged onto them. Creatures have disadvantage on all attack rolls they would make. A creature may spend their action to make a Strength (Athletics) Check to remove the weapon off their body.
Full Charge Shot
Rank 3 Weapon Technique
- Ki Cost: 30 Ki
- Casting Prerequisite: 1 Martial Ramged Weapon that you are proficient with
- Casting Time: 1 action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
You load the best ammunition you have access to or pour all your ki into the projectile before firing it. Make a ranged Combo Attack, when you would make this attack, you ignore all form of bonus to AC from techniques or spells. On a hit, you deal your weapon’s damage + 3d6
Rakshasa Claw
Rank 3 Weapon technique
- Ki Cost: 25 ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with.
- Casting Time: 1 Bonus Action, when you use your action to take the Attack Action.
- Range: Self
- Duration: Instantaneous
- Chargeable: No
By funneling ki into your weapon you can fire out ki projectiles of your equipped weapon. For the duration your equipped weapons gain a range of 30 feet and have their damage type replaced with ki. If your weapon already had a range, both its long and short range increases by half its value.
Rank 4
Dimensional Flurry Attack
Rank 4 Weapon Technique
- Ki Cost: 40 Ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with
- Casting Time: 1 action
- Range: Special
- Duration: Instantaneous
- Chargeable: Yes
You form a dimensional portal that allows you to attack from however distance that you can see. Make a number of combo attack equal to half your proficiency bonus against a creature that you can see. On each hit, they take your weapon’s damage.
Divine Shot
Rank 4 Weapon Techniques
- Ki Cost: Special
- Casting Prerequisite: 1 Martial Range Weapon that you are proficient with
- Casting Time: 1 round
- Range: Self
- Duration: Instantaneous
- Chargeable: Yes
You begin to focus on your next shot with everything, setting aside everything for this next shot. You may spend an amount of ki up to a max equal to 5 times your level. At the beginning of your next turn, you may make a ranged combo attack roll, no action economy required. On a hit, you deal your weapon’s damage + 2d12 for every incrememnts of 10 ki that you spend.
While within the round, all creatures have advantage on attack rolls against you and you have disadvantage on all saving throws you make.
When you would charge this technique, you must spend an additional round and you follow the charging rules as normal
Time Breaker: Black Hole
Rank 4 Weapon Technique
- Ki Cost: 50 Ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with
- Casting Time: 1 action
- Range: Weapon’s Range
- Duration: Instantaneous
- Chargeable: Yes
You begin to focus your ki into your weapon and then making an attack with enough strength to open up a Black Hole. Make a Combo Attack Roll, on a hit, you take your weapon’s damage + 8d6.
When a creature would be hit by this, a black hole opens up and teleports them to a plane of existence of your choice in any location. You may choose to teleport alongside with them.
Weapon of Hope
Rank 4 Weapon Technique
- Ki Cost: 100 Ki
- Casting Prerequisite: 1 Martial Weapon that you are proficient with & Spirit Bomb
- Casting Time: Special
- Range: Self
- Duration: Special
- Chargeable: No
When you would absorb Spirit Bomb, you may channel the ki into your weapon. Your weapon’s damage becomes half the amount of die value as the Spirit Bomb. This technique has a duration of 1 per Spirit Bomb Rank. Once the duration of this technique ends, you gain 9 ranks of exhaustion
Ki Techniques
Rank 1
Dodon Ray
Rank 1 Ki technique
- Ki Cost: 4
- Prerequisites: none
- Casting Time: 1 action
- Range: 40 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
A small beam shot from the finger causes an explosion on impact.
The Target must make a dexterity saving throw or take 3d4 force damage, half on a successful save.
Consecutive Blasts
Rank 1 Ki technique
- Ki Cost: 8
- Prerequisites: none
- Casting Time: 1 action
- Range: 15 cone
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
Fire numerous small ki blasts in close range. All targets in range must make a Dexterity saving throw or take 2d12 ki damage, half on a successful save.
Explosive Wave
Rank 1 Ki Technique
- Ki Cost: 15
- Prerequisites: none
- Casting Time: 1 action
- Range: Self (30 foot radius)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Send a massive explosion of energy out in all directions from you. All creatures within range must make a dexterity saving throw or take 3d6 Fire damage, half on a success.
Fient Shot
Rank 1 Ki technique
- Ki Cost: 5 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 60 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Omni
Roll an Omni Attack Roll dealing your Basic Ki Blast Damage Die + 1d6 on a hit. This attack ignores half and three-forths cover.
Kamekameha
Rank 1 Ki technique
- Ki Cost: 5
- Prerequisites: none
- Casting Time: 1 action
- Range: 60 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
A variant of the Kamehameha named by Goten. A smaller, less focused Kamehameha.
Make a Beam attack roll dealing 2d6 Ki damage on a Hit.
Kiai!
Rank 1 Ki technique
- Ki Cost: 5 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 10 foot radius
- Chargeable?:
- no
- Duration:
- Instantaneous
- Type: Omni
Send out a pulse of ki outwards from yourself. All creatures must make a strength saving throw or be knocked back 10 feet and knocked prone, 5 foot knockback and no prone on a save.
Ki Blast Barrage
Rank 1 Ki technique
- Ki Cost: 12
- Prerequisites: none
- Casting Time: 1 action
- Range: Same as standard ki blast
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
Fires 4 normal ki blasts at once. Make a Blast attack roll dealing 4d6 Ki damage.
Can be used as a bonus action for 24 ki.
Ki Blast Cannon
Rank 1 Ki technique
- Ki Cost: 5
- Prerequisites: none
- Casting Time: 1 action
- Range: 45 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Fire one large ki ball. Make a Blast attack roll dealing 3 times your basic ki blast damage damage on a Hit.
Ki Blast Missle
Rank 1 Ki technique
- Ki Cost: 10
- Prerequisites: none
- Casting Time: 1 action
- Range: 60 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Fire one explosive energy shot at a target. The choosen target must make a dexterity saving throw or take 3d10 ki damage, half on a save.
Max Power Energy Wave
Rank 1 Ki technique
- Ki Cost: 8
- Prerequisites: none
- Casting Time: 1 action
- Range: 60 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
Fire a pure beam of energy with the full force of your Ki. Make a Beam attack roll dealing a number of d6 equal to your wisdom modifier.
Psycho Barrier
Rank 1 Ki technique
- Ki Cost: 10 Ki per +1 bonus
- Prerequisites: none
- Casting Time: 1 reaction when you are forced to make a saving throw
- Range: Self
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Omni
Form a barrier of ki around you granting you as +1 bonus to the triggering saving throw. You may not increase this bonus beyond +3 in this way.
Rapid Fire!
Rank 1 Ki technique
- Ki Cost: 6 Ki
- Prerequisites: none
- Casting Time: 1 Bonus action
- Range: 30/90 Feet
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Barrage
Roll 3 Barrage Attack Rolls dealing your Basic Ki Blast Damage Die on a hit.
Skyline Blast
Rank 1 Ki technique
- Ki Cost: 10
- Prerequisites: none
- Casting Time: 1 action
- Range: 150 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Form a compressed apple sized ki blast in your hand before launching it at a target in range. Make a Blast attack roll doing 3d6 ki damage on a hit.
Rank 2
Aura Shield
Rank 2 Ki technique
- Ki Cost: 40 Ki
- Prerequisites: none
- Casting Time: 1 Reaction when you would take damage from a ki attack or ki technique or when you use a defensive manuever
- Range: self
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Omni
The user concentrates their aura into a palpable wall of force. As a reaction you gain resistance against 1 ki attack or technique that targets or effects you.
Burning attack
Rank 2 Ki technique
- Ki Cost: 12 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 45 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
The user sends out a fiery bout of energy from the hands.
Roll a Blast Attack Roll dealing your Basic Ki Blast Damage Die + 5d6 fire damage on a hit.
Continuous Energy Bullet
Rank 2 Ki technique
- Ki Cost: 10 per ki blast
- Prerequisites: none
- Casting Time: 1 action
- Range: 120 feet
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Barrage
Fire a barrage of individual Barrage Attack Roll dealing your Basic Ki Blast Damage Die each on a hit. You can not fire more shots then your proficiency bonus.
Dark Kamehameha
Rank 2 Ki technique
- Ki Cost: 12
- Prerequisites: none
- Casting Time: 1 action
- Range: self (80 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
The user condenses a black ball in the hands and then fires a beam from it.
Targets in the line must make a dexterity saving throw dealing 3d10 ki damage on a fail, half on a success.
Death Beam
Rank 2 Ki technique
- Ki Cost: 12 Ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 130 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
A small beam shot from the finger.
Roll a Barrage Attack Roll dealing your 2d6 Ki Damage on a hit. As a bonus action you can fire an additional one for half the initial cost.
Destructo Disk
Rank 2 Ki technique
- Ki Cost: 20 Ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 90 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: omni
A frisbee like attack that can cut through almost anything.
Roll an Omni Attack Roll dealing 4d12 slashing damage on a hit. This damage deals double damage to structures and constructs.
Fissure Slash
Rank 2 Ki technique
- Ki Cost: 5 Ki (Special)
- Prerequisites: none
- Casting Time: 1 action
- Range: 45 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Make a massive sweeping blade-like energy attack.
Roll a Blast Attack Roll dealing 1d6 Ki Damage per 5 ki spent on a hit.
The maximum dice amount can not exceed your total character level.
Furious Demon Barrage
Rank 2 Ki technique
- Ki Cost: 20 Ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 90 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
Let out an immensly disruptive volley of attacks. Roll a Barrage Attack Roll dealing your Basic Ki Blast Damage Die + 3d12 on a hit. If you hit the target with this attack the target gains the stunned condition until the end of their next turn.
Galick Gun
Rank 2 Ki technique
- Ki Cost: 12
- Prerequisites: none
- Casting Time: 1 action
- Range: Self (150 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
The user condenses a purple ball in their hands and then fires a beam from it.
Targets in the line must make a dexterity saving throw dealing 3d8 ki damage on a fail, half on a success.
Kamehameha
Rank 2 Ki technique
- Ki Cost: 12
- Prerequisites: none
- Casting Time: 1 action
- Range: Self (100 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
The Famous Turtle Destruction Wave developed by Muten Roshi.
Targets in the line must make a dexterity saving throw dealing 3d10 ki damage on a fail, half on a success.
Ki-Blade
Rank 2 Ki technique
- Ki Cost: 8 ki
- Prerequisites: none
- Casting Time: 1 bonus action
- Range: self
- Chargeable?:
- No
- Duration:
- Upkeep
- Type: omni
the user solidifies ki around their hand replacing their unarmed strike attacks with the following:
Ki-Blade
- Counts as Finesse Weapon or Unarmed Strike
- Can choose to make an Omni Attack Roll instead
- Deals your unarmed strike damage die plus 1d6 ki damage
- You may clash using this weapon instead of a technique
Light Grenade
Rank 2 Ki technique
- Ki Cost: 12 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: self (15 foot cone)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
A wide short range blast from cupped hands.
All creatures in a 15 foot cone must make a dexterity saving throw taking 4d12 Ki damage on a fail and half on a success.
Masenko
Rank 2 Ki technique
- Ki Cost: 12
- Prerequisites: none
- Casting Time: 1 action
- Range: 80 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
Placing your hands to your forehead you fire out a small but powerful beam of yellow energy.
Roll a Beam Attack Roll dealing 6d6 ki damage on a hit.
Missle Barrage
Rank 2 Ki technique
- Ki Cost: 15 per ki blast
- Prerequisites: none
- Casting Time: 1 action
- Range: 30 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
Fire a barrage of individual small ki blasts up to but not exceeding your proficiency bonus. Roll a Barrage Attack Roll dealing your Basic Ki Blast Damage Die + 2d6 ki damage on a hit for each ki blast.
Riot Javelin
Rank 2 Ki technique
- Ki Cost: 10 Ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 15 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
The user creates an energy ball in his hand and then crushes it, enveloping his hand for a powerful short ranged Blast.
Roll an melee ki attack dealing 3d12 ki damage.
Scatter Shot
Rank 2 Ki technique
- Ki Cost: 20
- Prerequisites: none
- Casting Time: 1 action
- Range: 90 feet (15 foot radius)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
Fire a single energy beam into the air that explodes and rains down a a barrage of ki bullets down in the area.
Choose a 5 foot space within range, all creatures of choice in a 15 foot radius must make a dexterity saving throw or take 3d8 ki damage on a fail, half on a success.
Solar Flare
Rank 2 Ki technique
- Ki Cost: 12 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: self (60 foot cone)
- Chargeable?:
- No
- Duration:
- End of Target’s next turn
- Type: Omni
The user concentrates Ki in front of their eyes and sends a blinding light forward in a 60-foot cone and anyone in the area must make a con save or be blinded for the duration.
Super Explosive Wave
Rank 2 Ki technique
- Ki Cost: 30 ki
- Prerequisites: 1 Star in Explosive Wave
- Casting Time: 1 action
- Range: Self (45 foot radius)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Send a massive explosion of energy out in all directions from you. All creatures within range must make a dexterity saving throw or take 4d12 Fire damage, half on a success.
Rank 3
100x Solar Flare
Rank 3 Ki technique
- Ki Cost: 35 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: self (90 foot Sphere)
- Chargeable?:
- No
- Duration:
- 2 Rounds
- Type: Omni
The user concentrates Ki in front of their eyes and sends a blinding light forward in a 60-foot cone and anyone in the area must make a con save or be blinded for the duration, on a success they are blinded for half as long.
Angry Shout
Rank 3 Ki technique
- Ki Cost: 20 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 60 foot line
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: omni
Fill your lungs with ki enforced air and roar. All creatures in range must make a constitution saving throw or be stunned until the end of their next turn.
Big Bang Attack
Rank 3 Ki technique
- Ki Cost: 30 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 100 feet (15 foot radius sphere)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Create a blue orb of energy in front of you before launching it to explode at your target.
Choose a location within 100 feet, and all creatures in a 15 foot radius must make a dexterity saving throw or take 8d8 fire damage, half on a success.
Black Kamehameha
Rank 3 Ki technique
- Ki Cost: 35 ki
- Prerequisites: 1 Star in Dark Kamehameha
- Casting Time: 1 action
- Range: self (100 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
The form of the kamehameha that Goku Black used. Targets in range must make a dexterity saving throw dealing 8d10 damage on a fail, half on a success.
Blaster Meteor
Rank 3 Ki technique
- Ki Cost: 40 Ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 50 feet radius
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
Surround yourself in a bubble of ki and fire out multiple ki blasts in all directions. All targets of your choice in a 50 foot radius centered on yourself must make a dexterity saving or take 4d12 ki damage.
Death Ball
Rank 3 Ki technique
- Ki Cost: 15x
- Prerequisites: none
- Casting Time: 1 action
- Range: 100 feet (40 foot radius sphere)
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: blast
A ball of energy is created on the user’s finger and thrown before exploding.
Targets in the technique’s radius must make a dexterity saving throw taking 5d10 ki damage on a failure, taking half damage on a success.
You may spend an additional 15 ki upon casting to add 2d10 ki damage die and increase the sphere radius by 10 feet.
Death Saucer
Rank 3 Ki technique
- Ki Cost: 50 ki
- Prerequisites: 1 star in Destructo Disk
- Casting Time: 1 action
- Range: 120 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: omni
A purple frisbee like attack that does less damage than the destructo disk but is much more controlled.
Roll 2 Omni Attack Rolls each dealing 5d6 magical slashing damage, dealing double damage to structures and constructs.
Destructo Disk Barrage
Rank 3 Ki technique
- Ki Cost: 25 Ki per Disk
- Prerequisites: 1 Star in Destructo Disk
- Casting Time: 1 action
- Range: 120 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
A barrage of frisbee like attacks that can cut through almost anything.
Roll an Omni Attack Roll dealing 4d12 slashing damage each on a hit. This damage deals double damage to structures and constructs.
You may fire an amount of Destructo Disks equal to your proficiency bonus.
DIE DIE Missle Barrage
Rank 3 Ki technique
- Ki Cost: 25 per ki blast
- Prerequisites: 1 star in Missle Barrage
- Casting Time: 1 action
- Range: 30 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
Fire a barrage of individual Powerful ki blasts up to but not exceeding your proficiency bonus. Roll a Barrage Attack Roll dealing your Basic Ki Blast Damage Die + 2d12 ki damage on a hit for each ki blast.
Final Flash
Rank 3 Ki technique
- Ki Cost: 40
- Prerequisites: none
- Casting Time: 1 action
- Range: self(150 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
The user creates an energy orb in each hand and places them together to fire a large powerful beam.
Targets in range must make a dexterity saving throw taking 6d10 Ki Damage on a fail, half on a success.
Galactic Donuts
Rank 3 Ki technique
- Ki Cost: 40 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 120 feet
- Chargeable?:
- Yes
- Duration:
- 1 Minute Concentration
- Type: Omni
The user creates an exploding ring of ki to restrain the user.
The target must make a Strength saving throw or be restrained. The Target may make the save to escape as an action or at the end of their turn.
After you have restrained a target you may detonate the Binding as a bonus action on your turn dealing 8d8 Ki damage. If you lose concentration on this technique otherwise it detonates dealing 4d8 Ki damage.
Hellzone Grenade
Rank 3 Ki technique
- Ki Cost: 10x ki per blast
- Prerequisites: none
- Casting Time: 1 action
- Range: 120 feet
- Chargeable?:
- Yes
- Duration:
- 1 Minute (concentration)
- Type: barrage
Select a number of unoccupied 5 foot squares up to but not exceeding double your wisdom modifier to leave a Ki Blast. You may choose to detonate these at any time at no cost or action causing anyone within 5 feet to make a dexterity saving throw dealing 2d8 Ki damage on a fail and half as much on a success.
As an action on your turn your may cause any number of these to fly at a target of your choice within range. Make a ranged ki attack using your barrage bonus for each dealing 2d8 Ki damage on a hit per ki blast.
Improved ki-blade
Rank 3 Ki technique
- Ki Cost: 20 ki
- Prerequisites: Ki-blade
- Casting Time: 1 action
- Range: Self
- Chargeable?:
- Yes
- Duration:
- Upkeep (8 Ki)
- Type: Omni
the user solidifies ki around their hand replacing their unarmed strike attacks with the following:
Improved Ki-Blade
- Counts as Finesse Weapon or Unarmed Strike
- Can choose to make an Omni Attack Roll instead
- Deals your unarmed strike damage die plus 2d6 ki damage
- You may clash using this weapon instead of a technique
Infinity Bullet
Rank 3 Ki technique
- Ki Cost: 12 per ki blast
- Prerequisites: none
- Casting Time: 1 action
- Range: 150 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
Fire a seemingly endless barrage of individual small ki blasts.
Roll a Barrage Attack Roll each dealing 1d8 ki damage on a successful hit.
Instant Galick Gun
Rank 3 Ki technique
- Ki Cost: 25 ki
- Prerequisites: 1 Star in Galick Gun
- Casting Time: 1 action
- Range: 120 feet
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: beam
Form a powerful but condensed galick gun.
Roll a Beam Attack Roll dealing 6d6 ki damage on a successful hit.
Instant Kamehameha
Rank 3 Ki technique
- Ki Cost: 25
- Prerequisites: 1 Star in Kamehameha
- Casting Time: 1 action
- Range: 120 feet
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Beam
Form a powerful but condensed Kamehameha.
Roll a Beam Attack Roll dealing 6d8 ki damage on a successful hit.
Majin Kamehameha
Rank 3 Ki technique
- Ki Cost: 25
- Prerequisites: 1 Star in Dark Kamehameha
- Casting Time: 1 action
- Range: 80 feet
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: beam
Form a powerful but condensed Kamehameha fueled by dark energy.
Roll a Beam Attack Roll dealing 6d10 ki damage on a successful hit.
Massive Explosive Wave
Rank 3 Ki technique
- Ki Cost: 50 Ki (special)
- Prerequisites: 1 Star in Explosive Wave
- Casting Time: 1 action
- Range: Self (60x foot radius)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Send a massive explosion of energy out in all directions from you. All creatures within range must make a dexterity saving throw or take 8d12 Ki damage, half on a success.
Mouth Cannon
Rank 3 Ki technique
- Ki Cost: 25 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 45 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: beam
The user fires a beam out of their mouth powered by their own life force.Roll a Beam Attack Roll dealing 6d6 ki damage on a hit. This attack may be used while grappled, restrained, or prone.
Paralysis Shocker
Rank 3 Ki technique
- Ki Cost: 35 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 30 feet
- Chargeable?:
- No
- Duration:
- Concentration
- Type: Omni
Choose a target within 30 feet. The target must make a Wisdom Saving Throw or be paralyzed as long as you hold Concentration. As an action on their turn and at the end of their turn they may attempt to make the save again.
Perfect Energy Wave
Rank 3 Ki technique
- Ki Cost: 30
- Prerequisites: 1 Star in Max Power Energy Wave
- Casting Time: 1 action
- Range: 60 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
Fire a ferocious beam of energy with the full force of your Ki. Make a Beam attack roll dealing a number of d10 equal to your wisdom modifier.
Special Beam Cannon
Rank 3 Ki technique
- Ki Cost: 10 ki (Special)
- Prerequisites: none
- Casting Time: 1 action
- Range: self (100 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: beam
A very powerful move that resembles a drill. Targets in the range must make a dexterity saving throw or take 2d10 Ki damage for every 10 ki spent. This damage can not be reduced by blocking.
The maximum dice amount (this is considered the d10s BEFORE bonuses like increased damage die) can not exceed your total character level.
Super Destructo Disk
Rank 3 Ki technique
- Ki Cost: 40 Ki
- Prerequisites: 1 Star in Destructo Disk
- Casting Time: 1 action
- Range: 100 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Omni
Super charge the spin of the destructo disk making it almost unseeable to the eye.
Roll an Omni Attack Roll dealing 6d12 slashing damage on a hit. This damage deals double damage to structures and constructs.
Super Galick Gun
Rank 3 Ki technique
- Ki Cost: 35 ki
- Prerequisites: 1 Star in Instant Galick Gun
- Casting Time: 1 action
- Range: self (180 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
Charges one of the strongest variants of the Galick Gun.
Targets in range must make a dexterity saving throw dealing 8d6 damage on a fail, half on a success.
Super Ghost Guardians
Rank 3 Ki technique
- Ki Cost: 15x ki per ghost
- Prerequisites: none
- Casting Time: 1 action
- Range: Self
- Chargeable?:
- No
- Duration:
- 1 Minute (Concentration)
- Type: omni
The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency bonus.
The Ghosts float harmlessly around you for the duration. Whenever you are subject to an attack roll you may sacrifice a ghost to take the hit and explode, dealing 2d6 Ki damage to all creatures but yourself within 5 feet.
These ghosts count toward the count for the “Super Ghost Kamikaze” Technique.
Super Ghost Kamikazi Attack
Rank 3 Ki technique
- Ki Cost: 15x ki per ghost
- Prerequisites: none
- Casting Time: 1 action
- Range: Self (60 foot)
- Chargeable?:
- No
- Duration:
- 1 Minute (Concentration)
- Type: omni
The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency bonus.
The Ghosts float harmlessly around you for the duration. As an action you may fire a ghost at a target within range, Roll an Omni Attack Roll dealing your 2d10 Ki Damage on a hit.
These ghosts count toward the count for the “Super Ghost Guardians” Technique.
Super Kamehameha
Rank 3 Ki technique
- Ki Cost: 35
- Prerequisites: 1 Star in Instant Kamehameha
- Casting Time: 1 action
- Range: self (125 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
An almost planet shattering kamehameha.
Targets in range must make a dexterity saving throw dealing 8d8 damage on a fail, half on a success.
Tribeam
Rank 3 Ki technique
- HP Cost: 5x HP
- Prerequisites: none
- Casting Time: 1 action
- Range: 120 foot range (30 foot cube centered on target)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: blast
The user channels their own life force into their hands and fires it out as a square box.
Choose a location you can see within 80 feet. All creatures in a 30 foot cube centered on that location must make a dexterity saving throw, taking half damage on a success.
This technique is fueled by life force directly dealing 1d10 ki damage for every 5 hp you put into it. This health is drained immediately after the action is concluded.
Twin Cannon
Rank 3 Ki technique
- Ki Cost: 45 ki
- Prerequisites: 1 Star in Instant Galick gun
- Casting Time: 1 action
- Range: 120 feet
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: beam
The user fires a purple beam from each hand. You can hurl them at one target or several.
Roll 2 Beam Attack Rolls dealing 6d6 ki damage on a successful hit.
Warp Kamehameha
Rank 3 Ki technique
- Ki Cost: 40 ki
- Prerequisites: Instant Transmission, 1 Star in Instant Kamehameha
- Casting Time: 1 action
- Range: Self (100 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
You form a Kamehameha before teleporting and firing the beam.
You may teleport anywhere within 100 feet before rolling a Beam Attack Roll dealing 6d8 ki damage on a hit.
Rank 4
Big Bang Final Flash
Rank 4 Ki technique
- Ki Cost: 90 ki
- Prerequisites: 1 Star in Big Bang Attack and Final Flash
- Casting Time: 1 Action
- Range: self (150 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
The user forms two Big Bang Attacks in his hands and put them together forming a larger blue version of the Final Flash.
Targets in range must make a dexterity saving throw taking 12d12 Ki Damage on a fail, half on a success.
Big Bang Grenade
Rank 4 Ki technique
- Ki Cost: 25x ki per blast
- Prerequisites: 1 Star in Big Bang Attack and Hellzone Grenade
- Casting Time: 1 action
- Range: 200 feet
- Type: Barrage
Select a number of unoccupied 5 foot squares up to but not exceeding double your wisdom modifier to leave a Ki Blast. You may choose to detonate these at any time at no cost or action causing anyone within 5 feet to make a dexterity saving throw dealing 2d8 Ki damage on a fail and half as much on a success.
As an action on your turn your may cause any number of these to fly at a target of your choice within range. Make a ranged ki attack using your barrage bonus for each dealing 5d6 Ki damage on a hit per ki blast.
Big Bang Kamehameha
Rank 4 Ki technique
- Ki Cost: 80 ki
- Prerequisites: 1 Star in Big Bang Attack and Instant Kamehameha
- Casting Time: 1 action
- Range: 20 foot cone
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
The user fires a kamehameha through a big bang attack turning it into a shotgun like attack.
Targets in range must make a dexterity saving throw taking 12d10 Ki Damage on a fail, half on a success.
Burning Storm
Rank 4 Ki technique
- Ki Cost: 8 per ki blast
- Prerequisites: 1 Star in Ki Blast Barrage and Rapid Fire!
- Casting Time: 1 action
- Range: 60 feet
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Barrage
Fire a barrage of individual small ki blasts up to but not exceeding your proficiency bonus.
Roll a Barrage Attack Roll each dealing your Basic Ki Blast Damage Die on a hit.
Dark Impact
Rank 4 Ki technique
- Ki Cost: 60 ki
- Prerequisites: 1 Star in Final Flash
- Casting Time: 1 action
- Range: 300 foot line
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
Two compressed energy spheres forced together into a devestating beam attack.
Targets in range must make a dexterity saving throw taking 12d6 Ki Damage on a fail, half on a success.
Destructive Cannon
Rank 4 Ki technique
- Ki Cost: 35 ki
- Prerequisites: 1 Star in Burning Attack
- Casting Time: 1 action
- Range: 60 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
Make a large ki ball at your side before launching it at highspeed toward the opponent.
Roll a Blast Attack Roll dealing your Basic Ki Blast Damage Die + 6d12 fire damage on a hit.
Emperor’s Barrage
Rank 4 Ki technique
- Ki Cost: 15x ki
- Prerequisites: 1 Star in Death beam
- Casting Time: 1 Action
- Range: 120 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Barrage
The user sends a barrage of death beams in front of them.
The target must make a dexterity saving throw dealing 3d6 points of magical piercing damage per beam fired, half on a success.
You may fire a number of beams equal to double your proficieny bonus.
Final Kamehameha
Rank 4 Ki technique
- Ki Cost: 80 ki
- Prerequisites: 1 Star in Final Flash and Super Kamehameha
- Casting Time: 1 action
- Range: self (150 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
The Super powered combo of Goku and Vegeta’s strongest moves. Two compressed energy spheres forced together into a devestating beam attack.
Targets in range must make a dexterity saving throw taking 12d10 Ki Damage on a fail, half on a success.
Full Power Kamehameha
Rank 4 Ki technique
- Ki Cost: 60 Ki
- Prerequisites: 1 Star in Super Kamehameha
- Casting Time: 1 action
- Range: self (150 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
True to its name this is the strongest pure variation of the Kamehameha.
Targets in range must make a dexterity saving throw dealing 12d8 damage on a fail, half on a success.
Galick Kamehameha
Rank 4 Ki technique
- Ki Cost: 65 ki
- Prerequisites: 1 Star in Instant Galick Gun and Instant Kamehameha
- Casting Time: 1 Action
- Range: Self (150 foot line)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
This attack fully captures the strengths of both moves. Targets in range must make a dexterity saving throw or take 12d6 Ki Damage.
Hyper Special Beam Cannon
Rank 4 Ki technique
- Ki Cost: 25 ki (Special)
- Prerequisites: none
- Casting Time: 1 action
- Range: self (150 foot line)
- Chargeable?: Yes
- Duration: Instantaneous
- Type: Beam
An energy drill capable of drilling through almost anything.
Targets in the range must make a dexterity saving throw or take 5d6 Ki damage for every 25 ki spent. This damage can not be reduced by blocking.
The maximum dice amount (this is considered the d6s BEFORE bonuses like increased damage die) can not exceed = your total character level*5.
Ki split
Rank 4 Ki technique
- Ki Cost: 45 God ki
- Prerequisites: None
- Casting Time: 1 Action
- Range: Self
- Chargeable?:
- Yes
- Duration:
- Upkeep (15 Ki)
- Type: Omni
the user solidifies ki into a melee weapon of their choice:
Ki Split
- Uses the statistics of the weapon that is created.
- Can choose to make an Omni Attack Roll instead
- Deals your choosen weapon’s damage die plus 3d6 ki damage
- You may clash using this weapon instead of a technique
Omega Blaster
Rank 4 Ki technique
- Ki Cost: 75 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 300 feet (60 foot radius)
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Blast
The explosive move of the legendary Broly, throw a marble sized energy blast that slowly grows before impact.
Choose a location within range, all creatures within range must make a dexterity saving throw or take 10d8 ki damage on a fail, half on a success.
Spirit Sword
Rank 4 Ki technique
- Ki Cost: 30 ki to start
- Prerequisites: 1 Star in Improved ki-blade
- Casting Time: 1 action
- Range: self
- Chargeable?:
- Yes
- Duration:
- Upkeep (10 Ki)
- Type: omni
the user solidifies ki around their hand replacing their unarmed strike attacks with the following:
Spirit Sword
- Counts as Finesse Weapon or Unarmed Strike with a range of 10 feet
- Can choose to make an Omni Attack Roll instead
- Deals your unarmed strike damage die plus 3d6 ki damage
- You may clash using this weapon instead of a technique
Super Ghost Kamikaze Guardians
Rank 4 Ki technique
- Ki Cost: 35x ki
- Prerequisites: 1 Star in Ultimate Ghost Kamikaze Attack and Ultimate Ghost Guardian
- Casting Time: 1 action
- Range: Self (60 feet/5 feet radius)
- Chargeable?:
- No
- Duration:
- 1 minute (concentration)
- Type: Omni
The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency bonus.
The Ghosts float harmlessly around you for the duration. As an action you may fire a ghost at a target within range, Roll an Omni Attack Roll dealing your 4d12 Ki Damage on a hit.
Also Whenever you are subject to an attack roll you may sacrifice a ghost to take the hit and explode, dealing 4d12 Ki damage to all creatures but yourself within 5 feet.
Stardust Breaker
Rank 4 Ki technique
- Ki Cost: 80 ki
- Prerequisites: none
- Casting Time: 1 action
- Range: 20 feet
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Omni
Gogeta’s strongest move. Hyper condensed Ki is thrown at a high velocity at an opponent. Roll a ranged ki attack dealing 20d6 damage ki damage on a hit. Can crit on a 19 or 20.
Supernova
Rank 4 Ki technique
- Ki Cost: 25x
- Prerequisites: 1 Star in Death Ball
- Casting Time: 1 action
- Range: 200 feet (30 foot radius)
- Chargeable?:
- no
- Duration:
- Instantaneous
- Type: Blast
A monstrous version of the death ball.
Targets in the technique’s radius must make a dexterity saving throw taking 5d12 ki damage on a failure, taking half damage on a success.
You may spend an additional 25 ki upon casting to add 2d12 ki damage die and increase the sphere radius by 15 feet.
Ultimate Galick Gun
Rank 4 Ki technique
- Ki Cost: 60 ki
- Prerequisites: 1 Star in Super Galick Gun
- Casting Time: 1 action
- Range: 200 foot line
- Chargeable?:
- Yes
- Duration:
- Instantaneous
- Type: Beam
True to its name this is the strongest pure variation of the Galick Gun.
Targets in range must make a dexterity saving throw dealing 12d6 damage on a fail, half on a success.
Ultimate Ghost Kamikaze Attack
Rank 4 Ki technique
- Ki Cost: 25x ki
- Prerequisites: 1 Star in Super Ghost Kamikaze Attack
- Casting Time: 1 action
- Range: Self (60 feet)
- Chargeable?:
- No
- Duration:
- 1 minute (concentration)
- Type: Omni
The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency bonus.
The Ghosts float harmlessly around you for the duration. As an action you may fire a ghost at a target within range, Roll an Omni Attack Roll dealing your 3d12 Ki Damage on a hit.
These ghosts count toward the count for the “Ultimate Ghost Guardians” Technique.
Ultimate Ghost Guardians
Rank 4 Ki technique
- Ki Cost: 25x ki
- Prerequisites: 1 Star in Super Ghost Guardians
- Casting Time: 1 action
- Range: Self (5 feet)
- Chargeable?:
- No
- Duration:
- 1 minute (concentration)
- Type: Omni
The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency bonus.
The Ghosts float harmlessly around you for the duration. Whenever you are subject to an attack roll you may sacrifice a ghost to take the hit and explode, dealing 3d10 Ki damage to all creatures but yourself within 5 feet.
These ghosts count toward the count for the “Ultimate Ghost Kamikaze” Technique.
Super Boo Kamikaze Attack
“Other” Ki Techniques
Rank 1
Afterimage
Rank 2 technique
- Ki Cost: 5 ki
- Casting Time: 1 action
- Prerequisites: None
- Range: Self
- Chargeable?:
- No
- Duration:
- Upkeep
- Type: Other
Move so quickly you leave a mirage of yourself behind. For the duration your AC increases by 2.
Charge
Rank 2 technique
- Prerequisites: Minimum Charge
- Casting Time: 1 action
- Range: Self
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Other
Recharge 18+wis mod ki as an action, or 3d6+wis mod Ki as an Bonus action.
Full Power Charge
Rank 3 technique
- Prerequisites: Charge
- Casting Time: 1 action
- Range: Self
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Other
Recharge 30+wis mod ki as an action, or 3d10+wis mod Ki as an Bonus action.
Kamehame HAHA
Rank 1 ki technique
- Ki Cost: 10 ki
- Casting Time: 1 action
- Prerequisites: Kamehameha or Kamekameha
- Range: 10 feet
- Chargeable?:
- No
- Duration:
- 1 Round
- Type: Other
The user starts to charge what appears to be the Kamehameha but instead of a beam a small explosion of confetti shoots out. The target must make an intellegence check equal to either your Beam or Omni save DC or be stunned for the duration.
Ki-Dash
Rank 2 technique
- Ki Cost: 10 ki
- Casting Time: 1 bonus action
- Prerequisites: None
- Range: 30
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Other
Immediately move up to your movement speed without provoking opprotunity attacks.
Ki Empowerment
Rank 2 technique
- Ki Cost: 20 ki
- Casting Time: 1 action
- Prerequisites: Strength score 16+
- Range: Self
- Chargeable?:
- No
- Duration:
- 1 Minute (concentration)
- Type: Other
Multiplies carrying and lifting capacities by 22.5 times normal for two rounds. If stressed to maximum this technique will cause detrimental effects to the user’s body (at the DM’s discretion) (does not affect unarmed damage).
Strength Req. of 16 to learn.
- 16 Strength= 18,000 lbs
- 17 Strength= 19,125 lbs
- 18 Strength= 20,250 lbs
- 19 Strength= 21,375 lbs
- 20 Strength= 22,500 lbs
- 21 Strength= 23,625 lbs
- 22 Strength= 24,750 lbs
Maximum Charge
Rank 4 technique
- Casting Time: 1 action
- Prerequisites: Full Power Charge
- Range: Self
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Other
Recharge 48+wis mod ki as an action, or 3d12+wis mod Ki as an Bonus action.
Meteor Combo
Rank 2 melee technique
- Ki Cost: 25 ki
- Casting Time: 1 action
- Prerequisites: None
- Casting Time: 1 action
- Range: Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: blast
A lightning quick flurry of strikes followed by an even faster energy beam. Roll 2 combo attack rolls, dealing your unarmed strike damage die on a hit and then roll a Blast attack roll that deals 6d6 force damage on a hit. You end this technique 15 feet above the target.
Minimum Charge
Rank 1 technique
- Casting Time: 1 action
- Prerequisites: None
- Range: Self
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Other
Recharge 12+wis mod ki as an action, and 3d4+wis mod Ki as an Bonus action.
Multi-Form Blast
Rank 4 technique
- Ki Cost: 40 ki+Hp as per tri-beam
- Prerequisites: Afterimage, Tri-Beam
- Casting Time: 1 action
- Range: 80 foot range (30 foot cube centered on target)
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: blast
You split yourself into 4 copies that attack with a unified tri-beam and reforming.
The user channels their own life force into their hands and fires it out as a square box.
Choose a location you can see within 80 feet. All creatures in a 30 foot cube centered on that location must make a dexterity saving throw, taking half damage on a success.
This technique is fueled by life force directly dealing 4d10 ki damage for every 5 hp you put into it. This health is drained immediately after the action is concluded.
Parapara Dance
Rank 3 Melee technique
- Ki Cost: 35 ki
- Casting Time: 1 action
- Prerequisites: None
- Casting Time: 1 action
- Range: Melee
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: blast
Choose a number of creatures that you can see within range equal to your Charisma modifier. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this technique, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.
Power up
Rank 2 technique
- Ki Cost: 20 ki
- Casting Time: 1 action
- Prerequisites: None
- Casting Time: 1 action
- Range: Self
- Chargeable?:
- No
- Duration:
- 1 Minute (Concentration)
- Type: Other
Charge your energy and burst with power. Gain +1 to Power for the duration.
Spirit Bomb
Unique Technique
The congregation of all living things’ power willing collecting to the call of another. As an action on your turn you begin to charge energy, calling out to the universe around you. The user must roll a d100 to determine how much power is given and how long it takes to charge the spirit bomb. If the user has some form of way you ask for the energy a successful persuasion check can grant you advantage on the d100.
- 0-10: energy is refused and the attack won’t form
- 11-30: energy is barely given it takes 3 rounds to charge a micro bomb; 8 to charge a spirit bomb; 12 to charge a super spirit bomb; and 20 to charge a universal
- 31-60: energy is given but only what creatures think they can spare. It takes 2 rounds to charge a micro bomb; 5 to charge a spirit bomb; 8 to charge a super spirit bomb; and 12 to charge a universal
- 61-95: every creature gives every ounce of power they can muster. It takes one round to charge a micro bomb; 3 to charge a spirit bomb; 5 to charge a super spirit bomb; and 8 to charge a universal
- 96-100: the universe itself fuels your attack. A microbomb is instantly formed and it goes up a category every round.
Damage
- Micro bomb: 10d12 radiant damage (handheld projectile)
- Spirit bomb: 30d12 radiant damage (30 ft sphere)
- Super spirit bomb: 50d12 radiant damage (60 ft sphere)
- Universal spirit bomb: 70d12 radiant damage (120 ft sphere)
- Can not be blocked
Select a target that you can see. they must make a dexterity saving throw against your highest ki technique saving throw DC or take damage as listed above, half on a successful save.
If the target has no method for getting out of the radius of the attack they auto fail the saving throw.
Absorbing the micro spirit bomb gives you 50 temporary ki, for each size above micro you absorb and an additional 50 ki for each stage above you absorb. Or can be absorbed to give you a +3 to Power for 2 rounds per stage of the spirit bomb.
When you spend this temporary ki on techniques they ignore resistances.
Absorbing a Universal Spirit bomb grants you 1 temporary god ki for 10 minutes or until it is used.
Spirit Buster
Rank 2 technique
- Ki Cost: 10x ki
- Casting Time: 1 bonus action
- Prerequisites: None
- Casting Time: 1 action
- Range: Self (10x Feet)
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Other
All creatures in a 10 foot radius must make a successful strength saving throw or be knocked back 20 feet, 10 on a feet on a success. For every 10 ki you spend you add 10 feet to the range.
Z-Combo
Rank 3 Technique
- Ki Cost: 35 ki
- Casting Time: 1 Action, or 1 reaction when an ally uses this technique.
- Prerequisites: None
- Casting Time: 1 action
- Range: Self
- Chargeable?:
- No
- Duration:
- Instantaneous
- Type: Other
The ultimate team move. Must be used after you have used your action.
You may use this technique and Immedietly use a technique that you know with a casting time of 1 Action or 1 bonus action.
Stances
Stances are passive stances that change and augment your combat abilities. On a long rest you designate a fighting style to use. You may change your Stance as a bonus action on your turn.
Stances are learned as if they are techniques and they must be active to use any feature gained through one.
Turtle Style
- Prerequisites: Dexterity 13+
The trusty Turtle School, focusing on overwhelming foes with swift flowing martial arts.
- +1 power for unarmed strikes and melee techniques.
- When you use your Action to make an unarmed strike you may make an additional strike as part of that action.
Crane Style
- Prerequisites: Unarmored AC of 14+
The rival style to the Turtle School focusing on defense. Fills their ranks by targeting the naturally gifted.
- Your armor calculation begins at 11
- Once per short rest you may block without expending stamina.
- +10 to your flight speed.
Wolf Style
- Prerequisites: Dexterity 15+
A lighting fast fighting style based on sharp strikes and battlefield control.
- additional 15 movement speed
- When you use the flurry of blows technique or “Wolf Fang” techniques, increase the damage die by 1 step.
- +1 to attack rolls when you make an unarmed strike as your action.
Demon Style
- Prerequisites: Wisdom 15+
The defensive and thoughtful style of Majunior, the son of the Demon King Piccolo.
- You may take the dodge action as a bonus action.
- all beam and barrage techniques have +50% range
- You may add half of your proficiency bonus to concentration checks.
Saiyan Style
- Prerequisites: Strength 15+
A ferocious and strength orriented fighting style
- +1 to melee weapon attacks and unarmed strike attack rolls that use strength
- all melee attacks/techniques go up a die
- -1 to Dexterity bonus to AC
Emperor Style
- Prerequisites: dexterity 15+, Wisdom 13+
A fighting style made to use fast deadly strikes.
- As an action you may make a single melee attack at advantage.
- 1 to all attack rolls and saving throws for barrage attacks
- You gain a +1 to your natural AC
Future Style
- Prerequisites: dexterity 13+, 1 simple or martial Weapon proficiency
A fighting style based around mixing weapons and ki attacks.
- +2 to attack rolls when using a weapon to take the attack action
- +1 power to melee and blast techniques
- If you do a melee weapon attack using a martial or simple weapon that you are proficient with as your action you can fire 2 ki blasts as your bonus action.
Magic Style
- Prerequisites: 1 leveled spell
You can draw the most out of your spells.
- +1 power to spells
- Choose 1 school of Magic; while in this stance the base range of all spells of this school with a range greater than self or touch by 50%, this can not be changed later.
- You get 1 metamagic feature of your choice, that cannot be changed later.
Features Learned Through Training
Spirit Control
The abilities known and mastered only by the yardratians. Each individual ability from this list requires an entire training arc to learn with a master who has that feature.
Goku SSJ (Yardrat)
Size Manipulation
You may cast the enlarge/reduce spell as a bonus action on your turn using stamina equal to the spell level and it lasts twice as long.
Duplication
As an action you may create a number of clones up to your proficieny modifer for 1 stamina per clone. These clones desipate as a free action whenever you choose or after 1 hour passes. These clones can each move your full move speed and take an action or a bonus action on your turn. These clones share your HP, Stamina, and Ki.
Spirit Power
You gain a bonus to power when doing ki blasts or ki techniques equal to your Ki Rank.
Spirit Amplification
Whenever you use ki blasts or ki techniques you may spend stamina to give yourself a bonus to power equal to the stamina spent, max of 10.
Forced Spirit Fission
You have the ability to revert energy back to it’s original form. In practice this is usually used to seperate fusions and release stolen energ. Whenever you land an unarmed strike or melee technique or as an action when you touch someone with the Fusion Tag you may spend 5 stamina to remove the Fusion Tag, seperating them into their base components.
You may also use this power to attack unnatural stores of power in someone. Whenever you land an unarmed strike or melee technique you may spend stamina equal to the technique rank or 1 per unarmed strike to attack any and all Ki reserves outside of their normal Ki as well as their HP, if this ki was taken from someone then it returns to them when removed.
Spirit Restoration
You can use your control of Spirit on yourself as well as others to stimulate the bodies healing process through ki. As an action you may touch yourself or another creature, you and/or the creature being healed may spend ki to restore 2 Hp per ki point spent collectively.
Instant Transmission
A fantastical ability that allows you to cross vast distances in an instance. As a bonus action or action on your turn you may spend 1 stamina to move to any location you can see without provoking attacks of opprotunity.
If you have the ability to sense Ki you may spend additional stamina to move to any location or to the nearest adjacent space to any creature you can sense using an additional 1 stamina if they are on the same planet, 2 if they are in the same solar system, 3 if they are in the same universe, or 4 if they are in the celestial realm of your universe.
Spirit Conversion
As an action you may drain your ki reserves to refill your stamina at a 15 ki to 1 stamina Ratio.
Chronal Manipulation
Remade on suggestion of @Burkmeister
You are a master of Chronal Manipulation and have the abilty to focus and store time to use for later. This stored time is refered to as Time Points. Teaching from a Chronal Manipulator can teach you Time Storage.
Time Storage
The user can hold a max equal to half of their proficiency bonus (rounded up). Points can be recharged at a rate of 1 stamina point per Time Point. As an Action you may convert as many stamina into Time Points as you can hold.
Time Manuevers
While using these techniques, enemies don’t get their Dexterity bonus to AC and can not take reactions. Creatures are unaware of what is happening during these features unless they have 5+ Power than you currently do. They can still not act.
You gain access to these as your maximum time points reach the amount needed to activate the Manuever. Time Manuevers can be used under the following circumstances:
- Bonus action on your turn
- At the end of your turn
- As a Clash interaction
Time Skip I
1 Time Point
The user’s first steps to chrono mastery, the user stops time for brief moments. 1 Bonus Action. During this skip you have 10 feet of movement available.
Time Blink
1 Time Point
The user uses their time skip to move without being perceived allowing the user to “teleport” half their movement speed without provoking attacks of opportunity (this does not deduct from their movement).
Stitch in Time
1 Time Point
You have became so adept at maneuvering the flow of time that you may now peek into its vast knowledge and view “echoes” of the past. This ability allows you to rewind your or someone else’s connection to the flow of time allowing you to watch echoes of the past and see scenes in perfect clarity.
Time Skip II
2 Time Points
The user has improved the length of his time skip. 1 Action. You have 20 feet of movement available.
Time Skip III
3 Time Points
The user has perfected his time skip. 1 full turn. *you may not use another Time Skip ability at the end of this given turn.
Removed From Time
3 Time Points
The user can remove himself from the prime material plane, temporarily allowing attacks to pass right through you. You are still visible and can still be seen and heard. This is a reaction and causes all attacks directed at you to miss until your next turn (this also stops god ki powered attacks from auto hitting).
Time Cage
3 Time Points
Choose 1 creature or object within 60 feet. They must make a saving throw against your Omni Save DC or be completely frozen in time until the start of your next turn.
While frozen in this way they lose their Dexterity and proficiency bonus to AC. They also fail all saving throws and can not be moved in any way while they are frozen. All damage taken and effects set on the target trigger the moment they are unfrozen from time.
Chronal Mastery
5 Time Points
The user has complete mastery over time itself. As an action you may touch 1 creature, this allows them to completely reverse the last round of combat for them (this reverses death, refills health, ki, and god ki to what they were on your previous turn.
If used outside of Combat the effect’s scope increases to the last minute.
Kaio-shin Teachings
North Kaio
Joke loving and hermetic the North Kaio is keen to train anyone who’s company he can enjoy, he is usually very happy to see them leave.
Fist of the God King
While perhaps arrogantly named the Kaio-Ken is an incredibly powerful ability that quickly and forcibly multiplies the user’s abilities while tearing the body apart with the backlash.
You gain the “Kaio-Ken” and “Kaio-Ken x3” Power-ups.
Spirit Bomb
“Give me strength, from the forests, and rushing brooks and streams. For people everywhere who can’t protect themselves… for the animals of the wild, and for life it’s self. Give me strength for them. Thank you.”
You gain the “Spirit Bomb” Technique.
Goku Kaioken 3
Supreme Kai
Someone who undergoes the complete training by a Supreame kai gains the following abilities.
Kai-Kai
For 7 Stamina you may cast the Teleportation Spell with advantage on your destination roll. This may move you between the prime and celestial realms but not between universes.
Kaio Healing
You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to double your proficinecy modifier level x 5. You may, as an action on your turn, place your hand on a creature and Heal them any number of HP in your pool that you choose.
You may use training boons to increase this pool by 5 HP per boon.
Divine Energy
You gain the Celestial Tag and all creatures without the Celestial/Infernal Tag or access to God Ki have disadvantage on Ki Sense Checks to sense you.
You also count as a Supreme Kai for sake of the Potara Earrings.
Gohan (Kaioshin clothes 2)
Chapter 6 Heroic Features
Heroic Features are abilities that are always on (though some can be toggled off at will) and provide you with small bonuses both in and out of combat. There is no limit to the number of Heroic Features one can have.
Detect/Conceal Ki
This cantrip acts like a sixth sense, detecting if people are nearby and giving a pretty good idea of how strong they are, relative to your own strength. Concealing ki is similar to holding your breath, it takes effort and isn’t too comfortable to do. Just because you can detect ki, does not mean you can also conceal it at the same time. A scouter can be used to detect ki (not conceal) but requires the use of an action to detect.
I’ll Take It!!!
If a move asks for a DEX saving throw, you can use a constitution saving throw instead of Dexterity (Take the move head-on instead of dodging).
I’m Putting It All Into This
Instead of boosting a move by using ki points, you can now boost it by using a hit dice. The number rolled on a hit dice will remove that much health from you, but add that much flat damage to your move (instead of increasing it by dice.) This can be done only 3 times in a single move.
He’s Fast!
A dash can now be taken as a bonus action. In addition, move speed is increased by an additional 15ft when you dash.
There’s No Holding Back
Once per long rest, If you transform before taking any other actions in combat, gain +2 to all Ability Scores until the end of your next turn.
Ki Flow
Cause your ki to constantly flow throughout your body. You gain (your level + 2) ki at the end of your turn if you did not spend ki that turn. Can’t be taken by Cyborgs or Full Androids
Steadfast Strikes
If you roll a 1 on a damage dice, you may reroll it and then take the second roll instead. 3 Charges, restored after a short or long rest. If this is taken again the charges increase to 5.
Combat Awareness
Thanks to your keen observation skills in combat. You have advantage on all checks made to determine what an opponent’s move is and how it works. You may also do insight, investigation, or perception checks during combat as a bonus action.
Eager Fighter
You’re always ready to fight! Gain +3 to initiative, and transforming now only takes a bonus action.
Unlock Latent Energy
You passively pull forth more energy from your spirit than normal. Increase your base Ki by 2 times your level, you also gain +2 ki every level onward.
Pressure Points
You have figured out a way to stop the enemy’s ki from flowing. You may choose to deal any unarmed damage to the enemy’s ki pool instead of their hit points (Must be declared before damage is rolled).
Martial Arts Devotee
You are devoted to the ways of the fist and nothing else. Deal +2 damage with melee strikes. Deal -2 damage with Ki blasts. Take -1 damage from melee strikes. Take +1 damage from Ki blasts. Get out there and beat em up!
The Warm-Up Is Over
Upon removing Weighted Gear, Gain an extra +1 to all Ability Scores for the duration of the buff. This can be taken up to 3 times.
Final dregs
Once per long rest when you reach Zero Stamina you gain 5 temporary stamina for 1 minute. This can be taken up to 3 times, increasing the amount to 10 and then 15.
Consecutive ki blasts
Anytime you use your action to make a ki blast attack you may fire an additional ki blast as part of that action. You may take this heroic feature more than once to a maximum of half of your proficiency bonus.
Plot Armor
Once per Long Rest you may treat a critical hit as a regular hit.
Consecutive melee strikes
Anytime you use your attack action to make an unarmed strike or melee weapon attack you may make an additional one as part of that action. You may take this heroic feature more than once to a maximum of half of your proficiency bonus.
Thick skinned
You immediately gain maximum HP equal to the maximum amount of your latest Hit Die+ your con mod. You may take this heroic feature more than once to a maximum of half of your proficiency bonus.
Supercharged ki blast
Your standard ki blast attack’s damage die is increased by 1 stage. This can be taken up to 3 times.
Heavy strikes
Your unarmed strike damage die is increased by 1 stage as long as the attack is made using strength. This can be taken up to 3 times.
Energy Reserve
Once per short or long rest you can use an action and regain 4d12+con mod ki.
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
This action must be used to take the Attack action, use a standard ki blast, cast a spell or technique, use an item, or take the dash, dodge, or disengage actions.
Aggressive Aura
Your aura has become so powerful that it pushes away takes. Your natural AC Calculation begins at 11 instead of 10.
This Feature can be taken up to 3 times becoming 12 and then 13.
Clash Instigator
Once per long rest you may initiate a Clash without expending stamina.
Taking this a second time makes it recharge on a short rest.
Reckless Attack
You can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on all Melee Attack rolls during this turn, but attack rolls against you have advantage until your next turn.
Brutal Critical
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack. This feature can be taken up to three times.
Improved Critical
Your basic weapon attacks and unarmed strikes’ critical threat range increase by 1. This can be taken a second time
Survivor
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have less than half of your maximum hit points left. You don’t gain this benefit if you have 0 hit points.
Redirect Attack
When a creature misses you with an attack with an attack roll, you can spend 1 Stamina as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
I WON’T GIVE UP!
Once per long rest when you are reduced to zero HP you may use your reaction and roll any amount of your hit die and heal that amount.
Eagle-Eyed Adaptation
Once per long rest when you see a Technique that you are capable of learning you may memorize it. Until you change this move you may replicate it without gaining your proficiency bonus. This move remains memorized until you replace it with a different move. If you learn the move that you have memorized it instantly gains 1 star.
Z-Soul
Once per long rest you may give yourself advantage on an attack roll or force disadvantage on a saving throw that you force.
Combat Superiority
You are a master of the battle field and gain special benefits while in combat. Taking this Heroic Feature again gives you either 2 new maneuvers, 2 more superiority dice or to increase the size of your superiority dice by 1 step to a max of d12.
Tactics
You learn 2 maneuvers of your choice from the Fighter’s Battlemaster Subclass. When you use the attack action to make a weapon attack or unarmed strike you may choose to use a manuever with it. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
Superiority Dice
You have 2 superiority dice, which are d4s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You may roll additional Superiority Dice by spending 1 stamina per Die.
Defensive Tactics
Each time you take this Heroic Feature, reduce the Stamina Cost for Block, Clash, Wild Sense, and Deflection by 1 (minimum 1).
Beam Master
Whenever you use a Beam Technique you gain +1 power and add half of your Con mod to damage rolls.
Can be taken twice.
Blast Master
Whenever you use a Blast Technique you gain +1 power and add half of your Wis mod to damage rolls.
Can be taken twice.
Barrage Master
Whenever you use a Barrage Technique you gain +1 power and add half of your Dex mod to damage rolls.
Can be taken twice.
Omni Master
Whenever you use a Omni Technique you gain +1 power and add half of your Int mod to damage rolls.
Can be taken twice.
Ki Pool Training
You increase your maximum ki points by 1, whenever you gain a level thereafter, you maximum ki point increases by 1. You may pick this Heroic Feature multiple times, up to an amount equal to your proficiency bonus, gaining a +1 to your maximum ki points at the level you pick this feature in and gaining a +1 to your maximum ki points every level after
Powered-Up To The Limit
You gain an additional Power-Up Slot. Power-Ups using this slot cost +2 Stamina per round.
Transformation Mastery
Choose one Power-Up or transformation you know, reduce the stamina per round cost by 1 (minimum 1) while it is active in your Transformation slot.
You may take this heroic feature no more than 3 times per Power-Up/Transformation.
Power-Up Mastery
Choose one Power-Up or transformation you know, reduce the stamina per round cost by 1 (minimum 1) while it is active in your power-up slot.
You may take this heroic feature no more than 3 times per Power-Up/Transformation.
Super Stamina
You may ignore the first level of exhaustion. You still die at 10 levels of exhaustion.
You may take this feature more than once, letting you ignore an additional level each time.
Flight
Each time you take this feature you gain a 15 foot flight speed or increase your current fly speed by 15 feet.
Second Nature
You have become so attuned to a transformation you may use it as a power-up. (You may not use any transformations gained through the same racial feature together in this method. Ex: No SSJ 2 with SSJ 1 or Second form along with Third form.)
Hyper Focus
You have learned to put your whole body behind a power-up, allowing you to use it in your transformation slot. (This does not allow you to get around any requirements for Power-Up activations. Ex: No “Grade 4” without “SSJ 1”)
Metamagic
Requires the ability to cast at least 1 leveled spell
Your practice of the magical arts has granted you the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one each time you take this heroic feature after the first.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Meta Magic Options
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 stamina and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 stamina to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 stamina to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 stamina to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 stamina to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 stamina to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 stamina to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 stamina to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of stamina equal to the spell’s level to target a second creature in range with the same spell (1 stamina if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost is.
Range Master
Choose one ki technique type from beam, balst, barrage or omni. All techniques with that type have their Range inxreased by 50%.
This feature came taken a second time, to either increase the range of the chosen type by another 50% or to choose another type of ki technique to gain the benefit instead.
Indomitable
You can reroll a saving throw that you fail with a bonus to the roll equal to your level. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
Spirit Burst
As a bonus action on your turn you may gain +3 Power until the end of your turn. If you do so you can’t use this feature again until you finish a short or long rest.
Flexible Weapon Technique
When you are using a Finesse or Ranged Weapon, you may instead use Dexterity as your Weapon Technique Ability Score instead of Strength.
Double Weapon Technique
When you are fighting with two weapons, you may make an additional weapon attack with your offhand weapon when casting a Weapon Technique
Chapter 7 Feats
Dndbz Feats
Non-race Specific
Fusion Expert
Your Fusion is even stronger than before! Designate a fusion that you have become, you gain 50 HP and Ki for the Duration in that fusion. You automatically pass any checks to fuse into the designated fusion This feat can be taken multiple times but can not be used on the same fusion.
Ultra Instinct Mastery
Requires Complete Ultra Instinct.
You can now use “Ultra Instinct Omen” as a Power-Up.
Kaio-ken Mastery
Requires Kaio-ken
Reduce the HP cost of Kaio-ken by 1 (minimum 1). This feat may be taken multiple times.
Unyielding Stamina
Your reserves of stamina are deeper than most. Increase your stamina by an amount equal to your level and gain +1 stamina every time you level up.
Saiyan Feats
Saiyan Ascension
U7/U6
Super Saiyan, the ultimate power of the Saiyan race, many don’t have the skill to take it “even further beyond”. This feat can only be taken after Super Saiyan 1 is unlocked. This feat can be taken twice, the first time granting you Super Saiyan 2, the second time giving you Super Saiyan 3.
Just like base
U7/U6
Requires Super Saiyan Grade 4
Your mastery of the Super Saiyan form has led you down a path few can ever reach. Your Super Saiyan form has become your base body and rage and unrest are no longer required to use it. You always appear to be in the Super Saiyan grade 4 state, though you don’t gain the standard transformation benefits. You may no longer use the Super Saiyan 1 transformation or the Grades 2-4 Power-Ups alongside it. You gain a permanent +1 to Power. Your stamina also permanently increases by 2.
Realm of the Gods
U7/U6/Ancient/Mutant
Requires Super Saiyan God and Super Saiyan 1/Controlled Super Saiyan 1/Legendary Super Saiyan
You have learned to mix Super Saiyan with the energy of the gods and unlocked a new divine level of power. You may use Super Saiyan God as a Power-Up while your required transformation is active. This Combonation is Considered “Super Saiyan God Super Saiyan” For all feature interactions.
If you have the “Just Like Base” Feat you can use the Super Saiyan 1 Transformation as long as Super Saiyan God is active.
Divine Combination
U7/U6/Ancient/Mutant”
Requires “Realm of the Gods”
You may use “Super Saiyan God Super Saiyan” using only your Transformation slot.
“Super Saiyan God Super Saiyan” Evolution
U7/U6
Requires “Divine Combination” and Super Saiyan Grade 4
You have pushed “Super Saiyan God Super Saiyan” to it’s limits and broken them. You can now master “Super Saiyan God Super Saiyan” as if it was a technique up to 3 times to use Grade 2, 3, and then 4 with it using the same Power-Up slot as Super Saiyan God. This functions as long as you can use grade 2, 3, and 4 with the Super Saiyan form used.
Blood of the Great Ape
U7/Ancient/Mutant, lv 3+
A Saiyan alpha in ancient times was said to be a Great Ape as a man. You are a new one.
You gain the Ozaru Fury transformation.
Next Evolution
U7/Ancient/Mutant
You must have Super Saiyan 2/Legendary Super Saiyan/Controlled Super Saiyan 2 and Ozaru Fury.
Your mastery of Super Saiyan and the Ozaru Fury form has taught you how to mix the two. You gain the Super Saiyan 4 transformation.
Limit Breaker
U7/Ancient/Mutant
Requires “Realm of the Gods” and Super Saiyan 4
You have became so used to your transformation combonations that you can even mix the peaks of mortal and gods. You can use Super Saiyan God with Super Saiyan 4.
Burst open and mix!
U7/Mutant Saiyan feat
You have learned to concentrate your S-Cells into a ball of ki which can explode and produce blutz waves, the celestial lightwaves that trigger the great ape transformation.
As an action on your turn, choose a free location within 500 feet from you to place this 30 foot diameter sphere. This Sphere has an AC equal to your Omni Save DC and Hp equal to 10 times your level. This false moon lasts for 1 hour or until destroyed.
Due to the nature of concentrating your S-cells in this manner you suffer 1 rank of exhaustion each time you use this ability.
Universe 7 Saiyan Feats
Saiyan Elite
A high-class Saiyan is able to control their abilities and weaknesses, unlike the standard low class.
You automatically pass checks to control the Great Ape Power-Up while in base form. and your tail no longer has weakness to being grappled.
Golden Great Ape
Requires Super Saiyan 4 and the Saiyan Elite Feat
You no longer need to make control checks for using Super Saiyan while using Great Ape. As a great ape you may now instead go Super Saiyan 2 but make control checks at disadvantage.
Golden Monkey King
Requires Golden Great Ape Feat
You no longer need to make control checks for using Super Saiyan 2 while using Great Ape but can make control checks at disadvantage and activate Super Saiyan 3 while it is active.
Universe 6 Saiyan Feats
Beyond SSGSS
Requires “Realm of the Gods” and “Saiyan Ascension”
You may use Super Saiyan 2 in place of Super Saiyan for “Super Saiyan God Super Saiyan”. This Combonation is Considered “Super Saiyan God Super Saiyan 3” For all feature interactions.
Beyond SSGSS 2
Requires “Beyond SSGSS”
You may use Super Saiyan 3 in place of Super Saiyan 2 for “Super Saiyan God Super Saiyan”. This Combonation is Considered “Super Saiyan God Super Saiyan 2” For all feature interactions.
Ancient Saiyan Feats
S-cell awakening
Ancient Saiyan Feat
You have felt the rush of battle, your blood boils at the thought. You dig down into a depth of power unlike anything you’ve felt before and you explode in a golden light.
You gain the Pure Super Saiyan transformation.
An age-old prophecy
Requires “S-Cell Awakening
Ancient Saiyan Feat
Drawing from the golden light inside always seemed like a small fraction of its potential, you dig deep inside you and break through that wall, flooding yourself in power. You are the legend reborn. You are the Super Saiyan of Legend.
You gain the Legendary Super Saiyan transformation.
Mutant Saiyan Feat
Wrestling Control
Mutant Saiyan Feat
This feat can only be taken through a training arc after you obtain Berserk Super Saiyan.
You have learned to draw less power from your seemingly endless reservoir so you can remain in control. Shrinking to barely larger than your standard frames you gain bright green pupils and hair and have control of your mind once again. You gain the Controlled Super Saiyan transformation.
Legendary Power
Mutant Saiyan Feat
This feat can only be taken through a training arc after you obtain Berserk Super Saiyan 2 and the Wrestling Control Feat.
As you draw out more power in your controlled state your hair spikes up straight and lighting arcs around you occasionally. You gain the Controlled Super Saiyan 2 transformation.
Legendary Divinity
Mutant Saiyan Feat
Requires “Legendary Power” and Super Saiyan God.
You have mixed Super Saiyan with Super Saiyan God but it’s different than others, your hair elongates and your aura shines green with divine energy. You can use Full Power Super Saiyan with Super Saiyan God.
Hybrid Saiyan Feats
Hybrid Potential
You must have Super Saiyan 2/Legendary Super Saiyan/Controlled Super Saiyan 2 and be a Hybrid Saiyan.
Your Hybrid blood has pushed out power and anger not held by more, traditional Saiyans. You gain the Hybrid Rage Power-Up.
Arcosian Feats
True Body
Arcosian Feat
Requires Fourth Form
You have finally removed the limiters on your body and taken on your true form. You always appear to be in your final form, though you don’t gain the transformation benefits. You may no longer use the Second, Third, or Fourth Form but gain a permanent +2 to Power. You also gain +5 to stamina.
Hubris of Midus
Arcosian Feat
Requires “True Body” Feat.
You are the shining light this universe needs, only you have the power to change the fate of history.
You gain the Golden Form Power-Up.
Emperial Wrath
Arcosian Feat
Requires “True Body” Feat.
History is written by the powerful. It’s time to change the books.
You gain the Obsidian Form Power-Up.
Android Feats
General Upgrade
Android feat
Your hardware or software has been improved. Gain 4 points to distribute to your Ability Scores or gain an Android Power-Up. This Feat can be taken up to 3 times.
Shinling Feats
Kai Sorcery
You gain access to 2 metamagic options of your choice and may use stamina in place of sorcery points. This feat can be taken twice.
Kai Versatility
You gain 3 cleric spells equal to or below 5th level. This Feat can be taken twice.
Mashin-jin Feats
Blood of Sesa
You learn the eldritch blast cantrip and gain 2 warlock invocations of your choice. This feat can be taken twice.
Spellbook of Mekikabura
You gain 3 warlock spells equal to or below 5th level. This Feat can be taken twice.
Chronin Feats
Suggested by @burkmeister
Time Thief
The ability to store time that is just that, an ability. For you however it is a part of your very DNA and you’ve become even better at the act. You gain 2 time points per stamina spent instead of 1.
Quickened Storage
Your storage speed is even faster then before. You gain the option to turn stamina into time points as a bonus action.
This feat can be taken a second time to gain the option to do this as a reaction. Taking this feat does not remove your ability to store time points as an action or bonus action if you have that capability already.
Compatible dnd 5e feats
- Actor
- Alert
- Athlete
- Defensive Duelist
- Dual Wielder
- Durable
- Fighting Initiate
- Grappler
- Great Weapon Master
- Keen Mind
- Lightly Armored
- Linguist
- Lucky
- Magic Initiate
- Medium Armor Master
- Mobile
- Moderatlely Armored
- Observant
- Prodigy
- Resilient
- Savage Attacker
- Telekinetic
- Telepathic
- Tough
- Weapon Master
(Optional) Bio-Android Feats:
DNA Specialization
Prerequisites: Artificial Warrior lvl5+ This feat can be only be taken twice. Pick one race from your Genetic Makeup, you gain the corresponding bonuses listed below:
Earthling
You gain access to all earthling Power Ups and racial feats
Arcosian
You gain access to all Arcosian transformation/Power ups and racial feats
Namekian
You gain access to all namekian Transformations and power ups and racial feats
Saiyan
You grow a saiyan Tail. choose between berserker saiyan or universe 7 saiyan you gain access to all the transformations of the chosen archetype. You also gain access to saiyan racial feats.
Cerelian
You gain access to all Cerulean Power-ups and permanently get an additional reaction on your turn.
Majin
Your unarmed strikes gain an additional 5ft equal to your proficiency bonus/3 rounded down. You regeneration now becomes 1 Ki for 1 HP.
Shinling
You gain the Celestial tag. and gain access to racial feats
Mashin-jin
You gain access to all Mashin-jin Transformations and powerups and gain access to racial feats. You gain the Infernal tag.
Chronin
You gain the ability to turn 1 Stamina into 2 time points. And gain access to the Quickened storage feat
Greys
Your Ability Score maximum increase by an additional 2 and meditation now gives 10 times your ki rank. You also gain the full power transformation
Sateery
You gain the energy thief feature and gain the full power transformation
Alien
You now only receive 1 level of exhaustion from going past your enraged limit. You also gain the full power transformation
Skehmen-jin
You can now enrage once per short rest. You also gain the ability to change any damage you deal into fire damage.
Konastian
You gain access to 1 branch of magic of your choice as if you gained the Mysticism Feature and you have advantage on saving throws against being charmed.
Yardratian
You gain an additional spirit control feature at rank 2 and rank 4, if you are already past or at these ranks you gain them at this time.
Ogre
Increase your maximum stamina by an amount equal to your level and you gain an additional +1 stamina every time you level up from this point.
Deadly absorption:
Your body has adapted to be even more proficient at absorption. your absorption damage dice increases to a d12.
Chapter 8: Equipment
Tthe marketplace teems with buyers and sellers of many sorts: Ogre smiths and Konatsian inventors, Majin chefs and Shin-ling jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of planets and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.
For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Starting Equipment
When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.
You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.
Starting Wealth by Class
Class | Starting Wealth |
---|---|
Agent | (5d4 x 10) x 10,000 Zeni |
Blaster | (4d4 x 10) x 10,000 Zeni |
Bruiser | (2d4 x 10) x 10,000 Zeni |
Elite | (5d4 x 10) x 10,000 Zeni |
Hero | (4d4 x 10) x 10,000 Zeni |
Martial Artist | 5d4 x 10,000 Zeni |
Mystic | (3d4 x 10) x 10,000 Zeni |
Prodigy | (2d4 x 10) x 10,000 Zeni |
Punisher | (3d4 x 10) x 10,000 Zeni |
Warrior | (4d4 x 10) x 10,000 Zeni |
Wealth
Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.
Ƶeni (Ƶ) Paper and Coins
Ƶeni is a currency that is given value by the Dragon World at large and various multi-universal businesses. Not all planets and star systems use this currency but most are willing to convert with the following exchange rate:
Ƶeni Conversion
Currency | Ƶ | CP | SP | EP | GP | PP |
---|---|---|---|---|---|---|
Ƶeni (Ƶ) | 1 | 1/100 | 1/1,000 | 1/5,000 | 1/10,000 | 1/100,000 |
Copper (CP) | 100 | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 |
Silver (SP) | 1,000 | 10 | 1 | 1/5 | 1/10 | 1/100 |
Electrum | 5,000 | 50 | 5 | 1 | 1/2 | 1/20 |
Gold (GP) | 10,000 | 100 | 10 | 2 | 1 | 1/10 |
Platinum (PP) | 100,000 | 1,000 | 100 | 20 | 10 | 1 |
Selling Treasure
Opprotunities aboud to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
Gems,]ewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.
Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency.
Armor
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separaqtes them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.
Armor Proficiency
Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
Armor Class (AC)
Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
Heavy Armor
Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Stealth
If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
Shields
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Half Proficiency Bonus
You add half your proficiency bonus to your AC as long as you have ki. When you run out of ki, you no longer add half your proficiency bonus to your AC.
Light Armor
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Padded Gi: Your armor is little more than clothing with heavy stuffing in it. The padding around the joints makes it difficult to make fine movements.
Light Battle Armor: Basic and light battle armor guarding bare neccessities.
Medium Armor
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Medium Battle Armor: Armor made from an advanced alloy to resist falling apart to energy attacks.
Medium Elite Armor: This armor is protective and easy to move in, perfect for a front line elite.
Heavy Armor
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
Heavy Battle Armor: Singular durable elastic armor pieces.
Heavy Elite Armor: Plated or scaled body armor made to mold to the body
Donning and Doffing Armor
Category | Don | Doff |
---|---|---|
Light Armor | 1 minute | 1 minute |
Medium Armor | 5 minutes | 1 minute |
Heavy Armor | 10 minutes | 5 minutes |
Shield | 1 action | 1 action |
Light Armor
Name | Cost | Armor Class AC | Strength | Stealth |
---|---|---|---|---|
Padded Gi | 50,000 Zeni | 11 + Dexterity Modifier + Half Proficiency Bonus | - | Disadvantage |
LIght battle Armor | 450,000 Zeni | 12 + Dexterity Modifier + Half Proficiency Bonus | - | - |
Medium Armor
Name | Cost | Armor Class AC | Strength | Stealth |
---|---|---|---|---|
Medium Battle Armor | 500,000 Zeni | 13 + Dexterity Modifier (max 2) + Half Proficiency Bonus | - | - |
Medium Elite Armor | 4,000,000 Zeni | 14 + Dexterity Modifier (max 2) + Half Proficiency Bonus | - | - |
Heavy Armor
Name | Cost | Armor Class AC | Strength | Stealth |
---|---|---|---|---|
Heavy Battle Armor | 750,000 Zeni | 16 + Half Proficiency Bonus | 13 | Disadvantage |
Heavy Elite Armor | 15,000,000 Zeni | 18 + Half Proficiency Bonus | 15 | Disadvantage |
Shield
Name | Cost | Armor Class AC | Strength | Stealth |
---|---|---|---|---|
Shield | 100,000 Zeni | +2 | - | - |
Weighted Gear
When wearing weighted gear you gain a negative to your strength or dexterity depending on the gear type and a negative to your speed. After you have worn it for at least 24 hours you may remove the gear as a full turn action and gain the modifiers as a bonus instead. This lasts for 1 hour. You must wear the armor for another 24 hours before you may gain the benefit.
Taking ranks in weighted gear training reduces the Ability Score deduction by 1 for each rank. This does not reduce the associated bonus when removed.
Weighted Clothing Lightweight tier
** Wondrous Item, common **
These weights give a -1 penalty to Dexterity or Strength checks and a -5 penalty to speed.
Examples:
Str- wrist weights
Dex - turtle shell
Frieza Force Army
Weighted Clothing Middleweight tier
** Wondrous item, uncommon **
These weights give a -3 penalty to Dexterity or Strength checks and a -10 penalty to speed.
Examples:
Str - weighted boots and bracers
Dex - weighted gi
Weighted Clothing Heavyweight tier
** Wondrous item, rare **
These weights give a -5 penalty to Dexterity or Strength checks and a -20 penalty to speed.
Examples:
Str - Katchin boots
Dex - weighted suit
Weapons
Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Magazine
If a weapon has the magazine property, then this weapon can be fired a few times before having to reload. The amount of times you have to shoot will be stated after the Magazine Property. Once you are out of ammunition, you would use the same rule as the Loading Property
Range
A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Special
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed
This weapon requires two hands when you attack with it.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Special Weapons
Weapons with special rules are described here.
Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Ammunition
Ammuniton | Cost |
---|---|
Arrows | 10,000 Zeni |
Pistol Magazine | 50,000 Zeni |
Rifle Magazine | 80,000 Zeni |
Sniper Magazine | 100,000 Zeni |
Laser Pistol Magazine | 100,000 Zeni |
Laser Rifle Magazine | 160,000 Zeni |
Laser Sniper Magazine | 200,000 Zeni |
Great Saiyaman 3
Simple Melee Weapons
Name | Cost | Damage | Weapon Properties |
---|---|---|---|
Club | 1,000 Zeni | 1d4 Bludgeoning | Light |
Dagger | 20,000 Zeni | 1d4 Piercing | Finesse, light, thrown (range 20/60) |
Greatclub | 20,000 Zeni | 1d8 Bludgeoning | Two-Handed |
Handaxe | 50,000 Zeni | 1d6 Slashing | Light, thrown (range 20/60) |
Javelin | 5,000 Zeni | 1d6 Piercing | Thrown (range 30/120) |
Light Hammer | 20,000 Zeni | 1d4 Bludgeoning | Light, thrown (range 20/60) |
Mace | 50,000 Zeni | 1d6 Bludgeoning | - |
Quarterstaff | 20,000 Zeni | 1d6 Bludgeoning | Versatile (1d8) |
Sickle | 10,000 Zeni | 1d6 Slashing | Light |
Spear | 10,000 Zeni | 1d6 Piercing | Thrown (range 20/60), versatile (1d8) |
Simple Range Weapons
Name | Cost | Damage | Weapon Properties |
---|---|---|---|
Pistol | 250,000 Zeni | 1d6 Piercing | Ammunition (range 80/180), loading, Magazine (30) |
Dart | 500 Zeni | 1d4 Piercing | Finesse, thrown (range 20/60) |
Shortbow | 250,000 Zeni | 1d6 Piercing | Ammunition (range 80/320), two-handed |
Sling | 1,000 Zeni | 1d4 Bludgeoning | Ammunition (range 30/120) |
Martial Melee Weapons
Name | Cost | Damage | Weapon Properties |
---|---|---|---|
Battleaxe | 100,000 Zeni | 1d8 Slashing | Versatile (1d10) |
Flail | 100,000 Zeni | 1d8 Bludgeoning | - |
Glaive | 200,000 Zeni | 1d10 Slashing | Heavy, Reach, Two-Handed |
Greataxe | 300,000 Zeni | 1d12 Slashing | Heavy, Two-Handed |
Greatsword | 500,000 Zeni | 2d6 Slashing | Heavy, Two-Handed |
Halberd | 200,000 Zeni | 1d10 Slashing | Heavy, Reach, Two-Handed |
Lance | 100,000 Zeni | 1d12 Piercing | Reach, special |
Longsword | 150,000 Zeni | 1d8 Slashing | Versatile (1d10) |
Maul | 100,000 Zeni | 2d6 Bludgeoning | Heavy, Two-Handed |
Morningstar | 150,000 Zeni | 1d8 Piercing | - |
Pike | 50,000 Zeni | 1d10 Piercing | Heavy, Reach, Two-Handed |
Rapier | 250,000 Zeni | 1d8 Piercing | Finesse |
Scimitar | 250,000 Zeni | 1d6 Slashing | Finesse, Light |
Shortsword | 100,000 Zeni | 1d6 Piercing | Finesse, Light |
Trident | 50,000 Zeni | 1d6 Piercing | Thrown (range 20/60), versatile (1d8) |
War Pick | 50,000 Zeni | 1d8 Piercing | - |
Warhammer | 150,000 Zeni | 1d8 Bludgeoning | Versatile (1d10) |
Whip | 20,000 Zeni | 1d4 | Finesse, reach |
Martial Ranged Weapons
Name | Cost | Damage | Weapon Properties |
---|---|---|---|
Blowgun | 10,000 Zeni | 1 Piercing | Ammunition (range 25/100), loading |
Rifle | 750,00 Zeni | 1d8 Piercing | Ammunition (range 90/240), Magazine (20), loading, two-handed) |
Sniper Rifle | 500,000 Zeni | 1d10 Piercing | Ammunition (range 100/400), heavy, two-handed, loading, Magazine (6) |
Longbow | 500,000 Zeni | 1d8 Piercing | Ammunition (range 150/600), heavy, two-handed |
Net | 10,000 Zeni | - | Special, thrown (range 5/15) |
Laser Weapons
Laser Weapons are made to fight in such a way to bypass through the normal resistances, making it perfect to fight against those who carry an innnate resistance against bludgeoning, piercing, and slashing. All laser weapons counts as martial weapons for the purposes of proficiency weapons
Laser Weapons (Martial Melee Weapons)
Name | Cost | Damage | Weapon Properties |
---|---|---|---|
Laser Daggers | 40,000 Zeni | 1d4 Radiant | Finesse, light, thrown (range 40/80) |
Laser Greatsword | 600,000 Zeni | 2d6 Radiant | Two-Handed |
Laser Halberd | 400,000 Zeni | 1d10 Radiant | Reach, Two-Handed |
Laser Javelin | 20,000 Zeni | 1d6 Radiant | Thrown (range 60/150) |
Laser Shortsword | 200,000 Zeni | 1d6 Piercing | Finesse, Light |
Laser Longsword | 300,000 Zeni | 1d8 Radiant | Versatile (1d10) |
Laser Weapon (Martial Ranged Weapon)
Name | Cost | Damage | Weapon Properties |
---|---|---|---|
Laser Pistol | 500,000 Zeni | 1d8 Radiant | Ammunition (range 80/320), loading, Magazine (30) |
Laser Rifle | 1,500,000 Zeni | 1d6 Radiant | Ammunition (range 90/240), Magazine (20), loading, two-handed) |
Laser Sniper Rifle | 1,000,000 Zeni | 1d10 Radiant | Ammunition (range 100/400), heavy, two-handed, loading, Magazine (6) |
Jaco
Consumables and Restoratives
Sage Water (Ki Potion)
Sage water is water pulled from the same spring that feeds the great Senzu Orchard. Drinking this water soothes the soul and restores your Ki points.
Size | Cost | Ki Regained |
---|---|---|
Lesser | Ƶ50,000 | 1d6+1 |
Sage Water | Ƶ500,000 | 2d6+2 |
Greater | Ƶ2,000,000 | 4d6+4 |
Superior | Ƶ20,000,000 | 8d6+8 |
Supreme | Ƶ200,000,000 | 10d6+10 |
Vitadrink (Health Potion)
Made from the extract of Senzu Beans this bitter green beverage heals minor wounds stabalizes the endangered.
Size | Cost | ealth Regained |
---|---|---|
Lesser | Ƶ50,000 | 1d4+1 |
Sage Water | Ƶ500,000 | 2d4+2 |
Greater | Ƶ2,000,000 | 4d4+4 |
Superior | Ƶ20,000,000 | 8d4+8 |
Supreme | Ƶ200,000,000 | 10d4+10 |
Hetap™ (Stamina Potion)
“With Hercule Satan himself as the sponser you know nothing in this world quenches you like Hetap. This refressing energy drink is guaranteed to make you feel ready to fight 2 more tournaments or your money back.
Hetap is not responsible for injury or failed tournaments in the pursuit of this goal.“
Each time you drink a Hetap™ after the first per long rest you gain ranks of Exhaustion as listed in the table.
Size | Cost | Stamina Regained | Exhaustion |
---|---|---|---|
Lesser | Ƶ150,000 | 1d4+1 | 1 |
Hetap™ | Ƶ1,500,000 | 1d6+2 | 2 |
Greater | Ƶ6,000,000 | 1d8+3 | 3 |
Superior | Ƶ60,000,000 | 1d10+4 | 4 |
Supreme | Ƶ600,000,000 | 1d12+5 | 5 |
Senzu Beans
Senzu Beans are grown by Korin in Korin Tower. When eaten, a person’s physical condition is near-instantly restored to its natural peak. This property makes them immensely useful to carry in battle. As such, since Korin allied himself with Goku and his friends, Korin usually assists them by providing the Dragon Team with a bag of Senzu Beans. However, the supply is limited, as it takes a long time to grow even a single Senzu Bean. Their texture is said to be a cross between an uncooked (or under-ripe) bean and a celery stalk, and Yajirobe states that they taste like fish.
After eating a Senzu Bean you gain the following benefits:
- Your HP is your restored to full.
- The target’s severed body members (fingers, legs, tails, and so on), if any, are restored so long as they are not scarred over.
- Your Ki is restored to full.
- Your Stamina is restored to full.
- You are healed up to 7 ranks of exhaustion.
- You are fed for 7 days.
Each Senzu Bean you eat after the first before a Long Rest will grant you 1 rank of Exhaustion that can only be cured from a long rest as your body has trouble withstanding the filling effects of the Senzu Bean
Item | Cost |
---|---|
Senzu Bean | Ƶ1,000,000,000 |
Senzu Bean (Dokkan)
Adventuring Gear
This section describes items that have special rules or require further explanation.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Attack Cuisine. A character who eats this powerful meal regains 2d4 + 2 hit points. Eating it all takes an action.
Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.
Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on dial contraptions, or just about anything else that can be represented using text or pictures.
Caltrops. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.
Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Case, Gun Bullets. This wooden case can hold up to 5 Magazines.
Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check
Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Crowbar. Using a crowbar grants advantage to Strength checks where the crow bar’s leverage can be applied.
Fire Explosive. Explosives require a method of being lit using heat or fire, and then being thrown. As an action, you can throw this explosive up to 20 feet, letting it explode where it lands. Make a ranged attack against a creature or object, treating the explosive as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. If it hits a flammable material or object, it will begin to burn away a random 5-foot cube of the material each round. A creature can end this damage or fire spread by using its action to make a DC 10 Dexterity check to extinguish the flames or toss water on it.
Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Handcuffs. These metal restraints can bind a Small or Medium creature. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of m anacles com es with one key. Without the key, a creature proficient with thieves’ tools can pick the handcuffs’ lock with a successful DC 15 Dexterity check. Handcuffs have 15 hit points.
Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Holy Symbol. A holy symbol is a representation of a god or pantheon. A Priest can use a holy symbol as a spellcasting focus, as described in chapter 10 of the D&D 5th Edition Player’s Handbook. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
A priest may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 250,000 Zeni worth of powdered silver and special salts, and requires the caster to expend a 1st-level spell slot.
Hunting Trap. When you use your action to set it, this trap form s a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).
Power Source. A power source is a special item—a battery, a special dial, an energy crystal, a fuel rod, or a similar item—designed to channel the power of abilities and spells. An Agent can use such an item as a spellcasting focus, as described in chapter 10 of the 5th Edition D&D Players Handbook.
Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Spyglass. Objects viewed through a spyglass are magnified to twice their size.
Tent. A simple and portable canvas shelter, a tent sleeps two.
Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Adventuring Gear
Item | Cost | Weight |
---|---|---|
Abacus | Ƶ20,000 | 2 lb |
Acid (vial) | Ƶ250,000 | 1 lb |
antitoxin (vial) | Ƶ500,000 | - |
Attack Cuisine | Ƶ500,000 | 2 lb |
Backpack | Ƶ20,000 | 5 lb |
Ball Bearings (bag of 1,000) | Ƶ10,000 | 2 lb |
Barrel | Ƶ20,000 | 70 lb |
Basket | Ƶ4,000 | 2 lb |
Bedroll | Ƶ10,000 | 7 lb |
Bell | Ƶ10,000 | - |
Blanket | Ƶ5,000 | 3 lb |
Block and tackle | Ƶ10,000 | 5 lb |
Book | Ƶ250,000 | 5 lb |
Bottle, Glass | Ƶ20,000 | 2 lb |
Bucket | Ƶ500 | 2 lb |
Caltrops (Bag of 20) | Ƶ10,000 | 2 lb |
Candle | Ƶ100 | - |
Case, Gun Bullets | Ƶ10,000 | 1 lb |
Case, map or scroll | Ƶ10,000 | 2 lb |
Chain (10 feet) | Ƶ50,000 | 10 lb |
Chalk (1 piece) | Ƶ100 | - |
Chest | Ƶ50,000 | 25 lb |
Climber’s kit | Ƶ250,000 | 12 lb |
Clothes, Common | Ƶ5,000 | 3 lb |
Clothes, Costume | Ƶ50,000 | 4 lb |
Clothes, Fine | Ƶ150,000 | 6 lb |
Clothes, Traveler’s | Ƶ20,000 | 4 lb |
Crowbar | Ƶ20,000 | 6 lb |
Fire Explosive | Ƶ500,000 | 6 lb |
Fishing Tackle | Ƶ10,000 | 6 lb |
Flask or tankard | Ƶ200 | 6 lb |
Grappling Hook | Ƶ20,000 | 6 lb |
Hammer | Ƶ10,000 | 6 lb |
Hammer, Sledge | Ƶ20,000 | 10 lb |
Handcuffs | Ƶ20,000 | 6 lb |
Healers Kit | Ƶ50,000 | 3 lb |
Holy Symbol | Ƶ50,000 | 1 lb |
Holy water (flask) | Ƶ250,000 | 1 lb |
Hourglass | Ƶ250,000 | 1 lb |
Hunting Trap | Ƶ50,000 | 25 lb |
Ink (1 ounce bottle) | Ƶ100,000 | - |
Ink Pen | Ƶ200 | - |
Ladder (10-foot) | Ƶ1,000 | 25 lb |
lamp | Ƶ5,000 | 1 lb |
Lanter, bullseye | Ƶ100,000 | 2 lb |
Lantern, hooded | Ƶ1,000 | 2 lb |
Lock | Ƶ100,000 | 1 lb |
Mess Kit | Ƶ2,000 | 1 lb |
Mirror, steel | Ƶ50,000 | 1/2 lb |
Oil (Flask) | Ƶ1,000 | 1 lb |
Adventuring Gear (Cont.)
Item | Cost | Weight |
---|---|---|
Paper (one sheet) | Ƶ2,000 | - |
Parchment (one sheet) | Ƶ1,000 | - |
Perfume (vial) | Ƶ50,000 | - |
Pick, miner’s | Ƶ20,000 | 10 lb |
Poison, basic (vial) | Ƶ1,000,000 | - |
Pole (10-foot) | Ƶ500 | 7 lb |
Pot, Iron | Ƶ20,000 | 10 lb |
Pouch | Ƶ5,000 | 1 lb |
Power Source | Ƶ100,000 | 3 lb |
Quiver | Ƶ10,000 | 1 lb |
Ram, Portable | Ƶ40,000 | 35 lb |
Rations (1 day) | Ƶ5,000 | 2 lb |
Robes | Ƶ10,000 | 4 lb |
Rope, hempen (50 feet) | Ƶ10,000 | 10 lb |
Rope, silk (50 feet) | Ƶ100,000 | 5 lb |
Sack | Ƶ100 | 1/2 lb |
Scale, Merchant’s | Ƶ50,000 | 3 lb |
Sealing wax | Ƶ20,000 | - |
Shovel | Ƶ20,000 | 5 lb |
Signet Ring | Ƶ50,000 | - |
Soap | Ƶ200 | - |
Spikes, iron (10) | Ƶ10,000 | 5 lb |
Spellcasting Focus | Ƶ100,000 | 3 lb |
Spyglass | Ƶ1,000,000 | 1 lb |
Tent, two-person | Ƶ20,000 | 20 lb |
Tinderbox | Ƶ5,000 | 1 lb |
Torch | Ƶ100 | 1 lb |
Vial | Ƶ10,000 | - |
Waterskin | Ƶ2,000 | 5 lb(full) |
Whetstone | Ƶ100 | 1 lb |
Tools
Item | Cost | Weight |
---|---|---|
Artisan’s tools | - | - |
Alchemist’s supplies | Ƶ500,000 | 8 lb |
Brewer’s supplies | Ƶ200,000 | 9 lb |
Caligrapher’s supplies | Ƶ100,000 | 5 lb |
Carpenter’s Tools | Ƶ80,000 | 6 lb |
Cartographer’s Tools | Ƶ150,000 | 6 lb |
Cobbler’s tools | Ƶ50,000 | 5 lb |
Cook’s Utensils | Ƶ10,000 | 8 lb |
Glassblower’s tools | Ƶ300,000 | 5 lb |
Jewler’s tools | Ƶ250,000 | 2 lb |
Leatherworker’s Tools | Ƶ50,000 | 5 lb |
Mason’s tools | Ƶ100,000 | 8 lb |
Painter’s supplies | Ƶ100,000 | 5 lb |
Potter’s tools | Ƶ100,000 | 3 lb |
Smith’s tools | Ƶ200,000 | 8 lb |
Tinker’s tools | Ƶ500,000 | 10 lb |
Weaver’s tools | Ƶ10,000 | 5 lb |
Woodcarver’s tools | Ƶ10,000 | 5 lb |
Tools (Cont.)
Item | Cost | Weight |
---|---|---|
Gaming Set | - | - |
Dice Set | Ƶ1,000 | - |
Playing Card Set | Ƶ5,000 | - |
Musical Instrument | - | - |
Bagpipes | Ƶ300,000 | - |
Drums | Ƶ60,000 | - |
Dulcimer | Ƶ250,000 | - |
Ocarina | Ƶ20,000 | - |
Lute | Ƶ350,000 | - |
Lyre | Ƶ300,000 | - |
Horn | Ƶ30,000 | - |
Pan Flute | Ƶ120,000 | - |
Shawm | Ƶ20,000 | - |
Viol | Ƶ300,000 | - |
Other | - | - |
Navigator’s tools | Ƶ250,000 | - |
Thieves’ tools | Ƶ250,000 | - |
Scouters | - | - |
Tier 1 | Ƶ250,000 | - |
Tier 2 | Ƶ750,000 | - |
Tier 3 | Ƶ1,500,000 | - |
Tier 4 | Ƶ3,500,000 | - |
Artisan’s Tools: These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.
Disguise Kit: This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Forgery Kit: This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Gaming Set: This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
Herbalism Kit: This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Musical Instrument: Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Navigator’s Tools: This set of instruments is used for navigation at sea. Proficiency with navigator’s tools lets you chart a ship’s course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea or in the stars.
Poisoner’s Kit: A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
Thieves’ Tools: This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Scouters
Using a scouter you can see how many levels in a class with ki they have (or their CR) and their current Power Bonus. So long as you know their radio frequency you may speak to anyone else with a Scouter.
Tier 1 Scouter
Using this handheld Binocular like device you may search for ki without the feature as an action.
If you scan someone with more than a +3 Power bonus or 5 levels in a class with Ki this device explodes.
Tier 2 Scouter
Using this headgear like device you may search for ki without the feature as an action.
If you scan someone with more than a +5 Power bonus or 10 levels in a class with Ki this device explodes.
Tier 3 Scouter
Using this headgear like device you may search for ki without the feature as an action.
If you scan someone with more than a +7 Power bonus or 15 levels in a class with Ki this device explodes.
Tier 4 Scouter
Using this headgear like device you may search for ki without the feature as an action.
If you scan someone with more than a +9 Power bonus or 20 levels in a class with Ki this device explodes.
Scouter Ranges
- rank 1 you have a range of your current Continent
- rank 2 you have a range of your current Planet
- rank 3 you have a range of your current Solar System
- rank 4 you have a range of your current Galaxy
Magic Items
Ultra Divine Water
When you drink this seemingly normal water you immedietly fall unconcious and begin making death saving throws. If you survive and stabalize yourself naturally then you gain 2 heroic features.
Pheonix Plant
Eating this plant makes you immune to the affects of aging for 50 years.
Shenron Scale
This is a scale of the eternal dragon Shenron and it reacts when near a dragon ball. When the user is within 10 miles of a dragon ball the scale will glow brightly and when focused on the user will know the general direction of the dragon ball.
Mystic eye
Requires attunement (can not be unattuned by any means outside of a wish) The user must focus on this sapphire gem for 8 hours upon completion the gem shatters and the user opens a third eye on their forehead. As long as the user has this eye open, their current wisdom score and wisdom Ability Score maximum are increased by 2
Potara earrings
Earrings of the Kais that allow fusion. The users must wear them in opposite ears, they are then merged into one entity. A potara fusion is always considered a perfect fusion.
- If neither fusee is a Kai you defuse after using 40 stamina
- If one fusee is a kai you defuse after using 50 stamina.
- If both fusees are kais then the effect is permanent unless undone by way of the dragon balls or similar wishing abilities.
Once the fusion ends one hour must pass before the Earrings can be used again.
Kinto’un (Flying Nimbus)
Requested by @DomDom
Can be attuned
This is a medium sized golden cloud passed on to those with pure hearts. Only those with a “Good” alignment can ride on this cloud, all others harmlessly pass through.
The Kinto’un has an AC of 15 and 10 HP. It is immune to nonmagical slashing, bludgeoning, and piercing damage. While being ridden it has a fly speed of 60 feet and while not being ridden it has a fly speed of 120 feet. The Kinto’un acts on your turn.
Whenever you mount the Kinto’un you may choose to attune to it. As a bonus action on your turn you may shout it’s name to the heavens and it appears, picking you up or waiting within 60 feet of you at a location you choose at it flys in as a streak of golden. As a bonus action on your turn you may give the Kinto’un a simple command such as: “Get Krillin out of the way” or “Pick up Goten from South City” and it will spend all of it’s movement each round to complete this task and return to you to the best of it’s ability. If you command it to pick someone up they must also be “Good” alignment or fall through it. If the Kinto’un is given an impossible task it will start it’s return the moment it fails.
Dragon Balls
This chapter will list several variants of the dragon balls and their limitations. Dragon balls can be used again after 1 year of time on their native planet, scattering across the planet under the disguise of rocks until the year is elapsed.
All dragon balls share a few limitations:
- Can not bring someone back to life from a natural death
- Can not kill someone or force actions onto someone stronger then the balls’ creator
- Can not make someone a god
Earth Dragon Balls
Once you collect the 7 fist-sized dragonballs you may make 2 limited wishs. Some things that can specificly not be wished for are listed:
- Can not wish for Immortality
- Can not make the same wish twice
Namekian Dragon Balls
These 7 large dragonballs grant 3 wishes.
- Can not revive more than one person at a time.
Manaito Dragon Balls
This set of 2 dragon balls differs from most sets as all limitations on wishes can be ignored with a large enough payment back to the dragon.
Black Star Dragon Balls
This set is identical to the Earth set other than its iconic black stars. This set appears to have no limits but the set scatters accross the universe and if not recollected in one year the planet that the wish was made on will explode from negative backlash, the full extent of this negative backlash is determined by the severity of the wish granted.
Super Dragon Balls
The original set of planet sized dragon balls created by the dragon god Zalama. These orbs are scattered across the multiverse and are said to be able to grant any wish without limitation.
Shenron
Porunga