cat warrior

Star Wars

Dungeons and Dragonballz Expansion


May the Force be with you…

Art from: getwallpapers

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Cover art from Shonen Jump #47 1989

 

 

Sub-Races

Mandolorian

The Mandalorians were a clan-based culture composed of members from multiple species and bound by a common creed, language, and code. Known primarily as highly-effective mercenaries and bounty hunters, Mandalorians have at various points in galactic history played a major role as legendary warriors and conquerors.

Sub-race Features

Jedi Hunters

Mandolorian technology is tailored to bridge the gap between themselves and the Jedi, who they spent may ages warring against.

You gain 1 branch of magic as if from the Gadget’s feature and you can master spells from this branch as if they were techniques.

Never Stop Learning

A mandolorian is only as deadly as his latest plan.

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.

Mandolorian Teachings

You were taught to survive and make use of every piece of gear you can salvage. You gain proficiency in Technology and Survival, if you already have proficiency you instead gain expertise (this does not stack with any other forms of expertise).

cat warrior

The Mandolorian

Jaegeruzumaki

 

 

Force Sensitive

Force-sensitives, also known as Force-users, Force wielders, or Force Adepts, were sentient or non-sentient lifeforms that possessed a strong connection to the mystical energy field known as the Force.

Sub-Race Features

Ties to the Force

Your connection to the force allows you to forge connections with those you are close to, monitoring them through the force.

During a long rest you may designate a number of creatures equal to your Wisdom modifier and forge a force connection with them. As long as you are on the same plane of existance you know the general direction to reach them and know if they are ever in physical danger.

One with the Force

Your connection to the Force Extends outwardly to the life around you.

At level 1 you have the “Sense/Conceal Ki” Heroic Feature and gain advantage on “Sense Ki” checks unless the Target in Stealth also has the “One with the Force” Feature or is using “Force Concealment”.

Instrument of the Force

The Force actively flows through you.

At level 1 “Force Techniques” are added to your learnable technique list and you may choose to use your Charisma instead of Wisdom when determining Force attack roll and saving throws.

cat warrior

Jedi Warrior

A-Bundant

 

 

The Force

The Force was an energy field created by all life that bound everything in the universe together. It was known by a variety of names throughout galactic history.

The Force was created by life, and therefore it resided in all life forms. It was especially powerful in a select group of individuals who were born with a high concentration of midi-chlorians—microscopic, intelligent lifeforms that formed a symbiotic relationship with and communicated the will of the Force to their host—in their blood. These people were deemed Force-sensitive, and were capable of consciously sensing the Force.

Occasionally you will find one of these people willing to teach you to harness your innate connection to the force if your connection is not strong enough to be deemed Force-sensitive.

After you are trained to use The Force you may learn Force Techniques that you fit the requirements for as techniques. Force Techniques of a lower Ki Rank then you are currently are treated as being your Rank.

Saving Throws and attack roll bonuses
  • Force Abilities rely on your ability to connect yourself to the Force itself and thus rely on your wisdom score.
    • Save DC = 8+proficiency bonus+wisdom mod
    • Attack Bonus = proficiency bonus+wisdom mod

Force Techniques

Rank 1

Hold Person

Rank 1 Force technique


  • Ki Cost: 15 Ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 60 foot
  • Chargeable?:
    No
  • Duration:
    Concentration 1 minute
  • Type: Omni

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the Technique ends on the target.

Force Awareness

Rank 1 Force technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Instantaneous
  • Type: Other

You take a deep breath, opening yourself up to the force around you. You have advantage on the next Sense Ki check you make.

Force Instinct

Rank 1 Force technique


  • Ki Cost: 15 Ki
  • Prerequisites: none
  • Casting Time: 1 reaction, when an attacker that you can see hits you with an attack.
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Instantaneous
  • Type: Other

The Force guides you and tries to protect you from harm. When an attacker that you can see hits you with an attack, you can use your reaction to gain +1 AC. This can cause the attack to miss.

Mastering this move increases the AC bonus by +1.

Sky Walk

Rank 1 Force technique


  • Ki Cost: 15 Ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Upkeep (5 ki)
  • Type: Other

You use The Force to create solid platforms to move through the air. For the duration of this technique you gain a fly speed equal to 10 times your proficiency bonus.

 

 

Shatterpoint

Rank 1 Force technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Touch
  • Chargeable?:
    No
  • Duration:
    1 Minute
  • Type: Omni

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one attack roll or ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Force Block

Rank 1 Force technique


  • Ki Cost: 5x
  • Prerequisites: none
  • Casting Time: 1 reaction, 1 reaction, when an attacker that you can see hits you with an attack or Technique that deals damage.
  • Range: Self
  • Chargeable?:
    Yes
  • Duration:
    Instantaneous
  • Type: Omni

You push outwards with the force to cushion the blow of an oncoming attack. For each 5 ki you spend in the casting of this Technique you reduce the oncoming damage by 1d8.

If the attack or feature is reduced to 0 damage and would effect the area around or past you, the attack is stopped in it’s tracks harmlessly.

Force Power

Rank 1 Force technique


  • Ki Cost: 15
  • Prerequisites: none
  • Casting Time: 1 Action
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Upkeep
  • Type: Other

You course your body through with The Force, making you stronger than you would ever otherwise be. For the duration you gain the “Empowered” condition and your jump distance is doubled.

Rank 2

Telekenesis

Rank 2 Force technique


  • Ki Cost: 30 Ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 60 Feet
  • Chargeable?:
    No
  • Duration:
    Concentration (10 Minutes)
  • Type: Omni

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Mastering the Power of this Technique also increases your “Object“ carry weight 1000 Pounds.

 

 

Force Lightning

Rank 2 Force technique


  • Ki Cost: 15
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self (100 foot line)
  • Chargeable?:
    Yes
  • Duration:
    Instantaneous
  • Type: Beam

By sending a spark of energy into the force you ignite it into a bolt of Lightning.

Targets in range must make a dexterity saving throw taking 3d12 Lightning damage on a fail, half on a success.

Force Concealment

Rank 2 Force technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Upkeep
  • Type: Omni

You have learned to blanket yourself in a coating of the force. For the duration you have advantage on Conceal Ki Checks.

When this technique ends you must immedietly make a new ability check or have your Concealment end.

Force Shield

Rank 2 Force technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Upkeep
  • Type: Omni

You call out to The Force to give heads a simple nudge to look the other way instead of towards you.

For the duration of this Technique you have Advantage on Stealth Checks.

When this technique ends you must immedietly make a new ability check or have your Stealth end.

Mind Trick

Rank 2 Force technique


  • Ki Cost: 20
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Concentration, 8 Hours
  • Type: Omni

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.

Force Heal

Rank 2 Force technique


  • Ki Cost: 10x
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Touch
  • Chargeable?:
    No
  • Duration:
    Instantaneous
  • Type: Omni

You have learned to surge the force through yourself and others to stitch yourself back together.

Touch yourself or one target and range and heal them 1d12 HP for each 10 ki.

 

 

Rank 3

Psychometry

Rank 3 Force Technique


  • Ki Cost: 40
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Touch
  • Chargeable?:
    No
  • Duration:
    Instantaneous
  • Type: Omni

The spell brings to your mind a brief summary of the significant lore about the thing you touched. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Force Prophecy

Rank 3 Force Technique


  • Ki Cost: 35
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Instantaneous
  • Type: Omni

You have learned to speak to the heart of the Force.

You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

Hold Monster

Rank 3 Force Technique


  • Ki Cost: 45
  • Prerequisites: Hold Person
  • Casting Time: 1 action
  • Range: 90 Feet
  • Chargeable?:
    No
  • Duration:
    1 Minute, Concentration
  • Type: Omni

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This Technique has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the Technique ends on the target.

 

 

Rank 4

Astral Projection

Rank 4 Force Technique


  • Ki Cost: 75
  • Prerequisites: Force Awareness
  • Casting Time: 1 action
  • Range: Self
  • Chargeable?:
    No
  • Duration:
    Special
  • Type: Omni

You project your astral bodie into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut–something that can happen only when an effect specifically states that it does–your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this Technique, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you when you use your action to dismiss it. When the Technique ends, the affected creature returns to its physical body, and it awakens.

The Technique might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the Technique for that creature. If a creature’s original body or its astral form drops to 0 hit points, the Technique ends for that creature. If the Technique ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.

Force Storm

Rank 4 Force Technique


  • Ki Cost: 85
  • Prerequisites: Force Lightning
  • Casting Time: 1 action
  • Range: Sight
  • Chargeable?:
    Yes
  • Duration:
    Concentration 1 Minute
  • Type: Omni

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.