Dungeons and Dragon Balls

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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.

Looking for more?

 

 

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 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 modifier.
  • 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.

Block
  • As a reaction, you may use 4 stamina to half damage received until the start of your next turn.
Clash
  • As a reaction, you may use 2 stamina to use a ki or melee technique in response to being targeted by a ki or melee technique (Ki for Ki , Melee for melee). During a Clash both characters make a contested attack roll against each other’s attack with the winning technique proceeding. 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, you may reduce the damage of an incoming ki attack by 1d12+your level per stamina to a maximum equal to your level in stamina. If the damage is reduced to zero you may spend an additional stamina to throw the attack back at half damage.
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.

As long as you have ki you may fire a standard ki blast as an action. This attack has a range of 30/90 and uses your wisdom for the attack roll. Ki blasts deal 1d4 ki damage.

Ki ranks

Certain features such as Flight and Techniques are tied to your Ki Rank which begins at level 1 and increase by 1 at levels 5, 10, and 15 becoming Rank 4.

 

 

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. 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 mod+wisdom mod
    • Attack Bonus = proficiency mod+wisdom mod
  • Beam attacks rely on your ability to sustainably output energy and thus rely on your constitution score

    • Save DC = 8+proficiency mod+Constituition mod
    • Attack Bonus = proficiency mod+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 mod+Dexterity mod
    • Attack Bonus = proficiency mod+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 mod+Intellegence mod
    • Attack Bonus = proficiency mod+Intellegence mod
  • Melee techniques use your raw physical ability and thus use the strength modifier.

    • Save DC = 8+proficiency mod+Strength mod
    • Attack Bonus = proficiency mod+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.

 

 

Transformations

Transformations are a pivotal power in the dragon universe with every race having them to varying degrees.

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.

Godly Transformations

Transformations outside the realm of most mortals. Most but not all gain a Godly Transformation at level 20 when they get their 1st God ki. There are exceptions such as the Super Saiyan God Ritual or training by a divine being. If your race has multiple god forms you choose one at level 20 unless otherwise stated and can gain more through divine training.

Stat Caps

Characters in Dragon Ball Z and beyond can become strong enough to challenge the gods themselves. Your stat maximum increase 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 stats 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 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 increases by 2.

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
  • Contructing machines
  • Piloting functions on spaceships

Backgrounds

While normal back 5e background 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.

 

 

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.

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.

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 stat 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, gender, race, 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.

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!

 

 

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:

  • (b) 1 technique from your partner that you don’t fit the requirements for (as long as it fits your ki rank) or an additional boon.
  • 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 1 additional boon.
  • 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 max HP and an additional Hit Die equal to the maximimum amount of your latest level up.
  • 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 a stat 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 extra training boons for each extra training partner you have. Extra boons may 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.

 

 

Chapter 2: 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.

 

 

Earthling

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.

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 stat: this stat’s 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.

 

 

Android

Physical description

Identical to their original races with possible mechanical attachments or physiological changes.

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 stats +2 and then lower two stats -1 OR one stat -2.

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.

Infinite 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 ranged melee attack using dexterity as the modifier. This attack has a range of 120/360 and deals Xd6+dex mod damage where X is equal to your proficiency mod.

 

 

Bio-Android

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

Two stats +2 and then lower two stats -1 OR one stat -2.

Speed

Your base walking speed is 30 feet

Languages

You know common and 2 extra languages of your choice

Optional - Cellular Integration

You can fuel yourself with the life force of others. As an action you can declare a life drain attack using your needle-like tail. 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 increase 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. Taking this feature counts as 2 DNA awakening features. When you integrate a new creature you gain the following 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.
  • You gain 1 race or class feature from them or if they have any ability scores higher than yours you may add +1 to those scores, this may increase it above a stat cap.
    • If none of their stats surpass yours you gain +1 to whichever stat was their highest.

 

 

Racial Features

Unique Physiology

Your Creature tag is Monstrosity and your Ki signiture appears as a strange ammalgamation of signatures. Creatures have advantage on perception checks to find your Ki when you are not actively concealing it.

DNA Awakening

Your mixed DNA has begun to awaken inside you. At level 1 you gain 3 Racial Features from the following list as well as an additional feature at levels 5, 10, and 15:

  • Unique
    • Cellular Integration
  • Earthling
    • Hard Work
    • Earthling Spirit
    • Master of Many
    • Natural Talent
    • Power-Up Proficiency
  • Namekian
    • Namekian Fusion
    • True Namekian Split
    • Namekian Clan
    • Telepathy
    • Namekian Biology
  • Arcosion
    • Natural Armor
    • Cunning
    • Alien Resilience
    • Frozen Fury
    • Savage Percision
    • Gates of Power
  • Saiyan
    • Saiyan Genetics
    • Warrior Race
    • Saiyan Instincts
    • Super Saiyan
    • Zenkai Boost (WIP)
  • Ceralian
    • Ceralian Focus
    • Tenacity
    • Ki Attack Superiority
    • Red Eye Of the Ceralian
    • Hyper Reflexes
  • Majin
    • Form Fit
    • Magical Stretch
    • Majin Regeneration
    • Majin Absorption
  • Shinling
    • Blood of the Shin-Jin
    • Divine Legacy
    • Angelic Energy
    • Divine Talent
    • Energy of the Divine Realm
  • Mashin-jin
    • Corrupted Blood of the Shin-Jin
    • Infernal Legacy
    • Demonic Energy
    • Demonic Bloodline
    • Energy of the Demon Realm

 

 

Arcosian

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

STR+2, INT+2, WIS -1

Speed

Your base movement speed is 40 feet.

Languages

You know Common and Cold

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 your unarmored AC is increased by an additional half of your proficiency mod rounded up when not wearing armor.

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.

 

 

Namekian

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

CON+1, DEX +1, WIS +2 CHR-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.

 

 

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 stat cap.
    • If none of their stats surpass yours you gain +1 to whichever stat was their highest.
  • You may only assimilate a number of willing namekians equal to your Constitution modifier.

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.

 

 

Saiyans

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.

They are born with tails that connect them to their inner strength and allow transformation into a great ape, but this can be circumvented through various means. 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. However, due to their aggressive nature, few ever live to this point.

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 and the population remains relatively low. This is mostly due to their constant lust of war and violence, even with each other.

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. When their children leave there is no long ceremony with weeping, as parents recognize one’s need to grow in life and they don’t want to impede; saiyans communicate with their fists rather than their mouths. 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

CON +2, INT -1 CHOOSE: STR+2 or DEX +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 Modifier to Initiative and can act normally on the first round of combat even when suprised.

Warrior race

Your Unarmed Strikes have their damage dice increased by 1 step.

Zenkai Boost (WIP)

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.

Optional Race: Saiyan Hybrids

Hybrid Saiyans

Since the destruction of their home Saiyans have traveled the galaxy and mixed with other races. You may replace any number of the Saiyan Racial Features except for Saiyan Genetics with Features from the other parent Race. Saiyan Instincts quickly fade out in hybrids and you replace “Saiyan Instincts” with the feature “Explosive Temper”. You also gain access to feats from your hybrid race.

Explosive Temper

Your anger can get ahead of you sometimes but it certainly can come useful on the battlefield. Once per long rest you may enter the Enraged Condition as a bonus action.

Earthling/Saiyan Hybrids

Human-Saiyan hybrids became so common place is some timelines that families long thought to be human began awakening Super Saiyan. These hybrids are caring and outgoing and use human emotion to push their saiyan roots to further hieghts.

Ceralian/Saiyan Hybrids

These are rare but powerful hybrids that use the Saiyan’s natural power to boost their already deadly precision.

Mashin-jin/Saiyan

As unheard of as they are deadly, wielding dark magic and demonic abilities alongside the rageful Super Saiyan transformations.

Shinling/Saiyan Hybrids

As rare as they are powerful, with access to magic and the kaio-ken these beings can become increadbly powerful in martial arts or magic.

 

 

Ceralians

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

WIS +2, STR -1 CHOOSE: INT+2 or DEX +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 modifier per long rest.

Tenacity

Once per long rest when you would hit 0 Hp you instead drop to 1.

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.

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.

 

 

Majin

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. Some may be playful, innocent, or distinguished, but others can be more like tricksters. Majin universally have a love of food, especially sweets.

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:

CON +3, DEX+1, WIS -1

Speed:

Your base walking speed is 30 feet.

Language

Common and 2 other of your choice

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

The putty-like substance that a Majin is made of can absorb force. You have resistance to nonmagical bludgeoning, piercing, and slashing damage. Your melee attacks and Techniques all gain an additional 5 ft reach equal to (Proficiency Modifier/3 rounded down).

Majin Regenerate

At level 5, Majins master their innate regeneration ability. Any severed appendages will regenerate immediately as long as the user has ki. In addition, you can heal yourself, as an action, an amount equal to Ki points spent. You also 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, 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 stat cap.
    • If none of their stats surpass yours you gain +1 to whichever stat was their highest.
  • You may only gain this benefit a number of times equal to your Constitution modifier.
  • You gain visual quirks resembling the entities that you assimilated.

 

 

Shinling

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:

Wis +2, Int +1, Str -1

Speed:

Your base walking speed is 30 feet.

Language

Common, Infernal and 1 other of your choice

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 mod, 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.

 

 

Mashin-jin

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:

Wis +3, Con+1, Str -1

Speed:

Your base walking speed is 30 feet.

Language

Common, Infernal and 1 other of your choice

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 mod, 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.

 

 

Optional Rule: 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.

 

 

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.

Standard 5e Classes

Traditional 5e classes have had a weird place in my personal games and in my personal opinion as long as you carry over the new rules for proficiency and AC it can theoretically work though I don’t recommend it.

 

 

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

Class Features

As a blaster you gain the following features:

Hit Points

Hit Dice

1d8 per blaster level

Hit Points at first level

8 + Constitution Modifier

Hit Points gained upon level up

1d8 (or 5) + Constitution modifer

Ki Points

Ki points gained per level

Wisdom modifer + Constitution modifer + 3 per blaster level

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
  • (A) 2 Hand Blasters or (B) 1 Large Blaster
  • (A) 1 scouter or (B) 1 tool kit of your choice

 

 

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 mod (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 the attack 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 stats. 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.

Signiture 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 modifier 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.

 

 

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

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 points gained per level

Wisdom modifer + Constitution modifer + 1 per Bruiser level

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:

  • You start with the following equipment, in addition to the equipment granted by your background:
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

 

 

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 mod (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 stats. 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 stat cap for those stats 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.

 

 

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

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 points gained per level

Wisdom modifer + Constitution modifer + 2 per elite level

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

 

 

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 or wielding weapons you are proficient with: You can use a d4 in place of the normal weapon damage dice with unarmed strikes or proficient weapons. This die increases as you gain elite levels, as shown on the table above.

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 mod (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 stats. 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 modifier 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.

 

 

Martial Artist

The Martial Artist
Level Proficiency Bonus Features Ki Enhanced combat
1st +3 Martial Arts, unarmed defense 1d4
2nd +3 Second Wind 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

Class Features

As a Martial Artist you gain the following features:

Hit Points

Hit Dice

1d10 per Martial Artist level

Hit Points at first level

10 + Constitution Modifier

Hit Points gained upon level up

1d10 (or 7) + Constitution modifer

Ki Points

Ki points gained per level

Wisdom modifer + Constitution modifer + 2 per Martial Artist level

Proficiencies

Armor:

None

Weapons:

Simple weapons, shortswords

Tools:

none

Saving Throws:

Strength, Dexterity

Skills:

Choose two: Acrobatics, Athletics, History, Spirit, Religion, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Martial Artist Gi with the symbol of your school or (b) one set of civilian clothes
  • (a) a shortsword or (b) two simple weapons
  • A pouch containing 10 gold zeni
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

cat warrior

 

 

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.

Unarmored Defense

While wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier +your proficiency mod.

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.

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 stats. 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 Martial Artist you must have a dexterity score of 15 or higher and a wisdom of 15 or higher.

 

 

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

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 7) + Constitution modifer

Ki Points

Ki points gained per level

Wisdom modifer + Constitution modifer + 2 per prodigy level

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

 

 

Inner Strength

You have a naturally stronger inner fire. You gain an additional 1 stamina every level up. At level 10 this increases to +2 every level.

Combat Potential

Your unnatural power and reaction speed gives you an edge when using 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:

  • You can use a d6 in place of the normal weapon damage dice with unarmed strikes or improvised weapons. 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 mod (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 stats. 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.

 

 

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

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 points gained per level

Wisdom modifer + Constitution modifer + 2 per Hero level

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 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 stats. 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

Target gain +2 to their strength score and +1 power to Melee attacks and unarmed strikes.

  • Power bonus increases to +2

Pose of Grace

Target gain +2 to their dexterity score and double their movement speed

  • Your movement speed can not be lowered by any means.

Pose of Vitality

Target gain +2 to their Constitution score and +1 power to Beam attacks

  • Power bonus increases to +2

Pose of Acuity

Target gain +2 to their Intelligence score and +1 Power to Omni Attacks

  • Power bonus increases to +2

Pose of Clarity

Target gain +2 to their Wisdom score and +1 Power to Blast Attacks

  • Power bonus increases to +2

Pose of Hope

Target 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 modifier 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.

 

 

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 Extra Attack 1d4 1d6
6th +4 Heroic Feature 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 Magyk Power 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

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 points gained per level

Wisdom modifer + Constitution modifer + 3 per Mystic level

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 Hand Blasters
  • 1 tool kit of your choice

 

 

Mysticism

Whenever you gain this feature choose 1 school of magic, you may now learn spells and cantrips from that school as if they were techniques. You may not learn or cast a spell of a higher level than your proficiency modifier and you spend stamina equal to the spell level to cast them. Charisma is your casting modifier for these spells. 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 modifier.

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.

Magyk Conversion

At level 2, as an action on your turn you may convert Ki into stamina at a rate of 15 ki per stamina

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 modifier 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.

Magyk Power

At level 11 your bonuses to Power now affect your spells and you can master spells as if they were techniques.

Multiclassing

To Multiclass into a mystic you need an intellegence and charisma score of 15 or higher.

 

 

Chapter 4: Transformations and Power-Ups

 

 

Earthlings

Power comes from practice.

All Earthling transformations must be taken as techniques; their ranks are included.

Super Earthling

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

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

Push your regulators to their limits.

  • Ups movement speed by 5
  • Power +1
  • +1d4 damage
  • Drains 1 stamina at the end of your turn.
  • Power-Up
Overdrive

Set your regulators into dangerous levels.

  • Ups movement speed by 25
  • Power +3
  • +1d6 damage
  • Drains 3 stamina at the end of your turn
  • Power-Up

God forms

Super Android
  • Ups movement speed by 40
  • Power +4
  • +2d6 damage
  • +2 AC
  • Drains 3 stamina at the end of your turn
Ultimate Android
  • 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 one size category larger when in this form.

  • Ups movement speed by 5
  • Power +1
  • Drains 1 stamina at the end of your turn
  • (level 5)

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)

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)

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)

 

 

Fifth Form

The arcosian’s body changes into a large armored form

  • You are treated as one size category larger when determining carrying capacity
  • 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.

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.

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

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 modifier.
  • 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

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

2 Stamina per round per split.

The user draws from the power of those assimilated and expels a clone of himself fueled by them. Each clone has the same stats 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 modifier rounded up.

  • This is learned as a rank 2 technique if Super Namekian is known.
  • Power-Up
    • If Super Namekian is active this is considered a technique and not a Power-Up.

God Forms

Dragon Chosen

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

 

 

Saiyan

Ozaru Fury

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 are considered 1 size category larger for the duration of the form
  • Drains 3 stamina per round.
  • Power-Up

Super Saiyan

Super Saiyan 1

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

Super Saiyan 2

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.

Super Saiyan 3

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.

 

 

Super Saiyan Grades

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 Transformation

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 modifier
  • Attacks to your tail are critical hits.

This Power-Up lasts for 10 minutes or until you are knocked unconcious, your tail is removed, or the celestial body that triggered the transformation.

 

 

Mutant Saiyan

Super Saiyan Berserk

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

  • You gain +15 to movement speed
  • Power +2
  • You gain an additional 1d4 damage on all attacks
  • Drains 2 stamina per round

Berserk Super Saiyan 2

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

  • 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

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

 

 

Ancient Saiyans

Ancient Saiyans share God Forms with regular Saiyans.

Burst of Potential

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

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

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

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

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.

 

 

Special Saiyan Forms

Super Saiyan 4

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

Golden Great Ape

If you are level 10 and over with access to great ape and super saiyan you may turn into Super Saiyan while in that state.

While you are in this state 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

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
  • Power-Up

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.

 

 

Super Saiyan God

Super Saiyan God is special in that until specific Feats are taken you may not use it alongside transformations at first. (if you can have more than 1 Power-Up active you still gain benefits from that)

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

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 Infernal 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

 

 

Ceralian Power-Ups

Red-eye Activation

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.

Evolved Red-eye

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

You have awakened the power of Ceralians in both of your eyes. Unlocking this Power-Up does not remove “Evolved Red-Eye”

  • Level 15 instant unlock
  • 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

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

Makyouka Form

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’

 

 

Non-Race Specific

Kaio-ken

Rank 2 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.)

Increase this ability by 1 step at a time as if it’s a technique.

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

Full Power

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

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

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.

Majin Mark

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.

 

 

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

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

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

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.

 

 

Ultra Ego

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.

 

 

Chapter 5: Techniques and Abilities

 

 

Rank 1

Beam Techniques

Dodon Ray

Rank 1 Ki technique


  • Ki Cost: 4
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 40 feet
  • 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.

Max Power Energy Wave

Rank 1 Ki technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 60 feet
  • Type: Beam

Fire a pure beam of energy with the full force of your Ki. Make a ranged ki attack dealing a number of d6 equal to your wisdom modifier.

Kamekameha

Rank 1 Ki technique


  • Ki Cost: 5
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 60 feet
  • Type: Beam

A variant of the Kamehameha named by Goten. A smaller, less focused Kamehameha.

Roll a Ranged Ki attack dealing 2d6 damage on a Hit. You may instead charge the attack to add another 2d6, max of 6d6 for 2 Ki points per action that it is held.

Has a negative 2 to the attack roll.

Blast Techniques

Ki Blast Cannon

Rank 1 Ki technique


  • Ki Cost: 5
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 45 feet
  • Type: Blast

Fire one large ki ball. Make a ranged ki attack 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
  • 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.

Skyline Blast

Rank 1 Ki technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 150
  • Type: Blast

Form a compressed apple sized ki blast in your hand before launching it at a target in range. Roll a ranged ki attack doing 3d6 ki damage on a hit.

Explosive Wave

Rank 1 Ki Technique

  • Ki Cost: 20
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • 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.

Barrage Techniques

Ki Blast Barrage

Rank 1 Ki technique


  • Ki Cost: 12
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: same as standard ki blast
  • Type: Barrage

Fires 4 normal ki blasts at once. Make a ranged ki attack dealing 4 times your ki blast damage. Can be used as a bonus action for 24 ki.

 

 

Consecutive Blasts

Rank 1 Ki technique


  • Ki Cost: 1
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 15 cone
  • 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.

Rapid Fire!

Rank 1 Ki technique


  • Ki Cost: 5
  • Prerequisites: none
  • Casting Time: 1 Bonus action
  • Range: same as standard ki blast
  • Type: Barrage

Make 2 standard ki blasts as a bonus action.

Omni Techniques

Psycho Barrier

Rank 1 Ki technique


  • Ki Cost: 10 per +1
  • Prerequisites: none
  • Casting Time: 1 reaction when you are forced to make a saving throw
  • Range: self
  • 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.

Kiai!

Rank 1 Ki technique


  • Ki Cost: 5
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 10 foot radius
  • 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.

Fient Shot

Rank 1 Ki technique


  • Ki Cost: 5
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 60
  • Type: Omni

Make a ranged ki attack as you send an arching and tracking shot at a target dealing 2x your basic ki blast damage on a hit. This attack ignores half and three-forths cover.

Rank 2 Techniques

Beam Techniques

Dark Kamehameha

Rank 2 Ki technique


  • Ki Cost: 15
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: self (80 foot line)
  • 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 2d10 damage on a fail, half on a success. You may instead charge the attack to add another 2d10, max of 6d10 for 3 Ki points per action that it is held.

Galick Gun

Rank 2 Ki technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self (150 foot line)
  • 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 2d6 damage on a fail, half on a success. You may instead charge the attack to add another 2d6, max of 6d6, for 3 Ki points per die or 1 die per action that it is held.

 

 

Kamehameha

Rank 2 Ki technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self (100 foot line)
  • Type: Blast

The Famous Turtle Destruction Wave developed by Muten Roshi. Targets in the line must make a dexterity saving throw dealing 2d8 damage on a fail, half on a success. You may instead charge the attack to add another 2d8, max of 6d8, for 3 Ki points per die or 1 die per action that it is held

Masenko

Rank 2 Ki technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 80 feet
  • Type: Beam

Placing your hands to your forehead you fire out a small but powerful beam of yellow energy. Make a ranged ki attack that deals 5d6 ki damage on a hit.

Blast Techniques

Burning attack

Rank 2 Ki technique


  • Ki Cost: 12
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 45 feet
  • Type: Blast

The user sends out a fiery bout of energy from the hands. Make a ranged spell attack dealing 4d6 fire damage on a hit. Can be used as a part of your attack action after Shining Slash (if at least 2 shining slash strikes hit this move is made with advantage).

Fissure Slash

Rank 2 Ki technique


  • Ki Cost: x5
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 45 feet
  • Type: Blast

Make a ranged ki attack dealing 1d6 for every 5 ki used. The maximum dice amount can not exceed your total character level.

Light Grenade

Rank 2 Ki technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: self (15 foot cone)
  • 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 damage on a fail and half on a success.

Riot Javelin

Rank 2 Ki technique


  • Ki Cost: 20
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 10 feet
  • Type: Blast

The user creates an energy ball in his hand and then crushes it, enveloping his hand for a powerful strike. Roll an melee ki attack dealing 3d8 ki damage.

Super Explosive Wave

Rank 2 Ki technique

  • Ki Cost: 60
  • Prerequisites: 1 Star in Explosive Wave
  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • 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.

Barrage Techniques

Scatter Bullet

Rank 2 Ki technique


  • Ki Cost: 15
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 60 feet
  • 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 make a dexterity saving throw or take 2d6 ki damage on a fail, half on a success.

 

 

Death Beam

Rank 2 Ki technique


  • Ki Cost: 12
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 130 feet
  • Type: Barrage

A small beam shot from the finger. Make a ranged ki attack dealing 2d8 points of magical piercing damage. As a bonus action you can fire an additional one for half the initial cost.

Continuous Energy Bullet

Rank 2 Ki technique


  • Ki Cost: 10 per ki blast
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 150 feet
  • Type: Barrage

Fire a barrage of individual small ki blasts up to but not exceeding your proficiency bonus each dealing 1d8 ki damage on a successful hit.

Furious Demon Barrage

Rank 2 Ki technique


  • Ki Cost: 20 Ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 90 feet
  • Type: Barrage

Let out an immensly disruptive volley of attacks. Make a ranged ki attack dealing 3d10 ki damage on a hit. If you hit the target with this attack the target gains the stunned condition until the end of their next turn.

Missle Barrage

Rank 2 Ki technique


  • Ki Cost: 12 per ki blast
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 30 feet
  • Type: Barrage

Fire a barrage of individual small ki blasts up to but not exceeding your proficiency bonus each dealing 1d12 ki damage on a successful hit.

Omni Techniques

Destructo Disk

Rank 2 Ki technique


  • Ki Cost: 25 Ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 90 feet
  • Type: omni

A frisbee like attack that can cut through almost anything. Make a ranged ki attack dealing 4d12 slashing damage on a hit. This damage deals double damage to structures and constructs.

Ki-Blade

Rank 2 Ki technique


  • Ki Cost: 5 ki per round
  • Prerequisites: none
  • Casting Time: 1 bonus action
  • Range: self
  • Type: omni

the user solidifies ki around their hand giving the user an additional 1d6 ki damage added to their unarmed attacks. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated.

Solar Flare

Rank 2 Ki technique


  • Ki Cost: 10
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: self (60 foot cone)
  • 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 (disadvantage on all attacks and perception checks) until the end of their next turn.

Aura Shield

Rank 2 Ki technique


  • Ki Cost: 40
  • Prerequisites: none
  • Casting Time: 1 Reaction when you would take damage from a ki attack or ki technique
  • 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 you. This can be used in conjunction with a defensive manuever.

 

 

Rank 3 Techniques

Beam Techniques

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)
  • Type: Beam

The form of the kamehameha that Goku Black used. Targets in this 100 foot long, 15x15 foot wide line must make a dexterity saving throw dealing 7d10 damage on a fail, half on a success. You may also charge the attack and add another 1d10 for every 5 Ki points spent after the initial cost, max of 20d10.

Perfect Energy Wave

Rank 3 Ki technique


  • Ki Cost: 40
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 60 feet
  • Type: Beam

Fire a ferocious beam of energy with the full force of your Ki. Make a ranged ki attack dealing a number of d8 equal to your proficiency modifier.

Final Flash

Rank 3 Ki technique


  • Ki Cost: 40
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: self(150 foot line)
  • Type: Beam

The user creates a yellow energy orb in each hand and places them together to fire a large powerful beam. Targets in this 150 foot long, 10 foot wide line must make a dexterity saving throw dealing 6d10 damage on a fail, half on a success. You may also charge the attack and add another 1d10 for every 10 Ki points spent after the initial cost.

Instant Galick Gun

Rank 3 Ki technique


  • Ki Cost: 25 ki
  • Prerequisites: 1 Star in Galick Gun
  • Casting Time: 1 action
  • Range: 120 feet
  • Type: beam

Form a powerful but condensed galick gun. Make a ranged ki attack 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
  • Type: Beam

orm a powerful but condensed Kamehameha. Make a ranged ki attack 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
  • Type: beam

Form a powerful but condensed Kamehameha fueled by dark energy. Make a ranged ki attack dealing 6d10 ki damage on a successful hit.

Mouth Cannon

Rank 3 Ki technique


  • Ki Cost: 25 ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 45 feet
  • Type: beam

The user fires a beam out of their mouth powered by their own life force. Make a ranged ki attack dealing 6d6 ki damage on a hit. This attack may be used while restrained or prone.

Special Beam Cannon

Rank 3 Ki technique


  • Ki Cost: 20 ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: self (150 foot line)
  • Type: beam

A very powerful move that resembles a drill. All creatures in a 150 foot line must make a dexterity saving throw dealing 1d10 + an additional 1d10 for every 5 ki used to charge it past its initial cost. Due to the inherent precision of this move targets take no damage on a successful saving throw. The maximum dice amount can not exceed your total character level.

 

 

Super Kamehameha

Rank 3 Ki technique


  • Ki Cost: 30
  • Prerequisites: 1 Star in Instant Kamehameha
  • Range: self (125 foot line)
  • Type: Beam

An almost planet shattering kamehameha. Targets in this 125 foot long, 15 foot wide line must make a dexterity saving throw dealing 7d8 damage on a fail, half on a success. You may also charge the attack and add another 1d8 for every 5 Ki points spent after the initial cost, max of 20d8.

Super Galick Gun

Rank 3 Ki technique


  • Ki Cost: 30 ki
  • Prerequisites: 1 Star in Instant Galick Gun
  • Casting Time: 1 action
  • Range: self (180 foot line)
  • Type: Beam

Charges one of the strongest variants of the Galick Gun. Targets in this 180 foot long, 15x15 foot wide line must make a dexterity saving throw dealing 7d6 damage on a fail, half on a success. You may also charge the attack and add another 1d6 for every 5 Ki points spent after the initial cost, max of 20d6.

Twin Cannon

Rank 3 Ki technique


  • Ki Cost: 40 ki
  • Prerequisites: 1 Star in Instant Galick gun
  • Casting Time: 1 action
  • Range: 120 feet
  • Type: beam

The user fires a purple beam from each hand. You can hurl them at one target or several. Make a ranged spell attack for each beam. On a hit, the target takes 6d6 ki damage.

Warp Kamehameha

Rank 3 Ki technique


  • Ki Cost: 40 ki
  • Prerequisites: 1 Star in Instant Transmission, 1 Star in Instant Kamehameha
  • Casting Time: 1 action
  • Range: Self (100 foot line)
  • Type: Beam

You form a Kamehameha before teleporting and firing the beam. You may teleport anywhere within 100 feet before rolling a ranged ki attack dealing 6d8 ki damage on a hit.

Blast Techniques

Big Bang Attack

Rank 3 Ki technique


  • Ki Cost: 25 ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 100 feet (15 foot radius sphere)
  • 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.

Death Ball

Rank 3 Ki technique


  • Ki Cost: 15x
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 100 feet
  • 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 half damage on a success. This technique damage starts at 5d10 ki damage in 40 foot radius explosion. For every additional 15 ki spent you add 2d10 ki damage die and increase the radius by 10 feet.

Tribeam

Rank 3 Ki technique


  • Ki Cost: 5x HP
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 80 foot range (30 foot cube centered on target)
  • 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.

 

 

Massive Explosive Wave

Rank 3 Ki technique

  • Ki Cost: 30 Ki (special)
  • Prerequisites: 1 Star in Explosive Wave
  • Casting Time: 1 action
  • Range: Self (30x foot radius)
  • 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 4d10 Fire damage, half on a success. For each 30 ki you put into this technique the range continues to increase by a 30 foot radius.

Barrage Techniques

Hellzone Grenade

Rank 3 Ki technique


  • Ki Cost: 10x ki per blast
  • Prerequisites: none
  • Casting Time: 30 feet
  • Range: 1 action
  • Type: barrage

Select a number of unoccupied 5 foot square up to but not exceeding double your wisdom modifier to leave a Ki Blast. You may choose to detonate these at any time causing anyone within 5 feet to make a dexterity saving throw dealing 2d10 damage fire 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 1d12 fire damage on a hit per ki blast.

Destructo Disk Barrage

Rank 3 Ki technique


  • Ki Cost: 30 Ki per Disk
  • Prerequisites: 1 Star in Destructo Disk
  • Casting Time: 1 action
  • Range: 90 feet
  • Type: Barrage

A frisbee like attack that can cut through almost anything. Make a ranged ki attack dealing 4d12 magical slashing damage on a hit. This damage deals double damage to structures and constructs.

DIE DIE Missle Barrage

Rank 3 Ki technique


  • Ki Cost: 25 per ki blast
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 30 feet
  • Type: Barrage

Fire a barrage of individual small ki blasts up to but not exceeding double your proficiency bonus each dealing 2d12 ki damage on a successful hit.

Blaster Meteor

Rank 3 Ki technique


  • Ki Cost: 40 Ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 50 feet radius
  • 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 3d12 ki damage.

Infinity Bullet

Rank 3 Ki technique


  • Ki Cost: 15 per ki blast
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 150 feet
  • Type: Barrage

Fire a seemingly endless barrage of individual small ki blasts each dealing 1d8 ki damage on a successful hit.

Omni Techniques

Super Destructo Disk

Rank 3 Ki technique


  • Ki Cost: 50 Ki
  • Prerequisites: 1 Star in Destructo Disk
  • Casting Time: 1 action
  • Range: 100 feet
  • Type: omni

Super charge the spin of the destructo disk making it almost unseeable to the eye. Make a ranged ki attack dealing 6d12 slashing damage on a hit. This damage deals double damage to structures and constructs.

 

 

Death Saucer

Rank 3 Ki technique


  • Ki Cost: 50 ki
  • Prerequisites: none
  • Casting Time: 1 range
  • Range: 120 feet
  • Type: omni

A purple frisbee like attack that does less damage than the destructo disk but is much more controlled. Make 2 ranged ki attacks each dealing 5d6 magical slashing damage, dealing double damage to structures and constructs.

Angry Shout

Rank 3 Ki technique


  • Ki Cost: 40 ki
  • Prerequisites: none
  • Casting Time: 1 range
  • Range: 60 foot line
  • Type: omni

Fill your lungs with ki enforced air and roar. All creatures in a 60 foot line in front of you must make a constitution saving throw or be stunned until the end of their next turn.

Galactic Donuts

Rank 3 Ki technique


  • Ki Cost: 35 ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 100 feet
  • Type: other

The user creates a ring of ki to restrain the user. The target must make a Strength saving throw against your ki save DC or be restrained. The Target may make the save as an action or at the end of their turn.

Lasts as long as concentration is maintained. Can be detonated dealing 5d6 fire damage as an bonus action after restraint or as a reaction on a failed grapple check.

Improved ki-blade

Rank 3 Ki technique


  • Ki Cost: 20 ki to initiate, 5 ki per round upkeep
  • Prerequisites: 1 Star in Ki-blade
  • Casting Time: Self
  • Type: Omni

The user solidifies a longer Ki-Blade over their hand giving the user an additional 2d6 ki damage per unarmed attack. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated.

Paralysis Shocker

Rank 3 Ki technique


  • Ki Cost: 30 ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 30 feet
  • Type: Omni

Choose a target within 30 feet. The target must make a Wisdom Saving Throw or be paralyzed for 1d4 of their rounds. At the start of each round they may attempt the saving throw again to end the condition early.

Super Ghost Kamikazi Attack

Rank 3 Ki technique


  • Ki Cost: 15x ki per ghost
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: Self
  • Type: omni

The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency modifier. As a bonus action on your turn you may send any number of these ghosts to make an unarmed attack against a target, using your attack bonus, exploding upon contact dealing an additional 2d12 fire damage. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds.

Super Ghost Guardians

Rank 3 Ki technique


  • Ki Cost: 15x ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: self
  • Type: Omni

The user spits out a number of identical ghost versions of themselves, up to or equal to half of their proficiency modifier, to protect them. Your AC increases by +1 for each ghost you have and if an attack misses you because of this bonus it hits a ghost, exploding upon contact dealing an additional 2d12 fire damage to all targets within 5 feet other than the user. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds.

 

 

100x Solar Flare

Rank 3 Ki technique


  • Ki Cost: 20 ki
  • Prerequisites: 1 Star in solar flare
  • Casting Time: 1 action
  • Range: self (60 foot sphere)
  • Type: Omni

Surround yourself with the light of the sun. All creatures that can see you in a 60 foot radius sphere centered on you must make a constitution save, on a pass they are blinded for 1d3 rounds, on a fail they are blinded for 2d4 rounds.

Rank 4 Techniques

Beam Techniques

Big Bang Final Flash

Rank 4 Ki technique


  • Ki Cost: 150 ki
  • Prerequisites: 1 Star in Big Bang Attack and Final Flash
  • Casting Time: 1 Action
  • Range: self (150 foot line)
  • 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 this 150 foot long, 10 foot wide line must make a dexterity saving throw dealing 12d8 ki damage on a fail, half on a success.

Big Bang Kamehameha

Rank 4 Ki technique


  • Ki Cost: 100 ki
  • Prerequisites: 1 Star in Big Bang Attack and Instant Kamehameha
  • Casting Time: 1 action
  • Range: 20 foot cone
  • Type: Beam

The user fires a kamehameha through a big bang attack turning it into a shotgun like attack. Targets in the area of effect must make a dexterity saving throw, taking 14d8 ki damage and 14d6 fire damage on a failure, half on a success.

Dark Impact

Rank 4 Ki technique


  • Ki Cost: 80 ki
  • Prerequisites: 1 Star in Final Flash
  • Casting Time: 1 action
  • Range: 300 foot line
  • Type: Beam

The user creates a yellow energy orb in each hand and places them together to fire Targets in this 300 foot long, 10 foot wide line must make a dexterity saving throw dealing 20d10 damage on a fail, half on a success. You may also charge the attack and add another 1d10 for every 10 Ki points spent after the initial cost.

Final Kamehameha

Rank 4 Ki technique


  • Ki Cost: 150 ki
  • Prerequisites: 1 Star in Final Flash Super Kamehameha
  • Casting Time: 1 action
  • Range: self (150 foot line)
  • Type: Beam

The Super powered combo of Goku and Vegeta’s strongest moves. An almost planet shattering kamehameha. Targets in this 150 foot long, 15 foot wide line must make a dexterity saving throw dealing 30d8 damage on a fail, half on a success.

Full Power Kamehameha

Rank 4 Ki technique


  • Ki Cost: 70 ki
  • Prerequisites: 1 Star in Super Kamehameha
  • Casting Time: 1 action
  • Range: 150 foot line
  • Type: Beam

True to its name this is the strongest pure variation of the Kamehameha.

Targets in this 150 foot long, 15 foot wide line must make a dexterity saving throw dealing 12d8 damage on a fail, half on a success. You may also charge the attack and add another 1d8 for every 5 Ki points spent after the initial cost,with no max.

 

 

Galick Kamehameha

Rank 4 Ki technique


  • Ki Cost: 80 ki
  • Prerequisites: 1 Star in Instant Galick Gun and Instant Kamehameha
  • Casting Time: 1 Action
  • Range: Self (150 foot line)
  • Type: Beam

This attack fully captures the strengths of both moves. Targets in this 150 foot long, 15 foot wide line must make a dexterity saving throw dealing 10d8 damage on a fail, half on a success. You may also charge the attack and add another 1d8 for every 5 Ki points spent after the initial cost, max of 30d8.

Hyper Special Beam Cannon

Rank 4 Ki technique


  • Ki Cost: 55 ki
  • Prerequisites: 1 Star in Special Beam Cannon
  • Casting Time: 1 action
  • Range: 250 feet
  • Type: Beam

A very powerful move that resembles a drill. All creatures in a 150 foot line must make a dexterity saving throw dealing 6d10 + an additional 1d10 for every 5 ki used to charge it past its initial cost. Due to the inherent precision of this move targets take no damage on a successful saving throw. The maximum dice amount can not exceed 35d10.

Ultimate Galick Gun

Rank 4 Ki technique


  • Ki Cost: 70 ki
  • Prerequisites: 1 Star in Super Galick Gun
  • Casting Time: 1 action
  • Range: 200 foot line
  • Type: Beam

True to its name this is the strongest pure variation of the Galick Gun. Targets in this 200 foot long, 15x15 foot wide line must make a dexterity saving throw dealing 15d6 damage on a fail, half on a success. You may also charge the attack and add another 1d6 for every 5 Ki points spent after the initial cost, with no maximum die ammount.

Blast Techniques

Omega Blaster

Rank 4 Ki technique


  • Ki Cost: 100 ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 300 feet (120 foot radius)
  • Type: blast

The explosive move of the legendary Broly. Choose a location within range. All targets within a 120 foot radius must make a dexterity saving throw or take 15d12 ki damage on a fail, half on a success.

Supernova

Rank 4 Ki technique


  • Ki Cost: 70 ki
  • Prerequisites: 1 Star in Death Ball
  • Casting Time: 1 action
  • Range: 200 feet (30 foot radius)
  • Type: Blast

A monstrous version of the death ball.

Choose a location within range, all creatures within a 30 foot radius must make a dexterity saving throw, taking 15d10 ki damage on a fail and half on a save. For every 10 ki added you may add 2d10 damage and increase the explosion radius by 10 feet.

Destructive Cannon

Rank 4 Ki technique


  • Ki Cost: 50 ki
  • Prerequisites: 1 Star in Burning Attack
  • Casting Time: 1 action
  • Range: 60 feet (30 foot radius)
  • Type: Blast

Make a large ki ball at your side before launching it at highspeed toward the opponent. Make a Ranged Attack roll dealing 6d12 fire damage on a hit.

Barrage Techniques

Burning Storm

Rank 4 Ki technique


  • Ki Cost: 15 per ki blast
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 60 feet
  • Type: Barrage

Fire a barrage of individual small ki blasts up to but not exceeding your proficiency bonus each dealing 1d12 ki damage on a successful hit.

 

 

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 your wisdom modifier in range to leave a Ki Blast. You may choose to detonate these at any time causing anyone within 10 feet to make a dexterity saving throw dealing 3d10 damage fire 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 3d12 fire damage on a hit per ki blast and affecting all creatures within 5 feet with the explosion effect.

Emperor’s Barrage

Rank 4 Ki technique


  • Ki Cost: 10x ki
  • Prerequisites: 1 Star in Death beam
  • Casting Time: 1 Action
  • Range: 120 feet
  • Type: Barrage

The user sends a barrage of death beams in front of them. The target must make a dexterity saving throw dealing 2d6 points of magical piercing damage per beam fired, half on a hit. You may fire a number of beams equal to 5 times your proficieny modifier.

of the appropriate type for that weapon. This damage can not be reduced outside of blocking.

Omni Techniques

Spirit Sword

Rank 4 Ki technique


  • Ki Cost: 30 ki to start, 10 ki at the start of each of your rounds to maintain
  • Prerequisites: 1 Star in Improved ki-blade
  • Casting Time: 1 action
  • Range: self
  • Type: omni

The user condenses their ki into a long thin blade with a 15 ft reach. Your unarmed strikes deal an additional 4d6 ki damage. You can place this over an actual sword where the damage is added to the sword’s base damage. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated.

God ki split

Rank 4 Ki technique


  • Ki Cost: 1 God ki
  • Prerequisites: 1 Star in Spirit Sword
  • Casting Time: 1 Action
  • Range: Self
  • Type: Omni

Lasts 8 rounds. You Ki blade is refined and more powerful than ever. Add 4d6 ki damage to all unarmed melee attacks. This damage can not be reduced outside of blocking. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated.

Improved God Ki Split

Rank 4 Ki technique


  • Ki Cost: 2 God ki
  • Prerequisites: 1 Star in God Ki Split
  • Casting Time: 1 action
  • Range: self
  • Type: Omni

Lasts 10 rounds. You have the fine ki control to create an entire weapon construct of a weapon or coat your hands in a destructive aura. Create a martial or simple melee weapon of your choice. You are proficient in this weapon and cannot be disarmed. If your choosen weapon is ranged then it supplies it’s own ammunition as part of the technique. This weapon deals 8d6 magical damage of the appropriate type for that weapon. This damage can not be reduced outside of blocking. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated.

 

 

Super Ghost Kamikaze Guardians

Rank 4 Ki technique


  • Ki Cost: 50x ki
  • Prerequisites: 1 Star in Ultimate Ghost Kamikaze Attack and Ultimate Ghost Guardian
  • Casting Time: 1 action
  • Range: Self (60 feet)
  • Type: Omni

The user spits out a number of identical ghost versions of themselves, up to or equal to their proficiency modifier, to protect them. Your AC increases by +1 for each ghost you have and if an attack misses you because of this bonus it hits a ghost, exploding upon contact dealing an additional 5d12 fire damage to all targets within 5 feet other than the user.

As a bonus action on your turn you may send any number of these ghosts to make an unarmed attack against a target, using your attack bonus, exploding upon contact dealing an additional 5d12 fire damage. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly.

Lasts 4 rounds.

Stardust Breaker

Rank 4 Ki technique


  • Ki Cost: 150 ki
  • Prerequisites: none
  • Casting Time: 1 action
  • Range: 100 feet
  • Type: Omni

Gogeta’s strongest move. Hyper condensed Ki is thrown at a high velocity at an opponent. Roll a ranged ki attack dealing 30d6 damage ki damage on a hit. Can crit on a 19 or 20.

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 (40 feet)
  • Type: Omni

The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency modifier. As a bonus action on your turn you may send any number of these ghosts to make an unarmed attack against a target within 40 feet, using your attack bonus, exploding upon contact dealing an additional 4d12 fire damage. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds.

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)
  • Type: Omni

The user spits out a number of identical ghost versions of themselves, up to or equal to half of their proficiency modifier, to protect them. Your AC increases by +1 for each ghost you have and if an attack misses you because of this bonus it hits a ghost, exploding upon contact dealing an additional 4d12 fire damage to all targets within 5 feet other than the user. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds.

 

 

Rank 1 Melee Techniques

Crane Strike

Rank 1 Melee technique


  • Ki Cost: 10 ki
  • Casting Time: 1 action

Make an unarmed strike, on a successful hit lower 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.

Dash Strike

Rank 1 Melee technique


  • Ki Cost: 5 ki
  • Casting Time: 1 Action

Choose a target within 15 feet, you move directly towards them without provoking attacks of opportunity and make a melee weapon attack or unarmed strike.

Dynamite Strike

Rank 1 Melee technique


  • Ki Cost: 5 ki

Your attacks ignite with small explosions when they connect.

When you initiate the attack action or the flurry of blows technique you may spend 5 ki to add 1d4 fire damage to your unarmed strikes for the rest of that attack action or technique.

Flurry of Blows

Rank 1 Melee technique


  • Ki Cost: 5 ki
  • Casting Time: 1 bonus action

As a bonus action make 2 unarmed strikes.

Since this is a very wild flurry of punches and kicks the user doesn’t add their proficiency mod to the attack rolls.

  • This move may be improved only once granting you proficiency in the technique.

Ki Empowered Strike

Rank 1 Melee technique


  • Ki Cost: 5 ki

When you take the attack action to make an unarmed strike you may spend 5 ki. All unarmed strikes deal 1 damage die higher until the start of your next turn.

Shining Slash

Rank 1 Melee technique


  • Ki Cost: 5 ki
  • Casting Time: 1 bonus action

As a bonus action you may spend 5 ki, all melee weapon attacks roll 1 damage die higher than usual until the start of your next turn.

Wolf Fang Fist

Rank 1 Melee technique


  • Ki Cost: 10 ki
  • Casting Time: 1 action

Make 3 seperate unarmed attacks, knocking the opponent back 5 feet for each hit landed at the end of the combo. If this move is 3 star mastered it can be done as a bonus action.

Charge!

Rank 1 Melee technique


  • Ki Cost: 10 ki
  • Casting Time: 1 Action

Make a single unarmed strike dealing a critical hit on a hit.

Rush

Rank 1 Melee technique


  • Ki Cost: 10 ki
  • Casting Time: 1 Action

Make 3 unarmed strikes or weapon attacks as an action.

Rank 2 Melee Techniques

Amazing Impact

Rank 2 melee technique


  • Ki Cost: 12 ki
  • Casting Time: 1 action

Make an unarmed strike, on a hit the target is knocked prone and can take no reactions until the start of their next turn.

Dragon Throw

Rank 2 melee technique


  • Ki Cost: 20 ki
  • Casting Time: 1 action

Make a melee attack roll. On a hit the user grabs the enemy, spins them around, and throws them 30 ft in any direction dealing the max damage of their unarmed strike die.

 

 

Four Witches Technique

Rank 2 melee technique


  • Ki Cost: 5 ki per round upkeep
  • Casting Time: 1 Action

The user grows an additional set of arms as an action. While this is active you gain an additional unarmed strike as part of the attack action and an additional 2 unarmed strikes with flurry of blows. You also have an additional +2 on strength checks

Meteor Strike

Rank 2 melee technique


  • Ki Cost: 10 ki
  • Casting Time: 1 Action
  • Range: self (15 foot cone)

Hit the opponent with a ki empowered punch that sends a small shockwave behind the target. Make an unarmed strike, all creatures that are caught in a 15 ft. cone must make a Dex save or be knocked prone if you attack with the unarmed strike and hit the target automatically fails the saving throw.

Power-up Punch

Rank 2 melee technique


  • Ki Cost: 10 ki
  • Casting Time: 1 action

Attack with an unarmed attack and roll a d100 if above 75 you can use your highest charge technique as part of this action.

Brave Sword Slash

Rank 2 Melee technique


  • Ki Cost: 15 ki
  • Casting Time: 1 Action

When you take the attack action You add energy to your weapon sending ki facsimiles of your attacks. All weapon attacks you make as part of this attack action gain a range of 30 feet.

Aura Crash

Rank 2 Melee technique


  • Ki Cost: 25 ki
  • Casting Time: 1 Action

Cover yourself in energy before ramming a target to the ground. Make a melee attack roll dealing 3d10 bludgeoning damage and knocking the target prone on a hit.

Burning Rush

Rank 2 Melee technique


  • Ki Cost: 20 ki
  • Casting Time: 1 Action

Make 4 unarmed strikes replacing the damage with fire.

Angry Hit

Rank 2 Melee technique


  • Ki Cost: 20 ki
  • Casting Time: 1 Action
  • Range: 60 feet

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 melee unarmed strike dealing 2 times the maximum damage roll on a hit.

Arm Crash

Rank 2 Melee technique


  • Ki Cost: 30 ki
  • Casting Time: 1 Action

A supercharged punch that breaks through defenses. Make a melee unarmed strike dealing 3 times the maximum damage roll on a hit. This damage cannot be lessened by blocking.

Arm Break

Rank 2 Melee technique


  • Ki Cost: 50 ki
  • Casting Time: 1 Action

A supercharged combo that breaks through defenses. Make 2 melee unarmed strikes dealing 3 times the maximum damage roll each on a hit. This damage cannot be lessened by blocking.

Evil Whirlwind

Rank 2 Melee technique


  • Ki Cost: 30 ki
  • Casting Time: 1 Action

A dynamic attack that kicks the surrounding area to pieces. All Creatures within 5 feet of you must make a Dexterity saving throw or take 5 times your unarmed strike die in damage, half on a save.

Deadly Dance

Rank 2 Melee technique


  • Ki Cost: 20 ki
  • Casting Time: 1 Action

For the rest of this turn if you hit a creature with a weapon/ki attack or technique this turn it can not make opportunity attacks until the start of its next turn.

 

 

Blitz

Rank 2 Melee technique


  • Ki Cost: 20 ki
  • Casting Time: 1 Action

As an action, you may make 4 unarmed strikes or weapon attacks against a target(s) in range. These attacks do not have to target the same target.

Rank 3 Melee Techniques

Advanced Power-Up Punch

Rank 3 melee technique


  • **Ki Cost:**15 ki
  • Prerequisites: Power-Up Punch
  • Casting Time: 1 Action

Attack with a melee attack and roll a d100. If the result is 50 or above you may roll your highest charge as part of this technique’s action.

Blinding Wolf Fang Fist

Rank 3 melee technique


  • Ki Cost: 45 Ki
  • Prerequisites: Wolf Fang Fist
  • Casting Time: 1 Action

This is a much quicker version of the Wolf Fang Fist. Make 6 separate unarmed attacks, knocking the opponent back 5 feet for each hit landed at the end of the combo. If this move is 3 star mastered it can be done as a bonus action.

Breakstorm

Rank 3 melee technique


  • Ki Cost: 30 ki
  • Casting Time: 1 Action

Hit the enemy 6 times in quick succession. Roll a single melee attack roll, on a hit deal deal 6 times your unarmed strike die in damage with no strength modifier added.

Death crasher

Rank 3 Melee technique


  • Ki Cost: 35 ki
  • Casting Time: 1 Action

As an action make 4 unarmed strikes with their damage die increased by 1 step

Erupting Meteor Fist

Rank 3 melee technique


  • Ki Cost: 25 ki
  • Prerequisites: Meteor Strike, Amazing Impact
  • Casting Time: 1 Action

Hit the opponent with a ki empowered punch that sends a fiery explosion behind the target. Make an unarmed strike, if the attack lands send a fiery explosion of ki out of the target. Make an unarmed strike, all creatures that are caught in a 15 ft. cone must make a Dex save or be knocked prone and take 2d6 fire damage, half on a save. if you attack with the unarmed strike and hit the target automatically fails the saving throw.

Piercing Punch

Rank 3 melee technique


  • Ki Cost: 25 ki
  • Prerequisites: Crane Strike
  • Casting Time: 1 Action

Roll an unarmed strike, on a hit punch through the enemy’s defenses lowering their AC by 2 for 2 rounds The target can only be affected by a similar effect once at a time.

Shockwave Strike

Rank 3 melee technique


  • Ki Cost: 30 Ki
  • Casting Time: 1 Action
  • Range: 30 foot cone

The user strikes a person, object, or the ground and sends a shockwave out. Everything in a 30 foot cone must make a Strength saving throw or be knocked prone (called off balance when flying) and lose all reactions until their next turn.

Drill kick

Rank 3 Melee technique


  • Ki Cost: 35 ki
  • Casting Time: 1 Action

As an action, make 2 unarmed strikes ignoring the target’s proficiency bonus to AC.

Thunder flash

Rank - Melee technique


  • Ki Cost: 20 ki
  • Casting Time: When you take the attack Action

You may move in up to 30 feet in a straight line with each attack you make. You may move through your target’s square in this manner

 

 

Drain Charge

Rank 3 Melee technique


  • Ki Cost: 50 ki
  • Casting Time: 1 Action

Make a ki-charged rush to grab your foe so you can steal their ki. Choose a target within 30 feet, make an unarmed melee strike and, if successful, steal 100 ki from the target.

Evil Typhoon

Rank 3 Melee technique


  • Ki Cost: 50 ki
  • Casting Time: 1 Action

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 5 times your unarmed strike die in damage, half on a save.

Destructive Rampage

Rank 3 Melee technique


  • Ki Cost: 75 ki
  • Casting Time: 1 Action

You dart around a large area attacking in rapid succession. You may target any creatures within a 100-foot radius centered on your location with a 5-hit unarmed strike combo. You get to choose the target for each unarmed strike out of your choosen targets.

All Clear

Rank 3 Melee technique


  • Ki Cost: 100 ki
  • Casting Time: 1 reaction

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.

Pressure Sign

Rank 3 Melee technique


  • Ki Cost: 40 ki
  • Casting Time: 1 Action

A true and confidant unarmed strike dealing 3d12. This move has advantage if used in a Clash.

Gigantic Rage

Rank 3 Melee technique


  • Ki Cost: 45 ki
  • Casting Time: 1 Action

Make an unarmed strike against the target. Upon a successful hit you grapple the target and begin slamming them on the ground around you dealing 4d12 damage and leaving the target prone. If you have the Enraged condition this attack has advantage

God Fist

Rank 3 Melee technique


  • Ki Cost: 40 ki
  • Casting Time: 1 Action

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.

Power Rush

Rank 3 Melee technique


  • Ki Cost: 20 ki
  • Casting Time: 1 Bonus Action

Make 3 unarmed strikes or weapon attacks as a bonus action.

Rank 4 Melee Techniques

Armor Break

Rank 4 melee technique


  • Ki Cost: 70 Ki
  • Prerequisites: Piercing Punch
  • Casting Time: 1 Action

Strike your foe and either shatter their armor or cut their ki connection to their defenses. Roll a melee attack roll on a hit the opponent loses any armor bonus or their Wisdom or Constitution mod to AC until the next long rest (or until repaired for armor).

Explosion Fist

Rank 4 melee technique


  • Ki Cost: 100 Ki
  • Casting Time: 1 Action

Roll an unarmed strike , on a success the user shoots a blast of ki through the enemy’s midsection dealing an additional 20d4 kidamage.

Perfect Combo

Rank 4 melee technique


  • Ki Cost: 80 Ki
  • Prerequisites: Breakstorm
  • Casting Time: 1 Action

Hit the enemy 10 times in quick succession. Roll a single melee attack roll, on a hit deal deal 10 times your unarmed strike die in damage with no strength modifier added.

 

 

Soaring Dragon Strike

Rank 4 melee technique


  • Ki Cost: 100 ki
  • Casting Time: 1 action

The user coats their body in ki resembling a dragon, attacking them on the magical level. Roll a melee unarmed attack dealing 3 times normal damage on a success. This damage can be dealt to their HP or Ki, lowering their maximum by the same amount until after their next long rest. If maximum hp or ki reach zero the target dies.

Super Dragon Fist

Rank 4 melee technique


  • Ki Cost: 200 Ki
  • Casting Time: 1 Action

Punch through your enemies with the strength of the eternal dragon. Roll a melee unarmed strike dealing 70d12+70 radiant damage on a hit. The user gains 1 level of exhaustion after a use of this.

Elite Combo

Rank 4 Melee technique


  • Ki Cost: 50 ki
  • Casting Time: 1 Action

Make 8 unarmed stikes as an action.

Blitz rush

Rank 4 Melee technique


  • Ki Cost: 30 ki
  • Casting Time: 1 Bonus Action

Make 5 unarmed stikes or weapon attacks as a bonus action.

Other Techniques

Afterimage

Rank 2 technique


  • Ki Cost: 10 ki
  • Casting Time: 1 action
  • Prerequisites: Afterimage Technique

Move so quickly you leave a mirage of yourself behind. As an action, raise AC by 2. Can be maintained as a bonus action for an additional 10 ki each round.

Almighty Karate Chop

Rank 3 Melee technique


  • Ki Cost: See Text
  • Casting Time: 1 action

The Staple of the Strong Warrior. This technique can only be used effectively against those of a lower level (Use CR of Monsters and NPCs). The amount of Ki put into this attack affects the difficulty of resisting its effects. Once struck, the opponent must pass a Constitution Saving Throw where the Difficulty Class equals the amount of Ki placed into the strike. On a pass, the opponent suffers damage equal to the user’s Strength modifier, even if Dexterity is used for the attack roll. On a fail, the opponent is rendered Unconscious as per the condition.

Charge

Rank 2 technique


  • Prerequisites: Minimum Charge
  • Casting Time: 1 action

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

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

The user starts to charge what appears to be the Kamehameha but instead of a beam a small explosion of confetti shoots out . Make a ranged attack roll with a range of 10 feet doing 1d4 fire damage if hit with it. The target must make a wisdom saving throw or lose their reaction until the start of thier next turn.

Ki-Dash

Rank 2 technique


  • Ki Cost: 10 ki
  • Casting Time: 1 bonus action

Take the dash action as a bonus action.

 

 

Ki Empowerment

Rank 2 technique


  • Ki Cost: 20 ki
  • Casting Time: 1 action

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


  • Prerequisites: Full Power Charge
  • Casting Time: 1 action

Recharge 48+wis mod ki as an action, or 3d12+wis mod Ki as an Bonus action.

Minimum Charge

Rank 1 technique


  • Casting Time: 1 action

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: 20 ki+Hp as per tri-beam
  • Prerequisites: Afterimage, Tri-Beam
  • Casting Time: 1 action
  • Range: 80 foot range (30 foot cube centered on target)
  • Type: blast

You split yourself into 4 copies that attack with an unarmed strike before attacking with a unified tri-beam and reforming. Each unarmed attack that lands deals max damage. Anyone who gets hit with at least 2 of the unarmed attacks has disadvantage on the dexterity save for Tri-beam.

Meteor Combo

Rank 2 melee technique


  • Ki Cost: 45 ki
  • Casting Time: 1 action

A lightning quick flurry of strikes followed by an even faster energy beam. Roll 2 melee unarmed strikes and then a ranged ki attack that deals 6d8 force damage on a hit. You end this technique 15 feet above the target.

Parapara Dance

Rank 3 Melee technique


  • Ki Cost: 30 ki per round
  • Casting Time: 1 action

The dance of the Parapara brothers. The user must make a performance check and all who see the dance must make a wisdom save equal to the performance roll at the end of everyone of their rounds as long as the user remains dancing. (putting an additional point into this move gives you proficiency in performance. If you already have proficiency then for every point you put in you have a permanent +1 to the roll) A person can fall under this effect once every 4 hours.

Power up

Rank 2 technique


  • Ki Cost: 20 ki
  • Casting Time: 1 action

Charge your energy and burst with power. Gain +1 to Power for 4 rounds.

Spirit Buster

Rank 2 technique


  • Ki Cost: 10x ki
  • Casting Time: 1 bonus action

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: 50 ki to initiate
  • Casting Time: 1 bonus action

The ultimate team move. As a bonus action you may spend 60 ki and rally your allies into a joint attack. Any ally that can see you can spend 30 ki and take an action to attack or use a technique other than Z-combo.

 

 

Spirit Bomb

Unique Technique

The congregation of all living things’ power willing collecting to the call of another. 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 or take damage as listed above, half on a successful save.

If the radius is larger than the opponent’s moves speed it auto hits

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.

cat warrior

 

 

Fighting styles

Fighting styles 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 fighting style as a bonus action on your turn.

Fighting styles are learned as if they are techniques.

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 you may make an additional unarmed strike.
  • +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 dodge as a bonus action
  • all beam and barrage techniques have +50% range
  • You may add half of your proficiency modifier 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+, sword 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 sword as your action you can fire 2 ki blasts as your bonus action.

 

 

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. 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 stats 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 striking 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 stats 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 attack 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 modifier.

 

 

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 modifier.

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 modifier.

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, 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 no more than half of your 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 modifier. 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 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 gain +1 ki upon level up. This Heroic Feature can be taken a number of times equal to your proficiency modifier. This does not raise your current ki pool.

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

You gain a 15 foot flight speed or increase your current fly speed by 15 feet.

You may take this feature multiple times

 

 

Chapter 7 Feats

Dndbz Feats

Non-race Specific

Fusion Expert

Your skill in the fusion dance has made your merger even stronger. Must have fused by either the Fusion Dance, Potara Earrings, or the EX Bands.

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. This feat may be taken multiple times.

Unyielding Stamina

Your reserves of stamina are deeper than most. Increase your stamin 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 and Super Saiyan 1/Controlled Super Saiyan 1/Legendary Super Saiyan together. 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 Combonation” 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.

 

 

Universe 7 Saiyan Feats

Saiyan Elite

A high-class Saiyan is able to control their abilities and weaknesses, unlike the standard low class. Must be a Saiyan.

You automatically pass checks to control the Oozaru and your tail no longer has weakness to being grappled

Golden Great Ape

Requires Super Saiyan 4 and the Saiyan Elite Feat

You have mastered the use of Golden Great Ape and have begun to push it further. You no longer need to make control checks for using Super Saiyan while using Great Ape but can make control checks at disadvantage and activate Super Saiyan 2 while it is active.

Golden Monkey King

Requires Golden Great Ape Feat

You have mastered Golden Great Ape and have begun to push it to it’s maximum. 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 “Golden Legend”

You may use Super Saiyan 2 in place of Super Saiyan 1 for “Super Saiyan God Super Saiyan”.

Beyond SSGSS 2

Requires “Beyond Gods”

You may use Super Saiyan 3 in place of Super Saiyan 2 for “Super Saiyan God Super Saiyan”.

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 Controlled Super Saiyan 2 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 stats 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.

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

 

 

Chapter 8 Items

Armors

Armor in the Dragonball universe is fairly commonplace with the likes of Vegeta wearing armor for the majority of his screentime.

Light Armor

Padded Gi

  • AC: 11 + dexterity mod + Half of your proficiency mod
  • Cost: 5 gold Zeni
  • Strength Requirement:
  • Weight: 8 lbs
  • Stealth: Disadvantage

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

  • AC: 12 + dexterity mod + Half of your proficiency mod
  • Cost: 45 gold Zeni
  • Strength Requirement:
  • Weight: 13 lbs
  • Stealth:

Basic and light battle armor guarding bare neccessities.

Medium Armor

Medium Battle Armor

  • AC: 13 + Dex modifier (max 2) + Half of your proficiency mod
  • Cost: 50 Gold Zeni
  • Strength Requirement:
  • Weight: 20 lbs
  • Stealth:

Armor made from an advanced alloy to resist falling apart to energy attacks.

Medium Elite Armor

  • AC: 14 + Dex modifier (max 2) + Half of your proficiency mod
  • Cost: 400 Gold Zeni
  • Strength Requirement:
  • Weight: 20 lbs
  • Stealth:

This armor is protective and easy to move in, perfect for a front line elite.

 

 

Heavy Armor

These heavy armors are made from an expanding material allowing it to grow and shrink with the wearer.

Heavy Battle Armor

  • AC: 16 + Half of your proficiency mod
  • Cost: 75 Gold Zeni
  • Strength Requirement: 13
  • Weight: 55 lbs
  • Stealth: Disadvantage

Singular durable elastic armor pieces.

Heavy Elite Armor

  • AC: 18 + Half of your proficiency mod
  • Cost: 1500 gold zeni
  • Strength Requirement: 15
  • Weight: 65 lbs
  • Stealth: Disadvantage

Plated or scaled body armor made to mold to the body

 

 

Relics

Armor of the Rebel

** Uncommon **

This damaged set of light battle armor holds the spirit of a long forgotten warrior that died attempting to protect his planet from destruction. While attuned to this armor you may trigger the Enraged Condition on yourself once per long rest.

Demon Gi

This gi is emblazened with the mark and protection of the demon king. While wearing these clothes your natural armor increase by 1 and all means to sense your alignment show you to be evil regardless of your actual alignment.

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 stat 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

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

 

 

Bardock’s headband

requires attunement

a headband soaked with the blood of saiyan elites. When attuned and equipped reduce the stamina cost of all transformations by 1, minimum 1.

Goku’s lucky wristbands

while equipped these wristbands have 2d4+1 charges of lucky and are destroyed when those charges hit zero.

Bond necklace

requires attunement

when 2 people attune to these matching necklaces and wear them they can share Ki between each other. As a bonus action the wearers may send up to 100 ki to the wearer of the other necklace no matter how far away they are, these do not work if they are on different planes of existence.

Gohan’s mask

the mask of the legendary Gohan who taught Goku how to fight as a child. While worn AC is increased by 1.

Trucker God’s Hat

the hat of the illustrious android 13. While wearing this the user can speak perfectly in the language “trucker” and if the wearer is an android then their AC is increased by 1.

Jacket of Hope

A blue jean jacket bearing the capsule corp logo. This was the jacket worn by the great Trunks Briefs, savior of the future and embodies the hopes and dreams of mortals. While equipped AC is increased by 1. You also always have 1 death saving throw success when you are at zero HP or below.

Hero Bracelet

When you wear this inconspicuous watch and press its secret button it projects a preset suit of armor onto you. You can don/doff this armor as an action

Tier 1 Scouter

Using this handheld Binocular like device you may search for ki without the feature as an action in a range of 5 miles. Using a scouter you can see how many levels in a class with ki they have (or their CR) and their current Power Bonus.

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 in a range of 50 miles.

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 in a range of 500 miles.

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 in a range of 500 miles.

If you scan someone with more than a +9 Power bonus or 20 levels in a class with Ki this device explodes.

 

 

Consumables

Sage Water

A small bottle of mystic water that can regenerate Ki energy. As an action you drink this and regain 20 Ki. If you drink it as a bonus action you regain 2d10 Ki.

Sage Vial

A large vial of mystic water that can regenerate Ki energy. As an action you drink this and regain 48 Ki. If you drink it as a bonus action you regain 4d12 Ki.

Soul Vial

A large vial of mystically enhanced water that can regenerate Ki energy. As an action you drink this and regain 72 Ki. If you drink it as a bonus action you regain 6d12 Ki.

Vitadrink S

A medical capsule containting a small amount of medical nanobots. Use an action and apply the nanobots and heal 40 HP. Use a bonus action to quickly active the capsule healing 4d10 HP.

Vitadrink M

A medical capsule containting medical nanobots. Use an action and apply the nanobots and heal 80 HP. Use a bonus action to quickly active the capsule healing 8d10 HP.

Vitadrink L

A medical capsule containting a large amount of medical nanobots. Use an action and apply the nanobots and heal 120 HP. Use a bonus action to quickly active the capsule healing 12d10 HP.

Healade S

Sponsored by HETAP this new lemon flavored energy drink can be used to give yourself a quick boost when you’re feeling weak. As an action you drink this and regain 10% of your maximum health.

Healade M

Sponsored by HETAP this new lemon flavored energy drink can be used to give yourself a quick boost when you’re feeling weak. As an action you drink this and regain 25% of your maximum health.

Healade L

Sponsored by HETAP this new lemon flavored energy drink can be used to give yourself a quick boost when you’re feeling weak. As an action you drink this and regain 50% of your maximum health.

Energy Capsule S

A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 10 ki at the start of each of your turns for 10 rounds.

Energy Capsule M

A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 20 ki at the start of each of your turns for 10 rounds.

Using another energy capsule ends any prior active energy capsules.

Energy Capsule L

A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 30 ki at the start of each of your turns for 10 rounds.

Using another energy capsule ends any prior active energy capsules.

Recovery Capsule S

A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 10 HP at the start of each of your turns for 10 rounds.

Recovery Capsule M

A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 20 HP at the start of each of your turns for 10 rounds.

Using another recovery capsule ends any prior active recovery capsules.

Recovery Capsule L

A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 30 HP at the start of each of your turns for 10 rounds.

Using another recovery capsule ends any prior active recovery capsules.

Senzu Bean

A small magical bean with incredible regenerative properties. Eating a senzu bean gives you the benefits of a long rest. You also are considered fed for 7 days and nights.

 

 

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 your stamina increases by 5.

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 stat cap are increased by 2

Potara earrings

Earring 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 Shinling or Mashinjin it has twice the stamina limit of the fusion dance
  • If one fusee is a Shinling or Mashinjin it has three times the stamina limit of the fusion dance
  • If both fusees are a Shinling or Mashinjin it has four times the stamina limit of the fusion dance
  • If one or both fusees are a Supreme Kai it is permanent.
    • This can be undone by way of the dragon balls or similar abilities

Once the fusion end one hour must pass before the Earrings can be used again.

Unique Weapons and gear

Corrin’s staff

(Quarterstaff) Twice per day this staff may create a potions’ worth of sage water.

Hero’s flute

(requires attunement, While wielding this instrument, you have advantage on all Charisma (Performance) checks.)

The bearer can play a magical song,the user may choose one target, this target must make a wisdom save of 18 or be put under the effects of one of these spells: sleep, friends, or suggestion, a creature can only be put under these effects once per day. The user may also use this to make a sound based attack that does 1d8 Thunder damage to everything within 5 feet of the user.

Power pole

(quarterstaff)

this unbreakable quarter staff can be given reach, for every 5 ki points put into the pole the range of the pole increases by 5 feet, this bonus only lasts for the duration of your turn and shrinks back after you finish your turn.

Demon Heart Sword

This is the +1 Silvered Longsword created by Piccolo Jr. for use by Gohan during his training.

 

 

Chapter 9: 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 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.