HB DungeonsandDragonballZV3.5
HB DungeonsandDragonballZV3.5
```
{{frontCover}}
{{note
##### Super Dungeons and Dragonballz
This Version is out of date. The latest update can be found
[here](https://homebrewery.naturalcrit.com/share/v4eUmkJwDb2c)!
}}
{{footnote
[Dragonball Fighterz](https://www.fightersgeneration.com/games/dragonballfighterz-
p4.html) Artwork from *fightersgeneration.com*
 {width:200px;margin-left:-
50px,mix-blend-mode:multiply}
}}
{position:absolute,bottom:0,left:0,height:110%}
\page
Dungeon's and Dragon BallZ 5e is a passion project that I have been working on
since 2015, through updates big and small and many....many broken features that
needed fixing later and the system has grown into a sprawling manual with over 100
people in the discord as of June 2023!
Many people find the concept of dragon ball z in 5e to be rather silly, requiring a
sheer volume of Homebrew that it no longer resembles 5e, while I understand the
sentiment I implore you to actually give the system a try. D&DBZ uses all canon at
it's disposal to create a colorful and powerful combat and transformation system
that is sure to bring some of that Shonen feel to your table.
:
Massive thanks to our ***Supereme Kais*** for their contributions to content
creation in the system and below that thank you ***Kaio-Shins*** for your
contributions to proofreading!
:
Final thanks to our **Attendents of The Gods** that help directly with new the
creation of Official Material.
## Base Rules
This System uses the basic mechanics of D&D5e with additional rules and mechanics
listed in the book below, always default to standard D&D5e rules for anything not
in this manual.
## Disclaimer
I and the rest of the D&DBZ 5e team do not own Dungeons and Dragons 5e, Dragon
Ball, Dragon Ball Z, Dragon Ball GT, and Dragon Ball Super. All rights belong to
Wizards of the Coast, Shuiesha, Bandai, Toei, and Akira Toriyama.
:
Please support the official releases.
## Additional Content
To see more for this system or to stay up-to-date on any updates or expansions you
can join the Discord [here](https://discord.com/invite/kVVF2HFSA4).
\column
## Discord z fighters
### Supereme Kais
- @DomDom
- @Gio2994
- @Majin
- @Wyrmlord
- @Zeon
### Kaio-Shins
- @InhumAlm
- @Jack_Rodan
 {width:370px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Z Fighters (Buu Saga)
[dragoonballwiki.net](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2Fdragonballwiki.net%2Fwp-content%2Fuploads
%2F2017%2F08%2F4WeRqTf.jpg&f=1&nofb=1&ipt=8fd8a648e4a8365c117dcd9f011c1587b6af26c62
f69a7c51da56911f45a8e98&ipo=images)
}}
\page
{{toc,wide
# Table Of Contents
\column
\page
# [Chapter 1:System rules](#p3)
## Unshown Rules
D&DBZ 5e uses the base of Dungeons and Dragons 5e to create a higher powered, anime
themed tabletop system. To play this game you will need access to this document and
the Player's Handbook and Dungeon Master's Guide. All rules that have been changed
or added will be listed in this manual.
***Note***: Due to the high powered nature of this system and its unique mechanics,
use of all standard 5e Races and Classes is extremely discouraged.
:
:
:
:
:
 {width:700px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Gohan Studying
[DBZ ANIME](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Ffiles.tofugu.com%2Farticles%2Fjapan%2F2015-04-29-dragon-ball-training-guide
%2Fgohan_studying_at_a_desk.jpg&f=1&nofb=1&ipt=17eaa2215b376f6567568db3911acb90ae5c
93ba7471f7af0218ba8389d0120c&ipo=images)
}}
\column
 {width:325px,mix-blend-
mode:multiply}
\page
## Stamina
**Stamina** is the energy you have to perform superhuman feats and maintain
powerful abilities. You regain half of your maximum **Stamina** on a Short Rest and
fully replenish your **Stamina** after a Long Rest.
At **Level One**, you have 1 + your Constitution Modifier **Stamina**. You gain 1
**Stamina** to your total at every **Level-Up**, certain features may grant you
additional **Stamina** when you **Level-Up**.
### Maneuvers
Maneuvers are abilities you always have access to that require stamina to use.
**Maneuvers** can not be used as a reaction to another **Maneuver**.
#### Block
As a Reaction to being hit with an attack, feature, or **Spell/Technique** that
deals damage, you may spend 3 **Stamina** to halve damage received until the start
of your next turn. For the duration you automatically fail *Dexterity Saving
Throws.*
If a ***Form*** uses something other than **Stamina** to maintain, you mus spend 1
**Stamina** as well as half of the *Upkeep Cost* to use this manuever.
#### Clash
As a Reaction to being targeted with a ***Technique*** you may spend **2 Stamina**
to use a ***Technique*** of the same type, **Ki Techniques** for **Ki Techniques**
and **Melee/Weapon Techniques** for **Melee/Weapon Techniques**, to *Clash* against
it or **1 Stamina** for a **Technique** with the *Casting Time* of Reaction.
During a **Clash** both characters make a contested Attack Roll or *Spirit Check*,
the winner of this *Clash* is allowed to complete the damage and effects of their
**Technique**. If the **Techniques** are not equal in **Rank**, a **Technique**
gains a +1 *Static Bonus* for each rank above the contesting **Technique** they
are.
\column
#### Counter
Whenever an *Attack Roll* or **Technique** fails to hit you, or you pass a
**Technique's** *Saving Throw*, you may use your Reaction and spend 5 **Stamina**
cast a **Technique** with a *Casting Time* of 1 Action or less.
#### Deflection
As a Reaction to being targeted by a *Basic Ki Blast* or **Ki Technique** with an
*Attack Roll*, you may reduce the damage by (1d12 per **Stamina** + Your **Level**)
to a maximum equal to your **Level** in **Stamina**. If the damage is reduced to
zero you may spend 1 additional Stamina to throw the attack back at half damage.
#### Interception
The ability to interpose yourself in the way of attacks to defend others. When
using *Interception* all Attack Rolls instantly hit you and you fail all *Dexterity
Saving Throws* to reduce oncoming damage.
##### Ally
When a creature within your *Movement Speed* is targeted by an *Attack Roll*,
***Technique***, or ***Spell***, you may use your Reaction and spend 3 **Stamina**
to place yourself in the way of the attack, suffering all damage or effects in
their place.
##### Enemy
When an enemy within your *Movement Speed* targets a creature with an *Attack
Roll*, ***Technique***, or ***Spell***. You may spend 3 **Stamina** to place
yourself in front of the enemy's attack at the source, becoming the only available
target for any damage and effects it may have.
 {width:250px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Piccolo's Sacrifice
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Piccolo-s-Sacrifice-
render-2-759177282)
}}
\page
{{note
##### Launched
Certain **Manuevers** and **Techniques** have a function known as *Launched* which
is a special type of forced movement similar to *Falling*.
While being launched and you hit a solid surface, you take damage as if you had
*Fallen* that same distance. If this were to knock them into a solid enough surface
they must make a *Strength Saving Throw* against your **Melee Technique Save DC**
for **Manuevers** or the appropriate *Technique Save DC* or become stuck in the
surface, unable to move or use their Bonus Action. A stuck target can't use their
Action to do anything other than repeat the *Saving Throw* to free themselves.
If a creature has a creature or object *Launched* into them, they take half of the
*Damage* of the *Launched* target and ends their movement.
}}
When the ally releases their **Technique** you add yours to it, adding any *Static
Bonus* or **Power Bonus** you have to their *Attack Roll* or **Save DC**. All
**Techniques** that are added to the original have their *Damage and Effects* added
to the original.
:
If the *Lead Technique* has a duration of *Concentration*, you deal the additional
*Damage Die* and *Effects* of all **Techniques** being used with it each time the
target fails a *Saving Throw* or otherwise takes *Damage* from the *Lead
Technique*. You and all allies that are a part of the **Tag Team Attack** must
maintain *Concentration* or have the benefits of **Tag Team Attack** end.
\column
## Statistics
### Ki
Your natural spiritual energy, otherwise known as **Ki**, is the fuel for your
**Techniques** and certain **Features**. The amount of **Ki** you gain every level
is equal to your *Constitution Modifier* + your *Wisdom Modifier* + your **Class Ki
Modifier**. You main also gain more **Ki** through **Training** or **Heroic
Features**. You regain half of your maximum amount of **Ki** on a short rest or
regain all of your missing **Ki** on a long rest.
So long as your **Ki** and **Temporary Ki** are at zero you are under the effects
of *Ki Exhaustion*. When under this condition you may not benefit from **Heroic
Features**, activate a **Form**, or cast any **Techniques**. You also lose any
*Proficiency Bonus* to **AC** that you may benefit from. This effect ends after a
Short or Long Rest, setting the amount of **Ki** you have to 1 on a Short Rest.
#### Auras
Auras are the visable manifestation of your **Ki** that reflects your spirt itself.
Your *Aura's* color will reflect their *Alignment* unless they have a *Heroic
Feature* or **Form** that can alter it. Your *Aura* is visible anytime you do a
*Spirit Check* or do a **Ki Technique**.
##### Aura: Color
| Alignment | Lawful | Neutral |Chaotic |
|:---|:-----:|:---:|:-------:|
| **Good**| Blue | Blue | Purple |
| **Neutral**| Black| White| Purple |
| **Evil**| Black| Red |Red |
\page
#### God Ki
**God Ki** is a hyper condensed form of **Ki** that is extremely potent and hard
to detect. You gain 1 to your maximum **God Ki** at **level 20**. You are able to
hold up to a maximum of 3 God Ki. You regain 1 God Ki after a long rest. An action
can be taken to condense 200 of your normal Ki into 1 God Ki. So long as a creature
has at least 1 **God Ki** or is in a **Godly Form** they can only be found through
**Ki Sense** by a creature who is also under those conditions.
***When you obtain your first God Ki your Ability Score Maximum increases by 2.***
As long as you have **Ki** you may replace the *Attack Action* with the *Ki Blast
Action* to fire a *Basic Ki Blast*. This attack has a range of 30/90.
You are always proficient in *Basic Ki Blast*. *Basic Ki Blasts* are a Ranged
Attack Roll using **Dexterity** that deals 1d4 + *Dexterity Modifier* *Ki Damage*
on a hit.
#### Ki Rank
Your ability to learn and teach yourself technique relies directly on your **Ki
Rank**. You can only learn **Techniques** of equal or lower **Rank** than yourself
when leveling up or using Training Boons, unless otherwise stated.
At level 1 you are at **Ki Rank 1** and you increase to **Rank 2** at level 5,
**Rank 3** at level 10, and **Rank 4** at level 15.
\column
### Power
Overflowing energy from one source or another has made you and your abilities more
powerful. For each rank of **Power** you have you gain +1 to Attack Rolls,
**Technique Saving Throw DCs**, *Martial Arts Maneuver Saving Throw DCs* and
*Spirit Checks*. You also subtract 1 from both *Ki Stealth* and *Ki Control
Checks*. Alternatively you may also get a *negative* to **Power**, this results in
the reverse.
:
For every +2 **Power** you gain, your *AC* and *Saving Throws* increase by 1.
#### Power Overload
Sometimes you find yourself overflowing with **Power**, even more so then you can
usually handle. At any point in time you can withstand an amount of **Power** equal
to your *Proficiency Bonus* + current **God Ki**.
Whenever you surpass this threshold you must make a *Ki Control Check* equal to 10
+ your current **Power** or have your current **Forms** end and gain the *Stunned
Condition* until the end of your next turn. If you pass this check you suffer the
effects on the following table depending on how high above the threshold you are at
the start of each turn that you remain above the threshold:
\page
Temporary Resources are always expended before your standard amount. Any time you
recieve **Temporary Resources** and you already have **Temporary Resources** of
that type then you replace your previous amount.
### Power Level
Power Level is determined by calculating:
- Maximum Hit Points * (Current Ki Points / 2) * (Current Power + 1)
## Skills
D&DBZ adds 3 new Skills to the game: Spirit, Ki Control, and Technology.
#### Intimidation
- Can be used in place of *Intimidation* so long as the target can **Sense Ki**.
#### Clashes
- You may use the *Spirit Skill* for **Clashes**.
\column
#### Energy Beacon
- As an Action on your turn you can make a *Spirit Check* to make yourself known to
all with **Ki Sense.** All creatures with **Ki Sense** can sense you with a **Ki
Sense Check** or if their *Passive Perception* is higher then **DC** = 30 - (your
*Spirit Check*). A *Spirit Check* of 20 or higher allows you to be sensed from one
*Distance Category* further.
## New Conditions
### Empowered
By exploding your power you can gain the effect of being larger than you are. While
under the *Empowered Condition* you gain the following bonuses:
- You have advantage on *Strength Checks* and *Strength Saving Throws*.
- Your Melee Attacks, **Melee Techniques**, and **Melee Weapon Techniques** deal an
additional 1d4 damage.
- You count as one size larger when determining your carrying capacity and the
weight you can push, drag, or lift.
\page
### Super-Charged
You're almost oozing with power from your entire body. While under the *Super-
Charged Condition* you gain the following bonuses:
- You have advantage on *Spirit Checks* and **Clashes**.
- Your *Basic Ki Attacks* and **Ki Techniques** deal an additional 1d4 damage.
### Bulk
Your body and muscles expand beyond their normal capacity. Bulk increases by
stages, with each stage increasing your current *Strength Score* by 1 and
decreasing your current *Dexterity Score* by 1 for the duration. This can go above
your *Ability Score Maximum.*
Creatures are immune to this *Condition* if they have a **Power Bonus** equal or
greater than the *Proficiency Bonus* of the creature that inflicted it.
\column
### Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-
term effects of freezing or scorching temperatures, can lead to a special condition
called *Exhaustion*. *Exhaustion* is measured in ten ranks, granting a negative to
all d20 rolls equal to the ranks of *Exhaustion* you have accumulated. If you were
to accumulate 10 ranks of *Exhaustion* you immedietly die.
### Enraged
Your anger has exploded and your energy has temporarily skyrocketed. While enraged
the character can't maintain concentration, but can still cast **Spells** and
**Techniques**. This condition lasts until the end of the character’s next turn.
*Enraged* grants the following benefits:
 {width:325px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Baby Gohan
[Maxiuchiha22](https://www.pinterest.com/pin/764626842968595688/)
}}
\page
### 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.
#### Condition
While under the *Berserk Condition* you suffer the following effects:
- 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 can not also be effected by the *Charmed or Frightened
Conditions.*
- The condition ends if the berserk creature starts its turn with no creatures
within double the creature's movement speed that it can see or hear.
- Creatures that are immune to the *Charmed condition* are also immune to the
berserk condition.
- Creatures that are under the *Berserk Condition* are also under the enraged
condition.
- A berserk creature must use its Action, Bonus Action, and Reaction whenever
available to follow the **Enforced Actions** list.
##### Enforced Actions
A berserk creature must use its **Action Economy** each round to attempt to deal
damage to the creature nearest to it, if it has multiple possible targets it
attacks one at random. This can be done in the following ways:
###### Action
- Attack Action
- If it can make extra attacks as part of the Attack Action, it must make those
extra attacks, moving to attack the next nearest creature after it fells its
current target.
- Cast a **Technique/Spell** or use a **Feature** that deals damage to the target
###### Action/Bonus Action/ Reaction
- Cast a **Technique/Spell** or use a **Feature** that deals damage to the target
- A berserk creature will always attempt an Attack of Opportunity when possible.
###### Reaction
- A berserk creature may use **Manuevers** except for *Interception* for the
duration.
- A berserk creature may cast a **Technique/Spell** or use a **Feature** that deals
damage to the target with a casting time of 1 Reaction.
\column
### Weighted/Gravity
 {width:300px,mix-blend-
mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Goku (Weighted Turtle Costume)
[Pintrest](https://www.pinterest.com/pin/638455684650148957/)
}}
\page
Think about what race you would like your character to be, their personality,
goals, back story, specialties, career, appearance, traits, and relationships. Once
you have all of these qualities decided, start following these steps below and
writing everything down.
Using a "Character Sheet" provided by Wizards of the Coast for 5th Edition, you can
track much of this. You may need to make a few modifications for certain things,
like tracking ***Forms*** and ***Techniques***.
If you are unsure of which race to go with, Human can be an easy choice. However,
races such as Saiyan, Namekian, Majins, Arcosian, Ogre, Androids, and others are
all possible races to choose from. More information on these races are listed in
Chapter 2.
Put some time into deciding what you want your character's role to be in the group.
Maybe discuss it with others in the group to see what would work best for everyone.
However, make sure to choose something you will have fun with and appreciate. Once
you have a general idea for what your class will be, pick from the classes listed
in Chapter 3.
The Dungeons and Dragons 5th Editions rules should list how you can determine your
Ability Scores. However, I will also explain this process here. Using the Standard
Array method, you can take the numbers 15, 14, 13, 12, 10, 8 and assign each number
to a different Ability Score.
You may also choose to Roll for your Ability Scores by rolling a d6 dice four times
and recording the sum of the three highest rolls. Repeat this process five more
times until you have written down six total sums. Then, allocate each of these six
numbers to individual Ability Scores of your choice. As an example, you may end up
with the six numbers 17, 11, 13, 9, 12, 14 after rolling. You might decide you want
strength to be your highest Ability Score, so you would put 17 for your Strength
Score. Then you would fill in your other Ability Scores accordingly.
Lastly, one other way you can decide Ability Scores is through using Point Buy. You
can easily find a free Point Buy Caculator online. It is of course always up to the
DM to decide what method is used to determine Ability Scores for the party. Once
you have calculated your ability scores, you will make changes to them according to
your racial traits.
\page
After you have a concept in mind, you want to start writing and organizing these
ideas onto your character sheet. Try to find what Alignment best fits them and
their morals. Then, start to think up some defining Personality Traits. Once your
mark those down on your character sheet, start getting into their Ideals, Bonds,
and Flaws. These will provide a guideline on how you plan on roleplaying and making
decisions with your character.
Now you want to decide on your characters Background. Your background will provide
you with tools and knowledge gained from how you've lived your life prior to the
start of the campaign. This will affect how those who recognize you interact with
you, how you're treated by the general public, and what your occupation is or was.
While normal 5e backgrounds serve the purpose that you need from them, they have
issues sometimes fitting in the world of dragon ball. You can alternatively build
your own background by doing the following:
Additionally, if you have a ***Sub-Race***, you may have certain physical features
or personality traits that match the nature or properties of your Race. For example
you may show strange similarities with your hybrid lineage that seperates you from
others of your race or metallic appendages from your cybernetic nature.
Furthermore, your final *Ability Scores* may also factor into your appearance and
attitude. Here are some examples:
A character with high strength may appear physically intimidating and bulky, with
defined muscles and a towering figure. With low strength, they might appear scrawny
or flabby.
A character with high dexterity may appear incredibly quick and versatile when
moving around, with a potentially more lean appearance. With low dexterity, they
may be heavier or move a bit slower than others.
A character with high constitution may appear noticeably healthy and sturdy. With
low constitution, they may look a tad bit sickly or pale.
A character with high intelligence may appear more structured or knowledgeable when
talking to others, perhaps having several books or scrolls in their possession.
With low intelligence, they may speak noticeably slow, sometimes having a
dumbfounded look on their face when hearing complicated explanations.
A character with high wisdom may appear more aware of their surroundings and have a
grasp on the deeper meaning of interactions in their daily lives. With low wisdom,
a character may seem aloof or carefree to others.
A character with high charisma will most likely stand out in public and most social
situations, having the ability to influence the attitudes and thoughts of others
through interacting with them. With low charisma, a character may be more easily
ignored or feel slightly more difficult to agree with in conversations.
Alternatively, you may choose to purchase your starting equipment instead. You will
start with a set number of *Zeni (Ƶ)* to spend on equipment, based on the value
given to you by your class.
Melee Weapons require that you roll a 1d20 and add your strength or dexterity
modifier as well as your Proficiency Bonus to the roll to hit. This modifier is
also usually added on top of the damage roll. Melee weapons tend to use strength
modifiers, but occasionally allow you to use other modifiers depending on your
weapon or class.
Ranged Weapons require that you roll a 1d20 and add your strength or dexterity
modifier as well as your Proficiency Bonus to the roll to hit. This modifier is
also usually added on top of the damage roll. Ranged weapons tend to use dexterity
modifiers, but occasionally allow you to use other modifiers depending on your
weapon or class.
\page
Armor in the dragon ball world is common and can be found in all weight categories.
Shields are not used quite as often, but can still be found and used by very
defensive-style duelists.
Be sure to write down all of these values on your character sheet for easy access
and to remember them for combat encounters.
For example, if you start at level 1 with 0 Experience Points and gain enough
experience over the course of a session to make your way to Level 2, you will mark
this on your character sheet and upgrade your stats accordingly during your next
Long Rest. Additionally, your DM may decide to use a Milestone system by granting
you a level up upon defeating an Arc boss, completing an important objective, or
obtaining a key item or treasure.
The **first tier** (levels 1-4) will be for very early exploration of the world
around them. This is time for smaller threats such as the Red Ribbon Army to
slightly more serious threats like a small scall invasion from Saiyans or another
mercenary group.
The **second tier** (levels 5-10) will be where most of the first half of the
campaign takes place. During this time you are growing beyond the scopes of average
people in the universe, you are unlocking forms and powers that many believed to be
legends. Growth during this stage can come quick and yet never feel like enough due
to the growing power of threats around you.
The **third tier** (levels 11-15) is where players will start facing extremely
overwhelming challenges. Your Power now is begining to cause a stir in the universe
around you, people across your universe may even have felt your rise in power. At
this point the Gods themselves begin to take notice of you.
The **final tier** (levels 16-20) is the last stretch of the journey. At this
legendary tier, characters should be able to stand up to threats both ancient and
new. Most fights will be overwhelmingly large-scale and epic, involving forces
comparable to the gods themselves.
:
 {width:325px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Goku (Flying Nimbus)
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F84dc13b7-a2e7-4b45-83ec-
311e72e82900%2Fdcnpfwk-3ada4f9c-83a0-49c8-b14e-9ecef244c339.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNucGZ3ay0zYWRhNGY5Yy04M2EwLTQ5YzgtYjE0ZS05ZWNlZjI0NGMzMzkucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.-72nZPlGzU1YkI-i-
3BeqqXvTzX46X2oDllceMtNA_Y&f=1&nofb=1&ipt=1bbad0944b83982c991a4a36170755665273b8c4f
2f38fab81c19272398ccc3c&ipo=images)
}}
\page
# [Chapter 3: Races and Subraces](#p3)
The races of the world of Dragon Ball are varied and colorful, with both humanoid
and alien spiecies living in harmony and strife across the multiple universes.
While humanoids are the most common and reside on most planets, other Alien races
have thrived on their own Planets and territories that they reside on other worlds.
These Alien races also have a wide variety sizes, characteristics, abilities, and
cultures. In many cases, Alien races can be seen as much stronger by default than
ordinary humanoids. However, many humanoids may opt to regularly train to be on par
with these races as well.
Typically, Alien races don't mingle well with humanoid civilzations and culture due
to the severe level of racism and oppression often being brought by others.
Remember, the Dragon Ball world is very divided and has many themes of slavery and
extreme hatred toward non-humans. If these themes are too extreme or uncomfortable
to run, feel free to remove most of the racial tension for a more relaxed
experience for non-human player characters.
## Player Races
When choosing a player character's race, it is important to choose an option that
suits the character's personality, background, appearance, and perhaps even class
and abilities. For example, a characer that loves to fight and stives to be the
best in their respective field may fit nicely into the Saiyan race. In order to
properly make this choice, read each race option and consult with your DM for any
questions or advice you may need.
For the purposes of game balance, many races from the Dragon Ball world will be
restricted from players. While some may technically be listed below for more
lenient DMs to allow, they are by no means on the same level as the rest of the
included races in this section. Races that may break game balance or prove to be
far too strong will be marked with the "Optional" tag.
#### Humanoids
Races that are biologically similar to humans, these are almost universally
Mammalian and are capable of hybridizing amongst each other.
#### Aliens
Alien races tend to have outrageously different biology or organ structure, some
may not even be organic or have traditional biology.
### Languages
#### Universal Language
Due to the Dragon Ball world having few diverse languages spoken, even among Alien
races, it can be assumed that each humanoid creature shares a "Common" language in
which they can all speak with individual literacy depending on the creature's
intelligence.
#### Other Languages
The following is a table showing races and their languages:
{{column:
| Race | Language |
|:----------------|:--:|
| Beastmen | Common |
| Ceralian | Common |
| Earthling | Common |
| Konatsian | Common |
| Mashin-jin | Infernal |
| Ogre | Common |
| Saiyan | Sadalan |
| Shinling | Celestial |
| Alien | Common |
| Android | Common |
| Arcosian | Arcosian |
| Chronin | Common |
| Demon | Infernal |
| Greys | Common |
| Majin | Infernal |
| Namekian | Namekian |
| Neko Majin | Common |
| Sateery | Sateerin |
| Sekmen-jin | Common |
| Yardratian | Common |
}}
:
 {width:375px,mix-
blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Team Universe 7
[Family Renders](https://www.anime.familyrenders.com/2017/12/render-dragonball-
super-u7-team.html)
}}
\page
# Humanoid Races
## [Beastmen](#p3)
**Humanoid**
### Physical Description
Humanoid animals, ranging in height similar to Earthlings.
### History
A company known as "Magical Pharmaceuticals" produced a drug known as Animorphaline
that caused temporary shapeshifting into a humanoid beast form. During the
production of this drug a knock-off was released and sold as the original product
that forced permanant transformation into this form.
### Society
After the incident many Earthlings and other humanoid races become these Beastmen
and have since reintegrated into society, raising families and continuing their
lives.
### Racial Traits
#### Ability Score Increase
Increase all **Ability Scores** by 1 <u>OR</u> increase 2 by 1 and choose a
**Feat**.
#### Speed
You have a *Base Movement Speed* of 35 feet.
#### Language
You can speak Common and 1 other language of your choice.
#### Skills
You gain the *Nature* and *Survival Skills.*
### Racial Features
**If you take a Sub-Race with this race you may not replace Animal Biology**
#### Animal Reflexes
Your animal nature gives you senses and reaction time. You gain a bonus to your
**AC** equal to your **Ki Rank**.
#### Evolutionary Tactics
You are driven by your instincts to improve and adapt to survive. You gain a
**Technique** every time you **Level-Up** to 20 and 2 **Techniques** every level
beyond. You also gain 1 additional *Training Boon* each time you have a **Training
Arc**.
\column
Your animal nature has resulted in you taking the distinct form of a family of
animals, granting you certain features.
##### Mammalian
You have a set of powerful claws. Your *Unarmed Strikes* can deal *Slashing
Damage*.
##### Fish
You are capable of breathing air as well as underwater. You also gain a 30 foot
*Swim Speed* that increases by 15 feet each time your **Ki Rank** increases.
##### Avian
You are a master of arial combat. You gain a 30 foot *Fly Speed.* You may only use
this *Fly Speed* while you are not wielding a *Weapon* in your hand. Your **AC**
increases while in the air by one third of your *Proficiency Modifier*, rounded
down.
:
 {width:100px,mix-blend-mode:multiply}
{{artist,position:relative,top:-px,left:10px,margin-bottom:-30px
##### Korrin
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F84dc13b7-a2e7-4b45-83ec-
311e72e82900%2Fdcpuxy7-be544ddb-ec31-44fa-9880-2c68fa8a3857.png%2Fv1%2Ffill
%2Fw_399%2Ch_431%2Cstrp%2Fkorin_render__battle_of_z__by_maxiuchiha22_dcpuxy7-
fullview.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NDMxIiwicGF0aCI6IlwvZlwvODRkYzEzYjctYTJlNy00YjQ1L
TgzZWMtMzExZTcyZTgyOTAwXC9kY3B1eHk3LWJlNTQ0ZGRiLWVjMzEtNDRmYS05ODgwLTJjNjhmYThhMzg1
Ny5wbmciLCJ3aWR0aCI6Ijw9Mzk5In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnM
iXX0.3pD2gsz03z4N2yrzQqMg76x-
xWb9qv4rRLGfGYbo8_M&f=1&nofb=1&ipt=2739d04081566a642e949b1135942dfda70a9989e8193698
e380d0eca8282577&ipo=images)
}}
\page
## [Ceralians](#p3)
**Humanoid**
### Physical Description
Cerealians look similar to Human-type Earthlings, though they all seem to have
green-colored hair and have an average lifespan of 200 years, Their right eyes have
also evolved to grant them incredible visual acuity, having a merged iris and
pupil, which is deep red in color.
### History
The Cerealians were once the inhabitants of Cereal and coexisted with a tribe of
Namekians who settled on the planet after traveling from another realm. Around Age
733, the Cerealian homeworld was ravaged by the Frieza Force and its Saiyan Army.
Using the full moon, the Saiyans transformed into Great Apes and annihilated nearly
all of the population and their cities. Fortunately, a powerful Cerealian warrior
named Flayk was able to destroy the planet's moon causing the Saiyans to revert to
their base forms. Unfortunately, the invaders were still too powerful for the
Cerealian and Namekian inhabitants to handle; fortunately, a handful of ceralians
survived and scattered throughout the universe.
### Society
Little is known about Ceralian Society since the loss of their homeworld, most are
solitary nomads in the galaxy.
### Racial Traits
#### Ability Score Increase
#### Speed
Your *Base Walking Speed* is 30 feet.
#### Language
You can speak Common and 1 other language of your choice.
#### Skills
You gain the *Perception* and *Technology Skills*
\column
#### Tenacity
Once per Long Rest when you would hit 0 **HP** you instead drop to 1.
#### Sharpshooter
You *Basic Ki Blast* has it’s Damage Die increased by 2 steps
(1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc) and it's range is doubled. Each time your **Ki
Rank** increases, increase the range by an additional 30/90 feet.
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Granola Dragon Ball Super
[SaoDVD](https://www.deviantart.com/saodvd/art/Granola-Dragon-Ball-Super-865044931)
}}
\page
## [Earthling](#p3)
**Humanoid**
### Physical Description
They come in all shapes and sizes; some are weak, some are strong, some are bald,
some have three eyes. Earthlings can be strong in their own right, but have less
physical capability than other races.
### History
The dominant race of Earth, Earthlings have held the planet for as long as sentient
life has existed there, protecting it time and time again with the help of the more
powerful and clever among them.
### Society
The majority population of earth. Earthlings can live in monasteries, cities,
villages, etc. Since being accepted into the Galactic Patrol, they have grown
tolerant/understanding of other races.
### Racial Traits
#### Ability Score Increase
Increase all **Ability Scores** by 1 <u>OR</u> increase 2 by 1 and gain a **Feat**.
#### Speed
You have a *Base Movement Speed* of 30 feet.
#### Language
You can speak Common and 1 additional *Language* of your choice.
#### Skills
You gain any 2 *Skills* of your choice.
### Racial Features
#### Natural Talent
You gain an *Ability Score Improvement* at **level 1**.
#### Hard Work
What they lack in flashy transformation earthlings make up for with an endless
drive for greatness. You gain a **Technique** every time you **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
Increase the *Ability Score Maximum* of one **Ability Score** of your choice by 2.
Additionally at an *Ability Score Improvement*, you gain 4 points to distribute,
rather than the usual 3.
\column
{{artist,position:relative,top:+0px,left:10px,margin-bottom:-30px
##### Videl (Great Saiyaman 2)
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F25%2F1f%2Fbf
%2F251fbf6ec8f1f624194202f6b70efaeb.png&f=1&nofb=1&ipt=4f2a8419188ccd11ec0304f1c94d
99fa5c5fd7cb85cd944a58fef81ccf1a5653&ipo=images)
}}
\page
## [Konatsian](#p3)
**Humanoid**
\column
#### Magical Upbringing
You gain access to 1 branch of magic of your choice as if through the *Mysticism*
***Class Feature***.
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Tapion Render 3
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F84dc13b7-a2e7-4b45-83ec-
311e72e82900%2Fdcfc79t-f31d799a-2e93-47a1-8b82-1bf2623a6d5a.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNmYzc5dC1mMzFkNzk5YS0yZTkzLTQ3YTEtOGI4Mi0xYmYyNjIzYTZkNWEucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ClhOhrh3MHRYF9oBTmZRpC-
aParHm1tt2JLSfB6Gh24&f=1&nofb=1&ipt=50b79a625b8d03c73ef58d953ca7d8975c29c03734b3620
a97a4adb3507d33f7&ipo=images)
}}
\page
## [Mashin-jin](#p3)
**Humanoid**
### Physical Description
Mashin-jins can be as varied and different as earthlings, kais, or aliens in
general having bright skin tones and pointed ears.
### History
Mashin-jin’s, a race born from the first gods ripping the darkness out of the first
shin-jin. The darkness that was left was too stubborn to disappear and thus created
the first makaioshin Sesa a being of unimaginable darkness. Sesa became so powerful
that even the gods together could only seal him away in the depths of darkness.
### Society
Many Eons have passed since that fateful day and, like the rising moon, darkness
eventually fell back into the hearts of kais but also light fostered in the heart
of the Mashin-jins eventually making them beings of light and darkness like any
other race and though they face ridicule they are now members of society. Mashin-
jins can pull from their demonic heritage to use acts of magic that drain their
stamina, though some become powerful enough to cast larger spells many can’t cast
more than a fireball in their lifetimes. Mashin-jins can also pull at the empowered
darkness inside of them to achieve their Demon Form making them increasingly
aggressive and large, with a power boost to match. The Mashin-jins can even take on
the visage of Sesa himself with their Makyouka form, drawing directly from his
powers.
#### Speed:
Your *Base Walking Speed* is 30 feet.
#### Language
Common, Infernal and 1 other *Language* of your choice
#### Skills
You gain the *Intimidation* and *Arcana Skills*
### Racial Features
#### Corrupted Blood of the Shin-jins
\column
At **1st Level**, you know the *Thaumaturgy* **Cantrip**. When you reach **3rd
Level**, you gain the *Hellish Rebuke* **Spell**. When you reach **5th Level**, you
gain the *Fireball* **Spell**. These **Spells** are cast through the **Mysticism
Class Feature** but can not be casted at a higher **Spell Level.**
At **10th Level** you may cast these spells at a higher **Spell Level** as if
through the **Mysticism Class Feature**.
At **15th Level** you may add any 3 **Spells** that deal damage of 5th level or
below to this feature.
You gain the **Fiend Tag** and count as a *Kai* for the purpose of features such as
the *Potara Earrings*.
 {width:250px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Dabura Render 5
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Dabura-render-5-Dokkan-
Battle-825475095)
}}
\page
## [Ogre](#p3)
**Humanoid**
### Physical Description
Ranging in sizes from 3 to 8 feet tall, Ogres are universally strong and durable
with horns and skin of vibrant shades of reds and blues.
### History
Originally hailing from the otherworld, planets like Earth have allowed them to
cross over through locations like Frypan Mountain to find better lives outside the
confines of the Spiritual Realm.
### Society
Ogres in the Otherworld tend to make their living as patrollers and guardians of
hell and other otherworld systems, likewise many mortal realm ogres make a name for
themselves and powerful warriors and champions, using their supernatural physical
capabilities to give them the edge.
### Racial Traits
#### Ability Score Improvement
Constitution +2, Strength +1
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Languages
You know Common and Infernal
#### Skills
You gain the *Survival* and *Intimidation Skills*.
### Racial features
#### Muscular Durability
Your body is unnaturally durable. You gain a bonus to your **AC** equal to your
**Ki Rank.**
\column
You gain the following **Omni Technique** and it's rank matches your **Ki Rank**:
**Cost:** :: 1 Stamina
**Casting Time:** :: 1 Bonus Action
**Range:** :: 30 Feet
**Duration:** :: Special
You attempt to compel a creature into a duel. One creature that you can see within
range must make a *Wisdom Saving Throw*. On a failed save, the creature is drawn to
you, compelled by your aggressive demand. For the duration, it has Disadvantage on
*Attack Rolls* against creatures other than you, and must make a *Wisdom Saving
Throw* each time it attempts to move to a space that is more than 30 feet away from
you; if it succeeds on this *Saving Throw*, this **Technique** doesn’t restrict the
target’s movement for that turn.
The effects ends if you attack any unaffected creature, if you cast a
**Spell/Technique** that targets a hostile creature other than a target, or if you
end your turn more than 30 feet away from a target.
For each additional **Stamina** you spend you may force an additional target in
your range to make the *Saving Throw* as well, to a maximum number of targets equal
to your *Proficiency Bonus*.
 {width:200px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Ogres
[World of DragonBall](https://wodsouls.freeforums.net/thread/11216/ogres)
}}
\page
## [Saiyans](#p3)
**Humanoid**
### Physical Description
Saiyans are naturally muscle-bound and stocky, with very few being overweight or
skinny, but even the most unassuming tend to pack a wallop. Saiyans stand from 5-7
feet tall, can weigh from 140-300 pounds, and universally possess jet-black hair
that retains one style their entire lives. Females are usually shorter than males
and tend not to be especially voluptuous, as saiyans are built for combat.
### History
Saiyans have a long history of invading and claiming planets to live on, often
driving previous inhabitants to extinction. They are a fierce race born with a
desire for conquest, but saiyan empires have never been established for long
periods and the population remains relatively low.
### Society
Saiyan society relies on an unsteady monarchy, ruled by a king. This position can
be challenged at any moment by a competitor who believes themselves to be stronger,
more worthy of the crown. Beyond that however they tend to stick to their families,
in which they hunt, eat, and train with each other. While some might think of
saiyans as cold to one another, they are not usually resentful, but respectful of a
person’s space. They are typically very aggressive and hard-headed, with short
explosive tempers. However, if they care for another, forgiveness comes quickly.
### Features
#### Ability Score Increase
Strength +2, Dexterity **or** Constitution +1
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Skills
You gain the *Athletics* and *Acrobatics Skills*
#### Languages
You know Common and Sadalan
\column
### Racial Features
#### Saiyan instincts
You add your *Proficiency Bonus* to *Initiative* and can act normally on the first
round of combat even when *Suprised*.
#### Superiority: Combat
Choose one class of **Technique**: *Beam, Blast, Barrage, Omni, Weapon, or Melee.*
You gain +1 *Static Bonus* when using this type of **Technique**. At **Level 7**
this becomes +2 and at **Level 13** you get to pick a second type of **Technique**
to gain this bonus as well.
At **Level 18** you get an additional +1 *Static Bonus* that you can place on any
class of **Technique**, regardless of if you choose that category previously.
#### Zenkai Boost (WIP with @DOMDOM)
When pushed to near death the saiyan spirit is known to rebel against the threat of
death, creating a stronger warrior when they are pushed to near death.
Whenever you fail a *Death Saving Throw*, roll a *d20 Check* with a DC starting at
8, increasing by 2 each time you succeed. On a Success you gain 1 *Training Boon*.
You may use this *Training 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** and beyond, the first time you enter the
*Enraged* condition you turn *Super Saiyan 1* and can access it from that point on.
You also have access to learning the *Super Saiyan Grades* **Power-ups**.
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* **Form**
and it's ritual. You gain access to *Saiyan* **Feats** and you must choose your
bloodline from the following list:
\page
##### Universe 7
You gain access to *Saiyan* **Feats** with the **U7 Tag** and **Feats** in the
*Universe 7 Saiyan* section. You also gain the *Saiyan Pride* and *Saiyan Tail*
**Features**:
:
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.
If your tail is ever severed it will regrow after 1d4 weeks, so long as you are
**Level 5** or below. A creature may attempt to make a special *Grapple Check*
against your tail as an Action, having Disadvantage on the check, *Restraining* the
Saiyan on a Success.
While you have your Tail you may use **Great Ape** ***Forms***.
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Bardock
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Forig00.deviantart.net%2Ffd83%2Ff%2F2018%2F233%2Fd
%2F6%2Fbardock_render_14_by_maxiuchiha22-
dcktjgc.png&f=1&nofb=1&ipt=87704a3f2b72e0877a8c29b640a7a635369e52dca32e607687e34074
532082d2&ipo=images)
}}
\column
##### Universe 6
You gain access to *Saiyan* **Feats** with the **U6 Tag** and **Feats** in the
*Universe 6 Saiyan* section. You also gain the *Super Saiyan Superiority*
**Feature**:
:
Otherwise known as *Tail-less Saiyans*, these are an alternate, or perhaps even
future, evolution to the *Universe 7 Saiyans*. These Saiyans eventually lost their
tails, replacing them with much higher *S-Cells* numbers. This change resulted in
stronger, though slower to obtain, *Super Saiyan* **Forms.**
- If you have the **Super Saiyan** feature you unlock *Super Saiyan* at **Level 8
or above** whenever you first become *Enraged*.
- Any **Form** with *"Super Saiyan"* in its name, except for *Super Saiyan God* and
*Super Saiyan Grades*, takes 1 less **Stamina** per round to maintain to a minimum
of 1 **Stamina**.
- Any **Form** with *"Super Saiyan"* in its name, except *Super Saiyan God* and
*Super Saiyan Grades*, gains an additional +1 **Power Bonus**.
:
 {width:105px;margin-left:50px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Cabba
[Hero.Fandom](https://hero.fandom.com/wiki/Cabba)
}}
\page
##### Mutant
You gain access to *Saiyan* **Feats** with the **Mutant Tag** and **Feats** in the
*Mutant Saiyan* section. You gain the *S-Cell Overload* **Feature** and your choice
of one of the following **Features**:
- (a) *Uncontrollable Saiyan Power* **or** (b) *Unstoppable Force*
:
Saiyans that were born with a genetic mutation and produce incredible amounts of S-
cells, unfortunately, many can't control this power.
 {width:230px,mix-
blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Broly and Kale
[princeofdbzgames](https://www.pinterest.de/pin/broly-and-kale-render-by-
princeofdbzgames-on-deviantart--1142858842909915756/)
}}
\column
##### Ancient
You gain access to *Saiyan* **Feats** with the **Ancient Tag** and feats in the
*Ancient Saiyan* section. You gain the *Ancient Power*, *Prehensile Tail*, and
*Nose For Battle* **Features**:
:
Saiyans from ancient times before the development of the *Great Ape* **Form**.
 {width:120px;margin-left:90px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Shallot
[obselete00](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fpre00.deviantart.net%2Fee7e%2Fth%2Fpre%2Ff%2F2018%2F091%2Fd
%2F2%2Fdragon_ball_legends_shallot_by_obsolete00-
dc6la5a.png&f=1&nofb=1&ipt=9891e9159c20a483f06c6f5875f71d85eec19543f01c53078f59532e
e1f8875e&ipo=images)
}}
\page
## [Shinling](#p3)
**Humanoid**
### History
The Shinlings are a sparse race. At any time, not counting the Shinling acting as
Kaiō or Kaiōshin, there are approximately eighty Shinlings living on their
homeworld. Shinlings are born from special fruit that grows on the World Tree on
their homeworld. The tree produces two types of fruits: an "ordinary fruit", which
brings forth Shinlings who have the potential to become Kaiō, and a rare "golden
fruit", which produces Shinlings capable of becoming Kaiōshin. Occasionally, there
are delinquent Shinling born with evil hearts, and they would become the Makaiō (or
Mashin-jin)
### Society
In their homeworld, they live leisurely lives, studying various things at a school-
like castle. When a Kaiō passes away, they choose among them by lottery who will
take over that Kaiō's place and become the new Kaiō.
### Racial Traits
#### Ability Score Increase:
Wisdom +2, Charisma +1
#### Speed:
Your *Base Walking Speed* is 30 feet.
#### Language
Common, Celestial and 1 other *Language* of your choice
#### Skills
You gain the *Insight* and *Religion Skills*
### Racial Features
#### Blood of the Shin-jins
\column
At **1st Level**, you know the *Sacred Flame* **Cantrip**. When you reach **3rd
Level**, you gain the *Prayer of Healing* **Spell**. When you reach **5th Level**,
you gain the *Mass Healing Word* **Spell**. These **Spells** are cast through the
**Mysticism Class Feature** but can not be casted at a higher **Spell Level.**
At **10th Level** you may cast these spells at a higher **Spell Level** as if
through the **Mysticism Class Feature**.
At **15th Level** you may add any 3 **Spells** of 5th level or below to this
feature that deal *Radiant Damage*, grants **HP** or **Temporary HP**, or otherwise
restores or heals a target.
You gain the **Celestial Tag** and count as a *Kai* for the purpose of features
such as the *Potara Earrings*.
 {width:250px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:0px,margin-bottom:-30px
##### West supreme kai
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/West-Supreme-Kai-render-
Dokkan-Battle-766623826)
}}
\page
# Alien Races
## [Alien](#p3)
**Alien**
*For specific alien races for the main manual please submit your ideas to the
discord*
### History
Aliens are wide spread and varied with almost no 2 races appearing again.
### Physical Description
Humanoid, marshmallow-like, or fruit shaped; Aliens come in all shapes and sizes.
### Society
Aliens are spread across the stars and universes and most of them are normally not
too special.
### Racial Traits
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Languages
You can speak common and 1 additional *Language* of your choice.
#### Skills
You gain any 2 *Skills* of your choice.
### Racial Features
#### Xeno Resistances
You gain *Resistance* against any 1 *Damage Type* of your choice, this can not be
changed later.
\column
:
 {width:280px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:-50px,margin-bottom:-30px
##### Super Pikkon (SDBH)
[Maxiuchiha22](https://www.artstation.com/tahra)
}}
\page
## [Android](#p3)
**Alien**
### Physical description
Identical to their designer's Race but completely mechanical.
### History
They’re hard to find, but certain scientists have the potential to turn you into an
android. These cyborgs appear like Earthlings, but have far extended capability and
power. However, they have little room for advancement without mechanical upgrades.
### Society
Androids do not have their own society, instead they blend in with Earthling
society. While most retain their old personality, some may have their brains
reprogrammed when becoming an android.
### Racial Traits
#### Ability Score Increase
Any one **Ability Score** +2, Any one **Ability Score** +1.
#### Speed
Your *Base Walking Speed* is 30 feet.
#### Languages
Common and 1 other *Language* of your choice.
#### Skills
You gain the *Technology* and *History Skills*.
### Racial Features
#### Battery Powered
You have an internal power core that keeps you fueled. You do not suffer negative
effects from not eating. You are incapable of regaining **Ki** from a **Technique**
or **Item**, instead having a 4 **Ki** per round regen, this increases by 4 again
at **Levels 4, 7, 10, 13, 16,** and **19.**
#### Computer Eyes
Your eyes are mechanical, granting you +3 on any *Perception Checks* involving
sight. As an Action on your turn, you can see in high detail up to 1 mile so long
as you hold *Concentration*.
At **Level 10** gain a new an improved scanner. 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.
\column
To benefit from a *Long Rest* you must instead go into a repair mode where your
systems fix themself. You may do light activity during this 4 hour rest period,
alternatively you may benefit from a Short Rest in 10 minutes.
Additionally you begin with the *Arm Missle* **Technique** and it's **Ki Rank** is
equal to your own.
Fire your forearm off like a rocket before it returns and replaces itself on your
arm. Make a combo attack roll against a target in range dealing your unarmed damage
die + Xd4 *Force Damage* where X is your *Proficiency Bonus*.
:
 {width:230px,mix-blend-mode:multiply}
{{artist,position:relative,top:+0px,left:10px,margin-bottom:-30px
##### Android 16
[Hero.wiki](https://hero.fandom.com/wiki/Android_16)
}}
\page
## [Arcosian](#p3)
**Alien**
### Physical Description
Arcosians or Frost Demons are vaguely humanoid aliens born with protective
armor/skin, horns, and tails. All Frost Demons are males and they reproduce
asexually. When a Frost Demon is born, it immediately covers itself in a thick,
unbreakable layer of ice and begins a thawing process which can last a varying
number of years. The number of years they remain in thawing determines how powerful
they are when they emerge. The longer they thaw, the more powerful they will be.
Upon emerging from this thawing period, they are fully grown adult Frost Demons.
Afterwards, if it is needed, the Frost Demon will create for himself a varying
number of transformations to help keep his power under control.
### History
Frost Demons hail from one of the coldest planets in the Universe, Geyser. Due to
the harsh nature of their home the population remains relatively low. However, this
did not stop them from making a name for themselves, conquering and trading planets
for thousands of years, acting as one of the largest empires in the universe for
several years until they were defeated by the saiyans, an act of revenge for the
destruction of their planet by Frieza.
### Racial Traits
#### Ability Score Increase
Intelligence +2 or Dexterity +2, Charisma +1
#### Speed
Your *Base Walk Speed* is 40 feet.
#### Languages
You know Common and Cold
#### Skills
You gain the *Persuasian* and *Deception Skills*.
\column
### Racial Features
#### Alien resilience
You have no need to breathe and can safely travel through the vacuum of space. You
have *Resistance* to *Cold Damage*.
#### Exoskeleton
Due to your bone-like exoskeleton, you gain a bonus to your **AC** equal to your
**Ki Rank.**
{{artist,position:relative,top:0px,left:0px,margin-bottom:-30px
##### Frieza Race
[Funny
Junk](http://www.funnyjunk.com/channel/animemanga/Dragon+ball+races+frost+demons/
vhGeLiu/)
}}
\page
## [Chronin](#p3)
**Alien**
### History
A secretive and long lived race, Chronins wander the galaxy learning and improving.
Born with the innate ability to store excess time, generations of this has changed
their biology to such a degree that they can live for hundreds if not thousands of
years. Chronins tend to only have children in their final years, only raising thier
children through their brief youth before leaving them to their own devices.
### Physical Description
Purple and almost humanoid, Chronins are hairless with tympaniums in place of ears.
They can range between 5 and 7 feet tall at maturity and can live between 1000 and
2000 years.
### Society
Due to their upbringing Chronins rarely ever spend time around others of their
species, instead traveling the stars for somewhere they may call home.
Many Chronins become scientists and scholars, using their ability to manipulate
time to persue the betterment of the future and eternal life; others still relish
in their abilities, becoming mercinaries or assassins with deadly efficiency.
### Racial Traits
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Languages
You can speak Common and 1 additional *Language* of your choice.
#### Skills
You gain any 2 *Skills* of your choice.
### Racial Features
#### Blood of Time
At **Level 1**, you gain the *Time Storage* **Trained Feature** and you can hold 1
additional *Time Point*.
#### High-Speed Reactions
**Manuevers** require 1 less **Stamina** to use, to a minimum of 1.
\column
#### Adaptability
Your race survives on it's ability to learn and adapt to threats. Whenever you are
hit with a *Critical Hit*, roll a *d20 Check* with a DC starting at 12, increasing
by 2 each time you succeed. On a successful check you gain 1 **Training Boon**.
These **Training Boons** must be used immediately or at the start of your next
turn.
At **1st Level** you gain 3 *Skill, Tool, or Item Proficiencies* of your choice.
Each time your *Proficiency Bonus* increases you gain an additional proficiency of
your choice. You may instead gain *Expertise* in a *Skill* you already have
proficiency in.
:
 {width:150px;margin-left:90px,mix-blend-mode:multiply}
{{artist,position:relative,top230px,left:10px,margin-bottom:-30px
##### Hit Render 2
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Hit-render-2-Dokkan-
Battle-749978641)
}}
\page
## [Demon](#p3)
**Alien**
### History
Demons as a whole lack a generally accepted history, with many of them springing up
from nothingness from negative emotion, collective conciousness, or manifested
fears.
Rarely long living demons find solace in each other and birth demons that are more
free thinking, lacking the "programming" of other demons created from specific
concious thought such as a nightmare demon.
### Physical Description
Demons can come in many varieties, usually resembling the domain or concept they
are connected to. *True Demons*, as they are sometimes called, are the results of
demon marriages and appear extremely humanoid in comparison to other demons.
### Society
Demons that reside in *Other World* tend to build a strict heirarchy based on
strength, with the most powerful among them becoming *The Demon King.* Outside of
this strength oriented society many demons find themself aimless, wandering to find
meaning or entertainment wherever they may stumble across it.
### Racial Traits
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Languages
You can speak Common and Infernal
#### Skills
You gain the *Intimidation* and *Spirit Skills*
\column
### Racial Features
#### Superiority: Combat
Choose one class of **Technique**: *Beam, Blast, Barrage, Omni, Weapon, or Melee.*
You gain +1 *Static Bonus* when using this type of **Technique**. At **Level 7**
this becomes +2 and at **Level 13** you get to pick a second type of **Technique**
to gain this bonus as well.
At **Level 18** you get an additional +1 *Static Bonus* that you can place on any
class of **Technique**, regardless of if you choose that category previously.
(1d6>1d8>1d10>1d12>2d6)
 {width:350px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Demon Race
[World of Dragonball](http://wodsouls.freeforums.net/thread/7/demons)
}}
\page
- Fire
- Cold
- Lightning
- Thunder
- Force
- Psychic
- Poison
##### Esoteric Gift
You gain 1 *Esoteric Art* from the *Esoteric Arts* **Class Feature.**
##### Fiendish Power
Whenever you make an *Unarmed Strike* or **Melee Technique** you may spend
**Stamina** to give yourself a **Static Boost** equal to the amount spent for that
casting. You may not spend more than half of your *Proficiency Bonus*, rounded up,
in **Stamina** in this manner for a single attack roll.
\column
 {width:375px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Beelzebub (SandLand)
[perfisecross.fandom](https://perfisecross.fandom.com/pt-br/wiki/
Beelzebub_(SandLand))
}}
\page
## [Greys](#p3)
*Requested by @guardian on the Discord*
### History
Once a peaceful and spiritual people, the Greys lived simplistic prosperity. Using
their incredible strength they tilled the land to their whims and grew kingdom
sized farms. Peace rained until a mysterious threat appeared, single-handedly
almost causing this race to go extinct. Luckily a few survived and escaped off of
their plundered home.
### Physical Description
Purple and humanoid, Greys are hairless with tympaniums in place of ears. They
range from 6 to 9 feet once they reach maturity, with overly defined musculature
and almost pitch black eyes.
### Society
Since the destruction of their Homeworld the Greys have become wanderers, some even
leaving the bounds of their Ancestral Universe 11 and propagating in other
universes.
### Racial Traits
#### Speed
Your *Base Walk Speed* is 30 feet
#### Languages
You can speak Common and 1 additional *Language* of your choice.
#### Skills
You gain the *Ki Control* and *Athletics Skills*
### Racial Features
#### Raw Talent
Greys find themselves regularly surpassing the limitations of other races. A single
*Ability Score Maximum* of your choice is increased by 4.
\column
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Jiren render 3
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Jiren-render-3-SDBH-
World-Mission-793655730)
}}
\page
## [Majin](#p3)
**Alien**
### Physical Description
Majins have skin coming in various shades in colors, most commonly pink. Their body
types come in all shapes and sizes. Skin is made of an elastic, goo like substance.
Majin have a single tentacle emitting from their forehead can be used to make
ranged attacks. They tend to live until destroyed, with no apparent age limit.
### History
The original Majin Buu was an ancient evil, sealed within the Earth, but converted
to a peaceful lifestyle after meeting Mr.Satan (World Martial Arts Champion) and
became well-known as one of his promising pupils. Eventually, Buu became obsessed
with understanding the concept of “love”, a realization which led him to split into
two entities: the original Buu, and a new, female Buu. They instantly fell in love
and reproduced over generations, leading to the current population. They have been
accepted into society with open arms thanks to the efforts of Mr. Satan, and their
personalities all represent parts of Buu.
### Society
Majins were able to fit into society with varying degrees of success due to both
the efforts of Mr. Satan and Earth’s inclusion into the Galactic Patrol. Some that
represent the darker parts of Buu live in outcast and seclusion, but the majority
of Majin settled in the cities and spend their days binging on treats. Some that
found affiliation with smaller villages left the city to see more of the world and
adventure.
#### Speed:
Your *Base Walking Speed* is 30 feet.
#### Language
You can speak Common and 2 other *Languages* of your choice.
#### Skills
You gain the *Arcana* and *Survival Skills*
\column
At **Level 5**, so long as you are not under the effects of *Ki Exhaustion,* you
may spend a Bonus Action to regenerate a lost limb.
 {width:325px,mix-
blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Female Majin
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F736x
%2Fd3%2F37%2F81%2Fd3378112c2753cd9337ce70adffc5c59.jpg&f=1&nofb=1&ipt=acfe09bde54f4
061fedb95c4472719561cbf2a4b626588cc9b8ef9d328221a56&ipo=images)
}}
\page
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 *Base Walk
Speed* set to 5 feet and their *Unarmed Strike Damage Die* turned into 1d4 if not
already lower. Candy Creatures also can’t use **Techniques/Spells**. A Candy
Creature may attempt the *Saving Throw* again as an Action on their turn to end
this effect.
If a creature grapples the candy creature, they may attempt to eat them as an
Action. Deal *Damage* equal to your *Unarmed Damage Die* + your *Constitution
Modifier*, 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:
\column
 {width:325px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Buu (Gohan Absorbed)
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F736x%2Fde%2F2d
%2F39%2Fde2d39b32d26c736a23e69c31b52d1aa.jpg&f=1&nofb=1&ipt=16cfca785a4494a8c85db52
617fea1796572540844e280d4191709d23a2ebb61&ipo=images)
}}
\page
## [Namekian](#p3)
**Alien**
### Physical Description
Namekians have primarily green skin, though the whole rainbow exsists among them,
with patches of translucent skin that exposes their inner muscles. They all have
antennas on their head and large, pointed ears that allow them to hear over great
distance.They come in a very large variety of body types ranging from short and
round to tall and lean/stocky. Namekians are known for their regenerative abilities
and stretchable limbs. They are genderless with no distinguishing traits and
reproduce asexually through eggs that come from the mouth.
### History
Namekians are usually very intelligent and gentle creatures. Those that take up
fighting usually only do so in order to protect themselves and others. Namekians
have much knowledge about alchemy, magic, and technology. At some point, they were
a thriving species very involved in trading through space. The species came to
fruition through their creation of the dragonballs, powerful orbs that contained
wish-granting dragons. Through these means, they were able to make their home a
place of many resources.
### Society
Namekians do not have armies or participate in war unless absolutely necessary.
The peaceful nature of their species allowed for them to live several generations
with little need to protect themselves. Still, every village has a guardian who has
been trained in the ways of martial arts and watches over the town. All guardians
report to a Guru, usually the oldest and wisest among them, and the creator of the
planet’s currently used dragon balls. After the onslaught of Frieza’s men on planet
Namek, many were trained in self-defense. This led to the establishment of barracks
in each village with small groups of warriors that assist the presiding guardian
when necessary.
### Racial Traits
#### Ability score increase
Constitution +1, Wisdom +1
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Languages
You can speak Common and Namekian.
#### Skills
You gain the *Arcana* and *Insight Skills*
\column
#### 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 Galaxy-wide at **Level 20**.
If you can **Sense Ki** you can use this feature on any creature who's ki you can
sense.
 {width:400px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Namekian Race Render (Xenoverse)
[Maxiuchiha22](https://www.artstation.com/tahra)
}}
\page
If these two entities were to fuse through Namekian Fusion then both characters are
fully added together when one is assimilated.
#### Namekian Type
At **Level 1** a Namekian must designate what type: Warrior Clan, Dragon Clan, or
Dark Namekian.
##### Warrior Clan
Namekians born for combat that can utilize the monsterous Titan form.
- Increase *Dexterity* and *Strength Scores* by 1.
- You gain the *Titan Namekian* **Transformation**.
- Warriors Regeneration
- A Warrior can use his natural energy to repair his body. As an Action you
may heal yourself 1 **HP** for every 2 **Ki** you spend.
- As an Action you may regenerate a lost limb for 30 **Ki**.
\column

{width:200px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Dark Namekian Naraku (Dragon Ball Online)
[Aminoapps](https://aminoapps.com/c/dragon-ball-espanol/page/blog/top-5-de-
personajes-exclusivos-de-dragon-ball-online/ERd3_P01UPu53Dk0XXja80mwaEoV8vEb8gp)
}}
\page
## [Neko Majin](#p3)
**Alien**
### History
Neko Majins are an incredibly rare and mystical species capable of truly miraculous
level of mimicry. Due to their magical nature they were once hunted to near
extinction and most live in relative seclusion or small groups of 2 to 3.
### Physical Description
Neko Majins in their true form resemble a small bipedal cat. They are intellegent
and understand the *concept* of clothing, though some don't quite figure out the
execution of it.
### Society
Neko Majins no longer have a dedicated society and instead are masters of
integrating themselves into any society they find themselves in, changing their
behavior, looks, and even identities to match if needed.
### Racial Traits
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Languages
You can speak common and 1 additional *Language* of your choice.
#### Skills
You gain any 2 *Skills* of your choice.
### Racial Features
#### Prodigious Learners
You are a natural master of replicating what you see.
You begin the game at **Level 1** with the *Eagled-Eyed Adaptation* **Heroic
Feature** but you may use it a number of times per long rest equal to your
*Proficiency Bonus*. You can memorize a number of **Techniques** equal to your
**Intellegence Modifier** at a time, replacing one of your choice if you were to
exceed your maximum.
#### Magical Shape-Shifters
Years of hiding have made Neko Majins a master of hiding their true self.
At **Level** 1 you know the *Disguise Self* and *Alter Self* **Spells** as if
through the *Mysticism* **Class Feature** except their duration becomes 8 hours.
 {width:400px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Neko Majin Z
[Aminoapps](https://aminoapps.com/c/dragon_ball_aminorpg/page/blog/neko-majin/
YjnQ_eX4hbuvDpELrzVdl3ZD3KE7nJ1GXX3)
}}
\page
## [Sateery](#p3)
**Alien**
### History
Not much is known about this ancient magic bearing race. They are very far and few
and only occasionly reproduce, immiedietly abandoning their offspring trusting
their magic to keep them safe.
### Physical Description
Large and goat-like the Sateery are a race capable of living longer than
civilizations and almost none have ever been documented to die of old age.
### Society
One they were a powerful race of magic users, stories suggest they were responsible
for teaching the wizard Bibidi magic and were thanked for their generosity with
destruction from his later creation, Majin Buu.
### Racial Traits
#### Ability score increase
Wisdom +2 or Charisma +2, Intellegence +1
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Languages
You can speak common and 1 additional Language of your choice.
#### Skills
You gain the *Nature* and *Arcana Skills*.
### Racial Features
#### Magical Nature
You have access to 1 branch of magic of your choice as if through the *Mysticism*
***Class Feature***.
Whenever a creature enters this space or begin/ends it's turn in the radius you
absorb 1 Stamina per 20 ki spent to maintain this feature.
All **Stamina** gained in this way over your maximum becomes **Temporary Stamina**.
\column
You may only gain this benefit a number of times equal to your *Constitution
Modifier*.
:
 {width:300px;margin-left:60px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Moro
[naironkr](https://www.deviantart.com/naironkr/art/moro-dragon-ball-super-
823279491)
}}
\page
## [Sekhmen-jin](#p3)
**Alien**
*Named by @sajinsin*
### History
A long time ago on a desert planet who's name time has forgotten, this race
exsisted as gods over the common folk. Legend tells of a true god appearing one
day, taking the Pharoh away and destroying his planet in retribution for his
hubris. Thankfully Phelines exsisted out in the stars and the species lived on.
### Physical Description
Standing between 4 and 6 feet fully grown, Phelines come in many skin tones with
varying degrees of hair. Due to the nature of their homeworld Phelines from their
home star sector universally tend to be hairless with skin that is shades of pink
or purple.
### Society
On their home planet they exsisted as a theocratic monarchy, though each believed
themselves to be the blood creations of a much older god. This common believe led
them to lead by strength and combat alone while being praised by the other species
of their planet.
### Racial Traits
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Languages
You can speak Common and 1 additional *Language* of your choice.
#### Skills
You gain the *Survival* and *Acrobatics Skills*.
### Racial Features
#### 9 Lives
You are extremely hard to kill, you gain proficiency in *Dexterity Saving throws*.
If you already have that proficiency you may choose 1 *Saving Throw* that you do
not already have proficiency in.
\column
#### Burning Soul
Due to their supposed connection or perhaps some other strange genetic trait,
Sekhmen-jin can choose to turn any *Ki Damage* they deal into *Fire Damage*. At
**Level 10** this ignores *Resistance* and treats *Immunity* as *Resistance*.
You may use this feature once per Long Rest, each additional time you choose to use
this feature you gain 2 *Ranks of Exhaustion*.
Sleep is good, especially for you. Once per day, when you take a Short Rest you
restore full **Stamina** instead of half.
:
:
 {width:320px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Beerus and Champa
[saodvd](https://www.deviantart.com/saodvd/art/Beerus-And-Champa-620721919)
}}
\page
## [Yardratian](#p3)
### Physical Description
A relitively small race in comparison to most, standing between 3 and 5 feet tall,
Yardratians are a peaceful and deeply spiritual people. Seperated between 2 visual
destinct but otherwise virtually identical species. The breed standing closer to 5
feet tend to be Pink with wrinkled skin and multicolored spots while the smaller
breed are smooth skinned and come in a wide variety and gradient of colors.
### History
Not much is known of the ancient history of the Yardratians as most important
knowledge is only known by their leader: The Great Elder. Very occasionally a
yardratian is born with incredible combat potential and they are quickly exiled
after their training is complete to become the guardian of the planet.
### Society
The planet of Yardrat funtions as a planetary wide monastary, preaching the
understanding and masterery of the Spirit inside of everything. They are an
incredibly peaceful people who under normal circumstances never leave their home
planet.
### Racial Traits
#### Ability Score Increase
Wisdom +2 or Intelligence +2, Charisma +1
#### Speed
Your *Base Walk Speed* is 30 feet.
#### Language
You can speak Common and one additional *Language* of your choice.
#### Skills
You gain the *Ki Control* and *History Skills*.
### Racial Features
#### Superiority: Ki Attack
Choose one class of **Ki Technique**: *Beam, Blast, Barrage*, or *Omni*. You gain
+1 to *Static Bonus* 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 Technique** to
gain this bonus.
At **Level 18** you get an +1 *Static Bonus* that you can place on any class of
**Ki Technique**, regardless of if you choose that category previously.
\column
#### Rigorous Dicipline
Yardratians are famous for their training methods and determination. You gain a
**Technique** every time you **Level-Up** to 20 and 2 **Techniques** every level
beyond. You also gain 1 additional *Training Boon* each time you have a **Training
Arc**.
You gain the option to reduce the casting time of any *Spirit Control* **Trained
Feature** you use by 1 step.
(Action>Bonus Action>Reaction)
:
:
 {width:280px;margin-left:60px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Soba
[Lssj2](https://www.deviantart.com/lssj2/art/Soba-Yardrat-686088648)
}}
\page
# [Subraces](#p3)
Sub-race are racial modifiers that can be added to your race. After you have
decided your primary race you may, if you qualify for it, designate a Sub-race.
***When choosing your sub-race you may replace up to 3 racial features of your
primary race with the racial features of the Sub-Race.***
:
**Note:** You may not have more than 1 *Superiority* ***Racial Feature*** or repeat
***Racial Features*** by any means.
## [Speedster](#p3)
Blessed with the gift of super speed for one reason or another, you are the
embodiment of "Gotta go fast".
While you are taking the *Dash Action* you are unaffected by *Difficult Terrain*.
You're quick, some may even call you "The Fastest Thing Alive". At **1st Level**
you gain the *Mach 1* **Power-Up** and you gain access to each subsequent *Speed
Force* **Power-Up** each time you **Rank Up**.
When you use these **Power-Ups** outside of **Combat**, you pay the **Stamina**
cost every minute. While this **Power-Up** is active you may travel vertically or
horizontally across any surface, such as up walls or across water so long as you do
not end your turn there, falling if you do.
###### Mach 1
- You gain +1 *Static Bonus* to *Melee/Melee Weapon Attack Rolls* and *Melee/Melee
Weapon* **Techniques**.
- Double your *Walk* and *Fly Speed*.
- 1 **Stamina Upkeep**
\column
###### Mach 10
- You gain +1 *Static Bonus* to *Melee/Melee Weapon Attack Rolls* and *Melee/Melee
Weapon* **Techniques**.
- Triple your *Walk* and *Fly Speed*.
- You gain an additional attack as part of the *Attack Action* or when making
*Basic Ki Blasts* as an Action.
- You do not provoke *Attacks of Opprotunity.*
- 2 **Stamina Upkeep**
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### Dyspo
[Maxiuchiha22](https://www.pinterest.com/pin/471752129719033218/)
}}
\page
## [Cyborg](#p3)
This subrace is unavailable for Androids
### Variants
Cyborgs come in 3 major variants: *Cybernetic, Gete-star,* and *Neo-Mutant Metal*
and you may replace up to 3 **Racial Features** from your base race with the
**Racial Features** from your chosen variant.
{{artist,position:relative,top:\0px,left:10px,margin-bottom:-30px
##### Android 17
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/posts/journals)
}}
\column
#### Big-Gete Features
##### Metal Wire Construction
You have the ability to stitch your body back together with your control of the
micromachines making up your body. As an Action on your turn you may spend **Ki**
to heal yourself, 1 **HP** for every 2 **Ki** spent.
Additionally you gain the ability to unravel your form temporarily to attempt to
grapple a target. As an Action on your turn you may make an unarmed strike against
a target in melee range, dealing 0 damage and *Grappling* the target on a hit. You
may grapple targets 1 *Size Category* larger than usual in this way.
As an Action on your turn you may spend **Hit Die** to create lesser copies of
yourself. Each clone costs 2 **Hit Dice** that you can not regain until the clone
is killed or dispelled as an Action on your turn. Clones have the following traits
and features:
- You may create a maximum number of clones equal to half your Proficiency Bonus,
rounded down.
- All clones have your *Ability Score and Class Features* with half your
Proficiency Bonus rounded down.
- Each Clone has HP equal to the maximum amount of a single **Hit Die** spent in
the creation, taking the higher leveled option in the event of *Multi-Classing.*
- For Example: a Mystic/Bruiser (lvl 6/4) would use their Mystic **Hit Die** due
to having more levels in that class.
- Clones use *your* **Ki** for **Techniques** and **Features** and have no access
to **Stamina**.
- Clones have thier turn immedietly following yours in initiative but only have a
Single Action per turn to **Cast a Technique** or take the **Attack, Dash,
Disengage, or Dodge Actions**.
While in this form you still take damage if your space is attacked. You may not
cast **Techniques/Spells** or make *Attack Rolls* while in this form.
While in this state you may "swim" through all connected metal as well as see
through the material to it's closest available line of sight. You may not use your
Action or Bonus Actions to do anything except remove yourself from the metal or
take the *Dash Action*.
##### Shape Form
As a Bonus Action on your turn you may spend 1 **Stamina** and convert your
*Unarmed Strike* into a *Melee Weapon* of your choice until you change it's shape
again as another Bonus Action.
*Weapon Attacks Rolls* and **Techniques** made with weapons made by this feature
gain a *Static Bonus* equal to your **Ki Rank**.
At **Level 18** you get an additional +1 *Static Bonus* that you can place on any
class of **Technique**, regardless of if you choose that category previously.
 {width:170px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Metal Rildo
[Dragonball.Fandom](https://dragonball.fandom.com/fr/wiki/G%C3%A9n%C3%A9ral_Rilldo)
}}
## [Hybrids](#p3)
**Must be a Humanoid Race**
Humanoid races are blessed with adaptable DNA capable of mixing with a variety of
other Species.
Choose 1 **Humanoid Race** other than your current **Race**, you may replace up to
3 **Racial Features** with **Racial Features** from the choosen **Race** or the
following feature:

{width:230px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Teen Gohan
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Teen-Gohan-render-7-
760406395)
}}
## Optional: [Reincarnation](#p3)
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 **Racial Features** with them.
If your new body is physically incapable of specific **Forms** such as ones granted
through *Gates of Power*, they instead grant cosmetic changes to
skin/hair/eyes/aura to imitate the visual flair, this does not effect the
functionality of the **Forms** themselves.
:
**Androids can not reincarnate.**
\page
# [Chapter 4: Classes](#p3)
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 who eats planets. This Chapter will outline
the classes designed off the Z - Fighters and other characters in the expanded
Dragon Ball universe.
:
:
:
:
 {width:730px,mix-blend-
mode:multiply}
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### Z-Fighters
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Z-Fighters-Android-Saga-
render-DB-Burst-Limit-762903720)
}}
\column
\page
## [Agent](#p3)
{{classTable,frame,decoration,wide
##### The Agent
| Level | Proficiency Bonus | Features | Close Quarter Combat|
|:---:|:---:|:---|:---:|
| 1st | +3 | Close Quarter Combat, Unarmed Defence, Expertise | 1d4 |
| 2nd | +3 | Gadgets, Fighting Style | 1d4 |
| 3rd | +3 |Heroic Features | 1d4 |
| 4th | +4 | Ability Score Improvement| 1d4 |
| 5th | +4 | Extra Attack, Jack of All Trades | 1d6 |
| 6th | +4 | Heroic Features | 1d6 |
| 7th | +5 |Expertise | 1d6 |
| 8th | +5 | Ability Score Improvement| 1d6 |
| 9th | +5 | Battery Pack, Engineering | 1d8 |
| 10th | +6 | Heroic Features | 1d8 |
| 11th | +6 | Gadgets | 1d8 |
| 12th | +6 | Ability Score Improvement| 1d8 |
| 13th | +7 | Extra Attack | 1d10 |
| 14th | +7 | Heroic Features | 1d10 |
| 15th | +7 | Empowered Gadgets | 1d10 |
| 16th | +8 | Ability Score Improvement | 1d10 |
| 17th | +8 | Reliable Talent | 1d12 |
| 18th | +8 | Gadgets | 1d12 |
| 19th | +9 | Ability Score Improvement | 1d12 |
| 20th | +9 | Quantum Battery | 1d12 |
}}
"Three against one, maybe you all actually stand a chance." The young ceralian
takes a deep breath to steady himself, it's been a long time since he had odds
stacked against him this far. He throws a small device on the ground that slows the
attackers before picking them apart with deadly efficiency.
Agents are quick thinkers and even quicker doers. Armed with impressive combat
abilities and gadgets that allow them greater flexibility and versatility.
\column
##### Hit Points gained upon level up
1d10 (or 6) + *Constitution Modifer*
#### Ki Points
##### Ki Modifier
+1

{width:460px,mix-blend-mode:multiply}
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### Cashman
[Aminoapps](https://aminoapps.com/c/dragonballz/page/item/should-arcosian-be-a-
better-name-than-frieaza-race/moNT_0Ix1rv0qkdMY0DMq5P8LZ3enRa)
}}
\page
#### Proficiencies
##### Armor:
*Light* and *Medium Armor, Shields*
##### Weapons:
*Simple* and *Martial Weapons*
##### Tools:
(a) *Disguise Kit*, (b) *Thieves Tools*, or (c) *Mechanics Toolkit*
##### Saving Throws:
You have proficiency in *Charisma* and *Intelligence Saving Throws*
##### Skills:
You gain any five *Skills* of your choice
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- 1 set of *Light* or *Medium Armor*
- 1 *Toolkit* of your choice
- 1 *Martial* or *Simple Weapon*
- 1 (a) *Pistol* or (b) *Rifle* with 1 *Magazine*
- A pouch containing 150,000 Zeni
### Close Quarters Combat
You have traditional close quarter combat training, gain the following benefits
when unarmed :
- You can use a d4 in place of the your *Unarmed Strike* and *Finnese Weapon's*
*Damage Die*. This die increases as you gain **Agent Levels**, as shown on the
table above.
- Your *Unarmed Strikes* have the *Finesse Property* (if they didn’t already),
allowing you to use either *Dexterity* or *Strength* for *Attack* and *Damage
Rolls* with *Unarmed Strikes*.
- You may use *Dexterity* instead of *Strength* when determining *Attack Roll
Bonus* and **Save DC** for **Melee Techniques**.
\column
### Expertise
At **1st Level**, choose two of your *Skill Proficiencies*, or one of your *Skill
Proficiencies* and a *Tool Proficiency* of your choice. Your *Proficiency Bonus* is
doubled for any *Ability Check* you make that uses either of the chosen
proficiencies.
At **7th Level**, you can choose two more of your proficiencies (in *Skills* or
with *Tools*) to gain this benefit.
### Gadgets
You always have some tool for the situation needed or have made your own for just
this occasion. Your “spell casting” takes the form of tools and machines that
produce wondrous effects.
Whenever you gain this feature choose 1 school of magic, you may now add **Spells**
and **Cantrips** from schools that you choose to your **Learnable Technique List**.
You may not learn or cast a **Spell** of a higher *Spell Level* than half of your
*Proficiency Bonus* rounded up.
To cast **Spells** you spend **Stamina** equal to the *Spell Level* to cast them.
*Intelligence* is your *Casting Modifier* for these **Spells**. You do not require
a *Powersource* to cast these **Spells**.
\page
#### Defense
While you are wearing *Armor*, you gain a bonus to **AC** equal to your **Ki
Rank**.
#### Dueling
When you are wielding a *Melee Weapon* in one hand and no other weapons, you gain a
+2 bonus to *Damage Rolls* with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a *Damage Die* for an attack you make with a *Melee
Weapon* that you are wielding with two hands, you can reroll the die and must use
the new roll, even if the new roll is a 1 or a 2. The weapon must have the *Two-
Handed* or *Versatile Property* for you to gain this benefit.
#### Interception
When a creature you can see hits a target within your *Melee Range*, other than
you, you can use your Reaction to reduce the damage the target takes by 1d10 + your
*Proficiency Bonus* (to a minimum of 0 damage). You must be wielding a *Shield* or
a *Simple* or *Martial Weapon* to use this Reaction.
#### Protection
When a creature you can see attacks a target other than you that is within your
*Melee Range*, you can use your reaction to impose Disadvantage on the triggering
*Attack Roll*. You must be wielding a *Shield*.
You gain one *Superiority Die*, which is a d6 (this die is added to any
*Superiority Die* you have from another source). This die is used to fuel your
**Martial Arts Maneuvers**. A *Superiority Die* is expended when you use it. When
you finish a Short or Long Rest, you regain your expended *Superiority Die*.
\column
#### Thrown Weapon Fighting
You can draw a weapon that has the *Thrown Property* as part of the attack you make
with the weapon.
In addition, when you hit with a *Ranged Attack Roll* or *Weapon Technique* using a
*Thrown Weapon*, you gain a +2 bonus to the *Damage Roll*.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your *Ability Modifier* to the
*Damage Roll* of the off-hand weapon.
(1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc)
#### Close Quarters Shooter (UA)
When making a *Ranged Weapon Attack Roll* or **Ranged Weapon Technique** while you
are within 5 feet of a hostile creature, you do not have disadvantage on the attack
roll. Your *Ranged Weapon Attacks* ignore half cover and three-quarters cover
against targets within 30 feet of you. You have a +1 Static Bonus to *Ranged Weapon
Attack Roll* or **Ranged Weapon Techniques**.
#### Nonterrestrial
As long as you are not wearing *Heavy Armor* or using a *Shield*, you have a
*Swimming Speed* and a *Climbing Speed* equal to your *Walk Speed*, and you gain a
+1 bonus to **AC** while in the water or flying.
#### Tunnel Fighter (UA)
As a Bonus Action, you can enter a defensive stance that lasts until the start of
your next turn. While in your defensive stance, you can make *Attacks of
Opprotunity* without using your Reaction, and you can use your Reaction to make a
*Attacks of Opprotunity* against a creature if it moves more than 5 feet while
within your *Melee Reach*.
### Heroic Feature
Gain 2 features from the **Heroic Features List**. Every time you get this **Class
Feature** after the first time, you gain 1 additional **Heroic Feature**.
\page
\column
 {width:425px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Galactic Patrol Jiya
[Obsolete00](https://i.pinimg.com/originals/08/ab/0e/
08ab0e880407e2716b0c8e54dd1c6ed5.png)
}}
\page
## [Blaster](#p3)
{{classTable,frame,decoration,wide
##### The Blaster
| Level | Proficiency Bonus | Features | Ki Enhanced Combat| Ki Blast Damage|
|:---:|:---:|:---|:---:|:---:|
| 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)| 1d8 |1d10
| 16th | +8 | Ability Score Improvement | 1d10 |1d12
| 17th | +8 | Signature Move (2) | 1d10 |1d12
| 18th | +8 | Heroic Feature | 1d10 |1d12
| 19th | +9 | Ability Score Improvement | 1d10 |1d12
| 20th | +9 | Ki Master | 1d10 |2d8
}}
### Masters of Ki
A Yardratian takes a moment to charge his energy, he knows if he's not careful then
he could destroy the surround area with a simple energy blast.
Blasters are long range masters, capable of destructive ki blasts while spending
little to no energy. Accross the far reachs of space you will not find any with
more raw destructive power.
\column
 {width:300px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Piccolo Render 6
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Piccolo-render-6-Dokkan-
Battle-808154578)
}}
#### Ki Points
##### Ki Modifier
+3
\page
#### Proficiencies
##### Armor:
*Light* and *Medium Armor*
##### Weapons:
*Simple Weapons, Shortswords, Pistols, Rifles,* and *Sniper Rifles*
##### Tools:
*Scouters*
##### Saving Throws:
You gain proficiency in *Wisdom* and *Dexterity Saving Throws*
##### Skills:
Choose two: *Acrobatics, Arcana, History, Insight, Perception, Ki Control*
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- (A)1 set of *Light Battle Armor* or (B) 1 set of *Medium Battle Armor*
- 2 (A) *Pistols* or (B) 1 *Rifle* with 1 *Magazine*
- (A) 1 *Tier 1 Scouter* or (B) 1 *Toolkit* of your choice
- A pouch containing 100,000 Zeni
While wearing no *Armor* and not wielding a *Shield*, your **AC** equals 10 +
double your *Wisdom Modifier*+ half of your *Proficiency Bonus* (rounded up).
When you are wearing *Armor* you may use your *Wisdom* in place of *Dexterity* for
**AC Calculation**.
### Heroic Feature
Gain 2 features from the **Heroic Features List**. Every time you get this **Class
Feature** after the first time, you gain 1 additional **Heroic Feature**.
\column
### Ki Reserve
At **2nd Level** once per Long Rest as a Bonus Action you regain 2d12 + *Wisdom
Modifier* **Ki**.
At **9th Level** when you use your Action to take the *Attack Action* or the *Ki
Blast Action*, you may take the *Ki Blast Action* as your Bonus Action.
At **15th Level** whenever you take the *Ki Blast Action* you may fire an
additional *Basic Ki Blast* as part of that Action.
### Ability Score Improvement
When you reach **4th Level**, and again at **8th, 12th, 16th,** and **19th Level**,
you have 3 points to distribute into your **Ability Scores**. You can't increase an
**Ability Score** above your *Ability Score Maximum* using this feature.
Alternatively, you may instead gain a **Feat** for the cost of 2 points.
### Extra Attack
Beginning at **5th Level**, you can attack twice, instead of once, whenever you
take the *Attack Action* on your turn.
\page
## [Bruiser](#p3)
{{classTable,frame,decoration,wide
##### The Bruiser
| Level | Proficiency Bonus | Features | Crushing Strength| Dragon Soul Uses|Dragon
Soul Static 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|
}}
A young Saiyan roars in excitement, this was the first time he had fought all out
in months, too bad none of them could deal any serious damage against him.
Bruisers are terrors of the battlefield, capable of resisting attacks and dishing
out incredible melee damage. Many bruisers become seen as paragons of pure
strength.
\column
#### Ki Points
##### Ki Modifier
+1
#### Proficiencies
##### Armor:
All *Armor*
##### Weapons:
*Simple Weapons*
##### Tools:
none
##### Saving Throws:
You gain proficiency in *Strength* and *Constitution Saving Throws*
##### Skills:
Choose two from *Animal Handling, Athletics, Intimidation, Nature, Perception,* and
*Survival*
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- 1 *Simple Weapon* of your choice
- (a) two *Handaxes* or (b) any *Simple Weapon*
- An *Explorer’s Pack* and four *Javelins*
\page
### Crushing Strength
Your incredible strength places you beyond others in raw might.
You can use a d6 in place of your *Unarmed Strike's Damage Dice*. This die
increases as you gain **Bruiser Levels**, as shown on the table above.
### Unarmed Defense
At **1st Level** while wearing no *Armor* and not wielding a *Shield*, your **AC**
equals 10 + your *Dexterity Modifier* + your *Constitution Modifier*+ half of your
Proficiency Bonus, rounded up.
If you are wearing *Armor*, you use *Constitution* for **AC** calculation instead
of *Dexterity*.
### Dragon Soul
You pull from your warrior spirit to empower you.
On your turn, you can activate your *Dragon Soul* 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 Attack/Unarmed Attack* using **Strength** or a
**Melee Technique**, you gain a +2 *Static Bonus*. 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 *Rank of Exhaustion* when it ends.
### Heroic Feature
Gain 2 features from the **Heroic Features List**. Every time you get this **Class
Feature** after the first time, you gain 1 additional **Heroic Feature**.
### Ability Score Improvement
When you reach **4th Level**, and again at **8th, 12th, 16th,** and **19th Level**,
you have 3 points to distribute into your **Ability Scores**. You can't increase an
**Ability Score** above your *Ability Score Maximum* using this feature.
Alternatively, you may instead gain a **Feat** for the cost of 2 points.
\column
### Extra Attack
Beginning at **5th Level** you may make an additional attack as part of your
*Attack Action*.
You gain an additional use of this **Feature** at **11th Level** and it recharges
on a Short Rest at 15th Level.
This increases to two additional dice at **13th Level** and three additional dice
at **17th Level**.
### Limit Breaker
At **18th Level** you have pushed your body to unimaginable heights. Increase your
Strength and Constitution **Ability Scores** and *Ability Score Maximums* by 2.
### Embodinent of Power
At **20th Level** you push your *Dragon Soul* to the absolute limit. When you
activate your *Dragon Soul* you may choose to empower it, doubling your *Static
Bonus* for the duration.
You may use this ability once per Long Rest.
 {width:340px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Bojack Full Power Render
[Maxiuchiha22](https://www.artstation.com/tahra)
}}
\page
## [Elite](#p3)
{{classTable,frame,decoration,wide
##### 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
}}
Elites are masters at using their few abilities to the fullest. Capable of learning
many skills and landing devestating strikes, Elites exsist in all groups across the
universe.
\column
#### Ki Points
##### Ki Modifier
+2
#### Proficiencies
##### Armor:
*Light Armor*
##### Weapons:
*Simple Weapons, Shortswords, Longswords, Rapiers, Pistols, Rifles,* and *Sniper
Rifles*
##### Tools:
*Scouters, Disguise Kit, Thieves Tools,* and *Mechanics Kit*
\page
#### 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*
- A pouch containing 150,000 Zeni
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**.
- You can use a d4 in place of the your *Unarmed Strike* and *Finnese Weapon's*
*Damage Die*. This die increases as you gain **Elite Levels**, as shown on the
table above.
- Your *Unarmed Strikes* have the *Finesse Property* (if they didn’t already),
allowing you to use either *Dexterity* or *Strength* for *Attack* and *Damage
Rolls* with *Unarmed Strikes*.
- You may use *Dexterity* instead of *Strength* when determining *Attack Roll
Bonus* and **Save DC** for **Melee Techniques**.
### Unarmored Defense
While you are not wearing *Armor* or wielding a *Shield*, your **AC** equals 10 +
your *Dexterity Modifier* + your *Wisdom Modifier*+ half of your *Proficiency
Bonus*, rounded up.
\column
### 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.
\page
### 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* can have 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
one of your *Attack Rolls* 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*.
\column
 {width:380px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Young Tien Shinhan Render
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Young-Tien-Shinhan-
render-Xkeeperz-764422923)
}}
\page
## [Hero](#p3)
{{classTable,frame,decoration,wide
##### The Hero
| Level | Proficiency Bonus | Features | Heroic Strength| Heroic Inspiration|
|:---:|:---:|:---|:---:|:---:|
| 1st | +3 | Bolster Allies, Heroic Strength, 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 |
}}
A purple alien walks before his men eying each of them before their upcoming
battle. "Alright men, prepare yourself to engage and steel your hearts!" The
captain strikes an excentric pose that seems to encourage his team before leading
them into yet another successful mission.
Heroes are leaders that have learned that the only way to success is through your
team. Leading with the ability to buff their allies and inspire them to greater
heights, heroes are always welcome on a battlefield.
##### Ki Modifier
+3
#### Proficiencies
##### Armor:
All *Armor*
##### Weapons:
All *Weapons*
##### Tools:
2 *Tool Proficiencies* of your choice
##### Saving Throws:
You gain proficiency in *Strength* and *Constitution Saving Throws*
##### Skills:
You gain any four *Skills* of your choice
#### 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*
- A pouch containing 150,000 Zeni
\page
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 in **Temporary HP**. 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 Attack Roll* using **Strength** that you are
proficient with, you may replace the *Damage Die* with the *Damage Die* shown in
the **Heroic Strength Table** above.
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* they make. The
creature can wait until after it rolls the d20 to decide 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*,
minimum of once. You regain any expended uses when you finish a Long Rest.
Your **Heroic Inspiration Die** changes when you reach certain **Hero** levels in
this class as shown in the **Heroic Presence Table**.
:
:
 {width:240px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:60px,margin-bottom:-30px
##### Ginyu Force
[alexiscabo1](http://alexiscabo1.deviantart.com/art/Ginyu-Force-664744706)
}}
\column
### Secret Fighting Poses
At **2nd Level** whenever you would use your **Heroic Inspiration**, you may
instead give a number of targets that can see you, equal to your *Charisma
Modifier* minimum of 1, a bonus for the next minute by striking a powerful pose. 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:
\page
You may take a Long Rest and change your *Signature Move*.
\column
 {width:470px,mix-blend-
mode:multiply}
{{artist,position:relative,top:-90px,left:10px,margin-bottom:-30px
##### Great Saiyaman 1 & 2
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F84dc13b7-a2e7-4b45-83ec-
311e72e82900%2Fdcktjio-b6da851f-ace1-4fb0-be8d-f3ee59c5fb59.png%2Fv1%2Ffill
%2Fw_426%2Ch_568%2Cstrp%2Fgreat_saiyaman_1_and_2_render_4_by_maxiuchiha22_dcktjio-
fullview.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NTY4IiwicGF0aCI6IlwvZlwvODRkYzEzYjctYTJlNy00YjQ1L
TgzZWMtMzExZTcyZTgyOTAwXC9kY2t0amlvLWI2ZGE4NTFmLWFjZTEtNGZiMC1iZThkLWYzZWU1OWM1ZmI1
OS5wbmciLCJ3aWR0aCI6Ijw9NDI2In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnM
iXX0.8VoMlRAwmWIWyXhdNURkzX81UVtklAvMTxaVw6D6nBM&f=1&nofb=1&ipt=92788d06afba8fffe86
dd36178a5ac84ddccfe31537c07c6eee375154a97449d&ipo=images)
}}
\page
## [Magus](#p3)
{{classTable,frame,decoration,wide
##### The Magus
| Level | Proficiency Bonus | Features | Martial Arts|
|:---:|:---:|:---|:---:|
| 1st | +3 | Martial Arts, Unarmed Defense, Mysticism: Burst | 1d4 |
| 2nd | +3 |Magic Infusion, Fighting Style | 1d4 |
| 3rd | +3 |Heroic Features | 1d4 |
| 4th | +4 | Ability Score Improvement| 1d4 |
| 5th | +4 | Extra Attack | 1d4 |
| 6th | +4 | Heroic Features | 1d6 |
| 7th | +5 | Esoteric Arts| 1d6 |
| 8th | +5 | Ability Score Improvement| 1d6 |
| 9th | +5 |Magic Infusion (2) | 1d6 |
| 10th | +6 | Heroic Features | 1d6 |
| 11th | +6 | Mysticism: Burst, Extra Attack | 1d8 |
| 12th | +6 | Ability Score Improvement| 1d8 |
| 13th | +7 | Esoteric Arts (2) | 1d8 |
| 14th | +7 | Heroic Feature | 1d8 |
| 15th | +7 | Magical Infusion (3) | 1d8 |
| 16th | +8 | Ability Score Improvement | 1d10 |
| 17th | +8 | Esoteric Arts (3) | 1d10 |
| 18th | +8 | Heroic Feature | 1d10 |
| 19th | +9 | Ability Score Improvement | 1d10 |
| 20th | +9 | Mysticism: Burst | 1d10 |
}}
A Sateery charges a large earthquake of mystical energy, his spells are few and far
between but fatal, both to his enemies and the surrounding planet.
Magus's are those that carry magic inately and chose to focus on thier ability to
output raw power from their abilities rather than the reliability of their more
*Mystical* cousins, the Mystic Class, but make up for this with more sustainability
in close combat.
### Class Features
As a **Magus** you gain the following features:
\column
#### Ki Points
##### Ki Modifier
+2
#### Proficiencies
##### Armor:
All *Armor, Shields*
##### Weapons:
*Simple Weapons, Martial Weapons*
##### Tools:
None
##### Saving Throws:
You gain proficiency in Constitution and Charisma Saving Throws
##### Skills:
Choose two from *Athletics, Arcana, Insight, Religion,* and *Spirit*
\page
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- 1 set of *Light* or *Medium Armor*
- 1 *Simple Weapon* or a *Shield*
- 1 *Martial or Simple Weapon*
- 1 (a) *Pistol* or (b) *Rifle* with 1 *Magazine*
- A bag containing 50,000 Zeni
You gain the following benefits when unarmed or wielding only *Monk Weapons*:
- Your *Unarmed Strikes and Monk Weapons* deal damage equal to the **Martial Arts
Table** above
- Your *Unarmed Strikes* and *Monk Weapons* have the *Finesse Property* (if they
didn’t already), allowing you to use either *Dexterity* or *Strength* for *Attack*
and *Damage Rolls* with them
- When you take the *Attack Action* with an *Unarmed Strike* and *Monk Weapon* on
your turn, you may make one *Unarmed Strike* as a bonus action.
- You may use *Dexterity* instead of *Strength* when calculating *Attack Roll
Bonus* and *Save DC* for **Melee Techniques**.
### Unarmored Defense
At **1st Level** while wearing no *Armor* and not wielding a *Shield*, your **AC**
equals 10 + your *Dexterity Modifier* + your *Constitution Modifier* + half of your
*Proficiency Bonus*, rounded up.
If you are wearing *Armor* you can use your *Constitution* for **AC** calculation
instead of your *Dexterity*.
### Mysticism: Burst
Your magical abilities come from a much more raw and less defined place, allowing
you to do less frequent but more potent magic.
Whenever you gain this feature choose 1 school of magic, you may now add **Spells**
from schools that you choose to your **Learnable Technique List**. You may not
learn a **Spell** of a higher *Spell Level* than your **Ki Rank**, this increases
by 1 when you gain **God Ki.**
**Spells** cast through this **Feature** benefit from your **Power Bonus.**
\column
You may cast **Spells** you learn in this way a total number of times equal to your
*Proficiency Bonus*, expended uses replenish on a Short or Long Rest.
These **Spells** are cast at a *Spell Level* equal to your *Proficiency Bonus*.
*Charisma* is your *Casting Modifier* for these **Spells**. You do not require a
*Arcane Focus* to cast these **Spells**.
:
The list of Magic Schools include:
- Conjuration
- Necromancy
- Evocation
- Abjuration
- Transmutation
- Divination
- Enchantment
- Illusion
At **9th Level** when you use this **Feature,** you gain a *Static Bonus* to the
**Technique** equal to half of your **Ki Rank** for that casting, this becomes your
total **Ki Rank** at **15th Level**.
:
:
:
 {width:375px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Super Fu
[Maxiuchiha22](https://www.pinterest.com/pin/super-fu-render-4-dokkan-battle-by-
maxiuchiha22--1112741020401601235/)
}}
\page
#### Defense
While you are wearing *Armor*, you gain a bonus to **AC** equal to your **Ki
Rank**.
#### Dueling
When you are wielding a *Melee Weapon* in one hand and no other weapons, you gain a
+2 bonus to *Damage Rolls* with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a *Damage Die* for an attack you make with a *Melee
Weapon* that you are wielding with two hands, you can reroll the die and must use
the new roll, even if the new roll is a 1 or a 2. The weapon must have the *Two-
Handed* or *Versatile Property* for you to gain this benefit.
#### Interception
When a creature you can see hits a target within your *Melee Range*, other than
you, you can use your Reaction to reduce the damage the target takes by 1d10 + your
*Proficiency Bonus* (to a minimum of 0 damage). You must be wielding a *Shield* or
a *Simple* or *Martial Weapon* to use this Reaction.
#### Magic Aura
You may use *Charisma* instead of *Constitution* for your *Unarmored Defense*
**Class Feature**.
\column
#### Magical Talent
You gain a single **Cantrip** of your choice, regardless of if you can cast
**Spells** of that *School of Magic*.
#### Protection
When a creature you can see attacks a target other than you that is within your
*Melee Range*, you can use your reaction to impose Disadvantage on the triggering
*Attack Roll*. You must be wielding a *Shield*.
#### Superior Technique
You learn one **Martial Arts Maneuver** of your choice from among those available
to the *Martial Artist* **Class**. If a **Martial Arts Maneuver** you use requires
your target to make a *Saving Throw* to resist the **Martial Arts Maneuver's**
effects, the *Saving Throw DC* equals 8 + your *Proficiency Bonus* + your
*Strength* or *Dexterity Modifier* (your choice.)
You gain one *Superiority Die*, which is a d6 (this die is added to any
*Superiority Die* you have from another source). This die is used to fuel your
**Martial Arts Maneuvers**. A *Superiority Die* is expended when you use it. When
you finish a Short or Long Rest, you regain your expended *Superiority Die*.
In addition, when you hit with a *Ranged Attack Roll* or *Weapon Technique* using a
thrown weapon, you gain a +2 bonus to the *Damage Roll*.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your *Ability Modifier* to the
*Damage Roll* of the off-hand weapon.
\page
#### Nonterrestrial
As long as you are not wearing *Heavy Armor* or using a *Shield*, you have a
*Swimming Speed* and a *Climbing Speed* equal to your *Walk Speed*, and you gain a
+1 bonus to **AC** while in the water or flying.
#### Tunnel Fighter (UA)
As a Bonus Action, you can enter a defensive stance that lasts until the start of
your next turn. While in your defensive stance, you can make *Attacks of
Opprotunity* without using your Reaction, and you can use your Reaction to make a
*Attacks of Opprotunity* against a creature if it moves more than 5 feet while
within your *Melee Reach*.
\column
##### Advancement
You gain your choice of an additional *Damage Resistance* of your choice or
changing your current *Damage Resistance* to *Damage Immunity.*
#### Dancing Weapon
You learn a ritual that creates a magical bond between yourself and one weapon. You
perform the ritual over the course of 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the ritual, at the conclusion
of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you may call it as a bonus action so
long as it is on the same plane of exsistance as you. When called the weapon moves
60 feet towards you, repeating this movement at the start of each of your
subsequent turns until it reaches you. The weapon then hovers within 5 feet of you
until you command it to attack telepathically.
Your bonded weapon now has a range of your **Ki Rank** x15 feet, as it now flies to
attack and then return to you. This weapon functions as if you were wielding it
with 2-hands.
You may repeat this ritual with a second weapon to replace your original one.
##### Advancement
You may now bond with a second weapon of your choice.
 {width:125px;margin-left:70px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Zahha
[Dragonball.fandom](https://dragonball.fandom.com/it/wiki/Zahha)
}}
\page
#### Forth Dimensional Strikes
You have the ability to create small portals that allow you to project your punches
for a short distance. Your *Unarmed Strike* range become 15 feet and ignores up to
*Three-Quarters Cover*.
##### Advancement
Your portals now have a longer range. Your *Unarmed Strike* range becomes 30 feet.
##### Advancement
The distance for this feature can now be used as an Action, increasing the distance
of the *Teleport* to 30 feet per **Stamina.**
#### Wild Magic Surge
Your **Spells** gain a permanent +1 *Static Bonus* however once per turn, the DM
can have you roll a d20 immediately after you cast a **Spell** of *1st level or
higher*. If you roll a 1, roll on the *Wild Magic Surge Table* to create a magical
effect. If that effect is a spell, it is too wild to be affected by your Metamagic,
and if it normally requires concentration, it doesn't require concentration in this
case; the spell lasts for its full duration.
##### Advancement
You now roll *twice* on the *Wild Magic Surge Table* and get to choose between the
effects of the two.
:
#### Powerful Magic
Whenever you cast a **Spell**, you may expend a additional use *Mysticism: Burst*
as a Reaction to enforce Disadvantage on any *Saving Throws* it may force.
##### Advancement
You may now also use this **Feature** on a **Technique** that is benefiting from
*Magic Infusion.*
\column
#### Powerful Infusion
Your *Magical Infusion* now lasts until the end of your turn.
##### Advancement
Your *Magical Infusion* now lasts until the end of your next turn.
 {width:440px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Dabura (Xeno) Render
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Dabura-Xeno-render-SDBH-
World-Mission-796373404)
}}
\page
## [Martial Artist](#p3)
{{classTable,frame,decoration,wide
##### The Martial Artist
| Level | Proficiency Bonus | Features | Unarmored Movement| Martial Arts|
|:---:|:---:|:---|:---:|:---:|
| 1st | +3 | Martial Arts, Unarmored Defense | --- |1d4|
| 2nd | +3 | Unarmored Movement, Combat Superiority | +10 |1d4|
| 3rd | +3 | Heroic Features | +10 |1d4
| 4th | +4 |Ability Score Improvement| +10 |1d4
| 5th | +4 | Extra Attack| +15 |1d6
| 6th | +4 |Heroic Features | +15 |1d6
| 7th | +5 | Martial Arts Maneuver, Know Your Enemy | +15 |1d6
| 8th | +5 |Ability Score Improvement | +15 |1d6
| 9th | +5 | Mind Over Matter | +20 |1d8
| 10th | +6 | Heroic Features, Martial Arts Maneuver, Superiority Improvement |
+20 |1d8
| 11th | +6 | Signature Move | +20 |1d8
| 12th | +6 |Ability Score Improvement | +20 |1d8
| 13th | +7 | Extra Attack | +25 |1d10
| 14th | +7 | Heroic Features | +25 |1d10
| 15th | +7 | Martial Arts Maneuver | +25 |1d10
| 16th | +8 | Ability Score Improvement | +25 |1d10
| 17th | +8 | Heroic Features | +30 |1d12
| 18th | +8 | Superiority Improvement | +30 |1d12
| 19th | +9 | Ability Score Improvement | +30 |1d12
| 20th | +9 | Extra Attack | +30 |1d12
}}
Martial artists are second to none when it comes to their skill in close ranged
combat, boasting speed and skill to trip, disarm, and generally control the
battlefield around them.
#### Ki Points
##### Ki Modifier
+2
 {width:185px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Grandpa Gohan
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F736x%2F21%2F25%2F8d
%2F21258dfd616d30fdc46aa54b7d4a26f8.jpg&f=1&nofb=1&ipt=fab342f3f9d79c51efaff07d049c
123047152841e49897b844ef037903add5ef&ipo=images)
}}
\page
#### Proficiencies
##### Armor:
None
##### Weapons:
*Simple Weapons, Shortswords*
##### Tools:
Choose one type of *Artisan's Tools* or one *Musical Instrument*
##### Saving Throws:
You gain proficiency in *Charisma* and *Dexterity Saving Throws*
##### Skills:
Choose two from *Acrobatics, Athletics, History, Insight, Ki Control, Religion*,
and *Stealth*
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- (a) a *Shortsword* or (b) any *Simple Weapon*
- (a) a *Dungeoneer's Pack* or (b) an *Explorer's Pack*
- 10 *Darts*
- A pouch containing 50,000 Zeni
You gain the following benefits when unarmed or wielding only *Monk Weapons*:
- Your *Unarmed Strikes and Monk Weapons* deal damage equal to the **Martial Arts
Table** above
- Your *Unarmed Strikes* and *Monk Weapons* have the *Finesse Property* (if they
didn’t already), allowing you to use either *Dexterity* or *Strength* for *Attack*
and *Damage Rolls* with them
- When you take the *Attack Action* with an *Unarmed Strike* and *Monk Weapon* on
your turn, you may make one *Unarmed Strike* as a bonus action.
- You may use *Dexterity* instead of *Strength* when calculating *Attack Roll
Bonus* and *Save DC* for **Melee Techniques**.
### Unarmored Defense
While wearing no *Armor* and not wielding a *Shield*, your **AC** equals 10 + your
*Dexterity Modifier* + your *Proficiency Bonus*.
\column
Additionally, you gain the ability to move along vertical surfaces and across
liquids on your turn without falling during the move.
### Heroic Features
Gain 2 features from the **Heroic Features List**. Every time you get this **Class
Feature** after the first time, you gain 1 additional **Heroic Feature**.
### Ability Score Improvement
At **4th Level**, and again at **6th, 8th, 12th, 14th, 16th,** and **19th** level,
you have 3 points to distribute into your **Ability Scores**. You can't increase an
**Ability Score** above your *Ability Score Maximum* using this feature.
Alternatively, you may instead gain a **Feat** for the cost of 2 points.
\page
### Extra Attack
Beginning at **5th Level**, and again at **13th** and **20th Level**, you may make
an additional attack as part of your *Attack Action*.
You may take a Long Rest and change your *Signature Move*.
## Martial Arts Maneuvers
### Ambush
When you make a *Dexterity (Stealth) Check* or an *Initiative Roll*, you can expend
one *Superiority Die* and add the die to the roll, provided you aren't
*Incapacitated*.
\column
Roll the *Superiority Die*. Until the start of your next turn, you or the other
creature (your choice) gains a bonus to **AC** equal to the number rolled.
### Brace
When a creature you can see moves into the reach of your *Unarmed Strike* or the
Melee Weapon you're wielding, you can use your Reaction to expend one *Superiority
Die* and make one attack against the creature, using that weapon or *Unarmed
Strike*. If the attack hits, add the superiority die to the *Damage Roll*.
\page
\column
### Menacing Attack
When you hit a creature with a *Weapon Attack* or *Unarmed Strike*, you can expend
one *Superiority Die* to attempt to frighten the target. You add the *Superiority
Die* to the attack's *Damage Roll*, and the target must make a *Wisdom Saving
Throw*. On a failed save, it is *Frightened* of you until the end of your next
turn.
### Parry
When another creature damages you with a *Melee Attack* or **Melee Technique**, you
can use your Reaction and expend one *Superiority Die* to reduce the damage by the
number you roll on your *Superiority Die* + your *Dexterity Modifier*.
### Rally
On your turn, you can use a Bonus Action and expend one *Superiority Die* to
bolster the resolve of one of your companions. When you do so, choose a friendly
creature who can see or hear you. That creature gains **Temporary HP** equal to the
*Superiority Die* roll + your *Charisma Modifier*.
\page
### Riposte
When a creature misses you with a *Weapon Attack* or *Unarmed Strike*, you can use
your Reaction and expend one *Superiority Die* to make a *Weapon Attack* or
*Unarmed Strike* against the creature. If you hit, you add the *Superiority Die* to
the attack's *Damage Roll*.
\column
 {width:325px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Goku
[SSRose890](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F1e%2F71%2F5b
%2F1e715bf0162b18a2e8f7bd6c105f2db6.png&f=1&nofb=1&ipt=ac5e130d6ccb921f333ed74c5fff
d37866a191548724b2f04fd60885788bab8e&ipo=images)
}}
\page
## [Mystic](#p3)
{{classTable,frame,decoration,wide
##### The Mystic
| Level | Proficiency Bonus | Features | Martial Arts | Ki Blast|
|:---:|:---:|:---|:---:|:---:|
| 1st | +3 | Mysticism, Mystical Aura, Martial Arts | 1d4 |1d4|
| 2nd | +3 | Magyk Conversion | 1d4 |1d4|
| 3rd | +3 | Heroic Feature | 1d4 |1d4
| 4th | +4 | Ability Score Improvement| 1d4 |1d6
| 5th | +4 | - | 1d4 |1d6
| 6th | +4 | Magyk Power| 1d6 |1d6
| 7th | +5 | Mysticism | 1d6 |1d6
| 8th | +5 | Ability Score Improvement| 1d6 |1d8
| 9th | +5 | Sparking | 1d6 |1d8
| 10th | +6 | - | 1d6 |1d8
| 11th | +6 | Heroic Feature | 1d8 |1d8
| 12th | +6 | Ability Score Improvement| 1d8 |1d10
| 13th | +7 | Mysticism, Signature Move| 1d8 |1d10
| 14th | +7 |Sparking | 1d8 |1d10
| 15th | +7 | Heroic Feature | 1d8 |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
}}
A rampaging Great Ape tears through the city before him, oblivious to the attempts
to stop him. Before long a young Konatsian appears in front of him, and then
another, and another, until the air around him is filled with dozens of the same
man. The Ape swings and roars as he seemingly can't make contact with the bug-like
threats surrounding him. While the Ape is destracted it takes no effort at all to
sneak up behind him and remove his tail.
Mystics are as varied as the spells they can cast and thrive on their versatility
and ability to almost magically restore themselves on the fly.
\column
##### Hit Points at first level
6 + *Constitution Modifier*
##### Hit Points gained upon level up
1d6 (or 4) + *Constitution Modifier*
#### Ki Points
##### Ki Modifier
+3
#### Proficiencies
##### Armor:
*Light Armor*
##### Weapons:
*Simple Weapons, Shortswords, Pistols*
##### Tools:
*Herbalist Kit*
##### Saving Throws:
You have proficiency in *Wisdom* and *Intelligence Saving Throws*
##### Skills:
Choose two: *Arcana, Investigation, Insight, Spirit, Ki Control*
\page
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- 1 set of *Light Battle Armor*
- 1 *Pistol* with 1 *Magazine*
- 1 *Toolkit* of your choice
- A pouch containing 100,000 Zeni
### 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*:
- Your *Unarmed Strikes and Monk Weapons* deal damage equal to the **Martial Arts
Table** above
- Your *Unarmed Strikes* and *Monk Weapons* have the *Finesse Property* (if they
didn’t already), allowing you to use either *Dexterity* or *Strength* for *Attack*
and *Damage Rolls* with them
- When you take the *Attack Action* with an *Unarmed Strike* and *Monk Weapon* on
your turn, you may make one *Unarmed Strike* as a bonus action.
- You may use *Dexterity* instead of *Strength* when calculating *Attack Roll
Bonus* and *Save DC* for **Melee Techniques**.
:
 {width:125px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Chamel
[Dragonball.wikia](http://pt-br.dragonball.wikia.com/wiki/Chamel)
}}
\column
### Mysticism
Your arcane studies allow you to enforce your will onto reality, producing magical
effects in the proccess.
Whenever you gain this feature choose 1 school of magic, you may now add **Spells**
and **Cantrips** from schools that you choose to your **Learnable Technique List**.
You may not learn or cast a **Spell** of a higher *Spell Level* than your
*Proficiency Bonus*.
To cast **Spells** you spend **Stamina** equal to the *Spell Level* to cast them.
*Charisma* is your *Casting Modifier* for these **Spells**. You do not require a
*Arcane Focus* to cast these **Spells**.
Your natural magic has permeated into your aura bolstering your defense. While not
wearing *Armor* your **AC** is equal to 10 + double your *Charisma Modifier* + half
of your *Proficiency Bonus*, rounded up.
At **2nd Level**, as an Action on your turn you may convert **Ki** into **Stamina**
at a rate of 10 **Ki** per **Stamina**.
\page
Targets of your **Spells** may also now critical fail their *Spell Saving Throws*
if they roll a *Natural 1*. This doubles any *Damage* the **Spells** deals and if
**Spells** require repeated *Saving Throws* the taget has Disadvantage on all
subsequent *Saving Throws* for that effect.
### Sparking
At **9th Level** 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 **14th Level** you can use this feature after a Short or Long Rest.
At **13th Level** you may take a Long Rest to familiarize yourself with a specific
**Technique** for constant use. Choose a **Ki Technique** that has a *Saving Throw*
or an *Attack Roll*, you gain a *Static Bonus* to that **Technique** equal to your
**Ki Rank**.
You may take a Long Rest and change your *Signature Move*.
At **17th Level** you may choose an additional **Technique** to gain this benefit
and you may also choose **Spells.**
\column
.png
%2Frevision%2Flatest%3Fcb%3D20200801134440%26path-prefix
%3Dfr&f=1&nofb=1&ipt=0cbb66b3368c3e1aaa1111598da4efdcf830e4171a40ba0228497eac6acb1f
5c&ipo=images) {width:350px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Salsa
[Dragonball.Fandom](https://dragonball.fandom.com/fr/wiki/Salsa)
}}
\page
## [Prodigy](#p3)
{{classTable,frame,decoration,wide
##### 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 | Talent | 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 |
}}
Prodigies are incredibly fast learners, able to adapt and improve to face any foe
in their path. Prodigies work best when they have a goal in mind, learning and
picking away at bigger, tougher threats.
\column
##### Hit Points at first level
10 + *Constitution Modifier*
##### Hit Points gained upon level up
1d10 (or 6) + *Constitution Modifier*
#### Ki Points
##### Ki Modifier
+2
#### Proficiencies
##### Armor:
All *Armor*
##### Weapons:
Simple Weapons, *Shortswords*, *Longswords*
##### Tools:
none
##### Saving Throws:
You gain proficiency in *Strength* and *Dexterity Saving Throws*
##### Skills:
You gain proficiency in any four *Skills* of your choice
\page
#### 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*
- A pouch containing 50,000 Zeni
When you are not wearing armor your **AC** is 10+ *Dexterity Modifier* + *Wisdom
Modifier* + half of your *Proficiency Bonus*, rounded up.
- When wearing *Armor* you may use your *Wisdom Modifier* instead of your
*Dexterity Modifier* to determine **AC**.
While you have a target chosen you have an equal negative on *Attack Rolls* and
**Techniques** against other targets. If your target hits 0 **HP** you may use your
Reaction and spend 1 **Stamina** to change your target to another creature that you
can see.
\column
### Heroic Features
Gain 2 features from the **Heroic Features List**. Every time you get this **Class
Feature** after the first time, you gain 1 additional **Heroic Feature**.
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Teen Gohan
[Pintrest](https://www.pinterest.es/pin/473229873348113805/)
}}
\page
### Talent
At **10th Level**, you have learned to move and dodge attacks that would make some
struggle. As a Reaction when you would make a *Saving Throw* of any kind, you may
add an additional 1d6 to the *Saving Throw*.
When you would succeed in this way and if you were to take half damage, you instead
take a third of the damage. You may use this **Feature** an amount of times equal
to your *Proficiency Bonus*.
### Improved Criticals
Beginning at **15th Level**, you can roll one additional *Damage Die* when
determining the extra damage for a *Critical Hit* with a *Melee Weapon Attack* or
*Unarmed Strike*.
\column
 {width:300px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:-20px,margin-bottom:-30px
##### Caulifla Render (Dokkan Battle)
[Maxiuchiha22](https://www.pinterest.com/pin/629307747927985618/)
}}
\page
## [Punisher](#p3)
{{classTable,frame,decoration,wide
##### The Punisher
| Level | Proficiency Bonus | Features | Crushing Strength|
|:---:|:---:|:---|:---:|
| 1st | +3 | Crushing Strength, Unarmed Defense, Grit | 1d6 |
| 2nd | +3 | Punishing Smite, Fighting Style | 1d6 |
| 3rd | +3 |Heroic features | 1d6 |
| 4th | +4 | Ability Score Improvement| 1d6 |
| 5th | +4 | Extra Attack | 1d8 |
| 6th | +4 | Heroic features | 1d8 |
| 7th | +5 | Signature Move | 1d8 |
| 8th | +5 | Ability Score Improvement| 1d8 |
| 9th | +5 | Combat Proficiency | 1d10 |
| 10th | +6 | Heroic features | 1d10 |
| 11th | +6 | Empowered Smite, Extra Attack | 1d10 |
| 12th | +6 | Ability Score Improvement| 1d10 |
| 13th | +7 | Combat Proficiency | 1d12 |
| 14th | +7 | Heroic Feature | 1d12 |
| 15th | +7 | Signature Move | 1d12 |
| 16th | +8 | Ability Score Improvement | 1d12 |
| 17th | +8 | Combat Proficiency | 2d6 |
| 18th | +8 | Heroic Feature | 2d6 |
| 19th | +9 | Ability Score Improvement | 2d6 |
| 20th | +9 | Unbridled Grit | 2d6 |
}}
The old sateery was beaten but not broken. He shot an empowered ki blast to remove
1 from the equation so he could weaken the nearest combatant, he knew they would
never take him out before he drank them dry.
A Punisher's name is a double-edged sword for they can take punishment just as
easily as they can inflict it. A Punisher will never back away from a challenge but
may not always appear to be on the winning side until the end of the fight.
##### Ki Modifier
+1
#### Proficiencies
##### Armor:
All *Armor, Shields*
##### Weapons:
*Simple Weapons, Martial Weapons*
##### Tools:
None
##### Saving Throws:
You gain proficiency in Charisma and Constitution Saving Throws
##### Skills:
Choose two from *Athletics, Insight, Intimidation, Perception,* and *Spirit*
\page
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- 1 set of *Light* or *Medium Armor*
- 2 *Simple Weapons*
- 1 *Martial or Simple Weapon*
- 1 (a) *Pistol* or (b) *Rifle* with 1 *Magazine*
- A bag containing 100,000 Zeni
You can use a d6 in place of the normal *Damage Dice* for *Unarmed Strikes*. This
*Damage Die* increases as you gain **Punisher Levels**, as shown on the table
above.
### Unarmed Defense
At **1st Level** while wearing no *Armor* and not wielding a *Shield*, your **AC**
equals 10 + your *Dexterity Modifier* + your *Constitution Modifier* + half of your
*Proficiency Bonus*, rounded up.
If you are wearing *Armor* you can use your *Constitution* for **AC** calculation
instead of your *Dexterity*.
### Grit
At **1st Level**, you have unyeilding determination to stay in the fight. As a
Bonus Action on your turn, you may spend **Stamina** to gain **Temporary HP** equal
to 5x the **Stamina** spent, to a max of your Proficiency Bonus in **Stamina**.
:
 {width:240px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Future Gohan
[maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Future-Gohan-SSJ-render-
3-Dokkan-Battle-815604665)
}}
\column
### Punishing Smite
Starting at **2nd Level**, you have learned to make the most out of your energy.
When you hit a creature with a *Melee Weapon Attack, Unarmed Strike,* or a *Basic
Ki Blast*, you can expend one **Hit Die** to deal *Ki Damage* to the target, in
addition to the attack's *Damage Roll*. The extra damage is 2d8 for 1 **Hit Die**,
plus 1d8 for each additional **Hit Die**, to a maximum amount of **Hit Die** equal
to your *Proficiency Bonus*.
You may also *Smite* when casting **Techniques** at the cost of the **Technique's**
**Ki Rank** in **Hit Die** for each increase in Smite Damage.
#### Defense
While you are wearing *Armor*, you gain a bonus to **AC** equal to your **Ki
Rank**.
#### Dueling
When you are wielding a *Melee Weapon* in one hand and no other weapons, you gain a
+2 bonus to *Damage Rolls* with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a *Damage Die* for an attack you make with a *Melee
Weapon* that you are wielding with two hands, you can reroll the die and must use
the new roll, even if the new roll is a 1 or a 2. The weapon must have the *Two-
Handed* or *Versatile Property* for you to gain this benefit.
#### Interception
When a creature you can see hits a target within your *Melee Range*, other than
you, you can use your Reaction to reduce the damage the target takes by 1d10 + your
*Proficiency Bonus* (to a minimum of 0 damage). You must be wielding a *Shield* or
a *Simple* or *Martial Weapon* to use this Reaction.
\page
#### Protection
When a creature you can see attacks a target other than you that is within your
*Melee Range*, you can use your reaction to impose Disadvantage on the triggering
*Attack Roll*. You must be wielding a *Shield*.
You gain one *Superiority Die*, which is a d6 (this die is added to any
*Superiority Die* you have from another source). This die is used to fuel your
**Martial Arts Maneuvers**. A *Superiority Die* is expended when you use it. When
you finish a Short or Long Rest, you regain your expended *Superiority Die*.
In addition, when you hit with a *Ranged Attack Roll* or *Weapon Technique* using a
thrown weapon, you gain a +2 bonus to the *Damage Roll*.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your *Ability Modifier* to the
*Damage Roll* of the off-hand weapon.
\column
#### Nonterrestrial
As long as you are not wearing *Heavy Armor* or using a *Shield*, you have a
*Swimming Speed* and a *Climbing Speed* equal to your *Walk Speed*, and you gain a
+1 bonus to **AC** while in the water or flying.
#### Tunnel Fighter (UA)
As a Bonus Action, you can enter a defensive stance that lasts until the start of
your next turn. While in your defensive stance, you can make *Attacks of
Opprotunity* without using your Reaction, and you can use your Reaction to make a
*Attacks of Opprotunity* against a creature if it moves more than 5 feet while
within your *Melee Reach*.
At **15th Level** you may designate 2 additional **Ki Techniques** to gain this
benefit.
\page
You may also *Smite* when casting **Techniques** at the cost of the **Technique's**
**Ki Rank** in **Hit Die** for each increase in Smite Damage.
 {width:550px;margin-
left:75px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Trunks vs Mecha Freeza
[maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Trunks-vs-Mecha-Frieza-
render-Dokkan-Battle-806439083)
}}
}}
\page
## [Warrior](#p3)
{{classTable,frame,decoration,wide
##### The Warrior
| Level | Proficiency Bonus | Features | Close Quarters Combat|
|:---:|:---:|:---|:---:|
| 1st | +3 | Close Quarters Combat, Unarmed Defense | 1d4 |
| 2nd | +3 | Second Wind, Fighting Style | 1d4 |
| 3rd | +3 |Heroic Features | 1d4 |
| 4th | +4 | Ability Score Improvement| 1d4 |
| 5th | +4 | Extra Attack | 1d6 |
| 6th | +4 | Ability Score Improvement | 1d6 |
| 7th | +5 |Heroic Features | 1d6 |
| 8th | +5 | Ability Score Improvement| 1d6 |
| 9th | +5 | Sparking | 1d8 |
| 10th | +6 | Heroic Features | 1d8 |
| 11th | +6 | Extra Attack | 1d8 |
| 12th | +6 | Ability Score Improvement| 1d8 |
| 13th | +7 | Second Wind | 1d10 |
| 14th | +7 | Ability Score Improvement | 1d10 |
| 15th | +7 | Heroic Features | 1d10 |
| 16th | +8 | Ability Score Improvement | 1d10 |
| 17th | +8 | Sparking | 1d12 |
| 18th | +8 | Heroic Feature | 1d12 |
| 19th | +9 | Ability Score Improvement | 1d12 |
| 20th | +9 | Extra Attack | 1d12 |
}}
Warriors are magnificent generalist with good ki and unarmed combat with the
freedom to grow and develop themselves as they see fit.
\column
#### Ki Points
##### Ki Modifier
+2
#### Proficiencies
##### Armor:
All *Armor, Shields*
##### Weapons:
*Simple Weapons, Martial Weapons*
##### Tools:
*None*
##### Saving Throws:
You gain proficiency in *Strength* and *Constitution Saving Throws*
##### Skills:
Choose two from *Acrobatics, Animal Handling, Athletics, History, Insight,
Intimidation, Perception,* and *Survival*
\page
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- (a) *Light Armor* or (b) *Medium Armor* of your choice
- (a) a *Martial Weapon* and a *Shield* or (b) two *Martial Weapons*
- (a) a *Pistol* with 1 *Magazine* or (b) two *Handaxes*
- (a) a *Dungeoneer's Pack* or (b) an *Explorer's Pack*
- A pouch containing 100,000 Zeni
- You can use a d4 in place of the your *Unarmed Strike* and *Finnese Weapon's*
*Damage Die*. This die increases as you gain **Warrior Levels**, as shown on the
table above.
- Your *Unarmed Strikes* have the *Finesse Property* (if they didn’t already),
allowing you to use either *Dexterity* or *Strength* for *Attack* and *Damage
Rolls* with *Unarmed Strikes*.
- You may use *Dexterity* instead of *Strength* when determining *Attack Roll
Bonus* and **Save DC** for **Melee Techniques**.
\column
#### Defense
While you are wearing *Armor*, you gain a bonus to **AC** equal to your **Ki
Rank**.
#### Dueling
When you are wielding a *Melee Weapon* in one hand and no other weapons, you gain a
+2 bonus to *Damage Rolls* with that weapon.
#### Great Weapon Fighting
When you roll a 1 or 2 on a *Damage Die* for an attack you make with a *Melee
Weapon* that you are wielding with two hands, you can reroll the die and must use
the new roll, even if the new roll is a 1 or a 2. The weapon must have the *Two-
Handed* or *Versatile Property* for you to gain this benefit.
#### Interception
When a creature you can see hits a target within your *Melee Range*, other than
you, you can use your Reaction to reduce the damage the target takes by 1d10 + your
*Proficiency Bonus* (to a minimum of 0 damage). You must be wielding a *Shield* or
a *Simple* or *Martial Weapon* to use this Reaction.
#### Protection
When a creature you can see attacks a target other than you that is within your
*Melee Range*, you can use your reaction to impose Disadvantage on the triggering
*Attack Roll*. You must be wielding a *Shield*.
You gain one *Superiority Die*, which is a d6 (this die is added to any
*Superiority Die* you have from another source). This die is used to fuel your
**Martial Arts Maneuvers**. A *Superiority Die* is expended when you use it. When
you finish a Short or Long Rest, you regain your expended *Superiority Die*.
\page
#### Thrown Weapon Fighting
You can draw a weapon that has the *Thrown Property* as part of the attack you make
with the weapon.
In addition, when you hit with a *Ranged Attack Roll* or *Weapon Technique* using a
thrown weapon, you gain a +2 bonus to the *Damage Roll*.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your *Ability Modifier* to the
*Damage Roll* of the off-hand weapon.
(1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc)
#### Close Quarters Shooter (UA)
When making a *Ranged Weapon Attack Roll* or **Ranged Weapon Technique** while you
are within 5 feet of a hostile creature, you do not have disadvantage on the attack
roll. Your *Ranged Weapon Attacks* ignore half cover and three-quarters cover
against targets within 30 feet of you. You have a +1 Static Bonus to *Ranged Weapon
Attack Roll* or **Ranged Weapon Techniques**.
#### Nonterrestrial
As long as you are not wearing *Heavy Armor* or using a *Shield*, you have a
*Swimming Speed* and a *Climbing Speed* equal to your *Walk Speed*, and you gain a
+1 bonus to **AC** while in the water or flying.
#### Tunnel Fighter (UA)
As a Bonus Action, you can enter a defensive stance that lasts until the start of
your next turn. While in your defensive stance, you can make *Attacks of
Opprotunity* without using your Reaction, and you can use your Reaction to make a
*Attacks of Opprotunity* against a creature if it moves more than 5 feet while
within your *Melee Reach*.
### Heroic Features
Gain 2 features from the **Heroic Features List**. Every time you get this **Class
Feature** after the first time, you gain 1 additional **Heroic Feature**.
### Ability Score Improvement
At **4th Level**, and again at **6th, 8th, 12th, 14th, 16th,** and **19th Level**,
you have 3 points to distribute into your **Ability Scores**. You can't increase an
**Ability Score** above your *Ability Score Maximum* using this feature.
Alternatively, you may instead gain a **Feat** for the cost of 2 points.
\column
### Extra Attack
Beginning at **5th Level**, and again at **11th** and **20th Level**, you may make
an additional attack as part of your *Attack Action*.
### Sparking!
At **9th Level** 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 **17th Level** you can use this
**Feature** after a Short or Long Rest.
 {width:350px,mix-blend-
mode:multiply}
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### Beat (ALT 1)
[SSHROSE890](https://www.deviantart.com/ssjrose890/art/Beat-SSB-Render-1-Alt-1-
848933177)
}}
\page
## Training Arcs
**Training Arcs** are large stretches of time, generally counted in intervals of 6
months, where the majority of your character's time is spent training and preparing
themselves for whatever may be ahead of them. Training is paramount in becoming the
best possible version of yourself.
:
**Training is very powerful and can drastically affect the balance of the game and
no more than one Training Arc is recommended per Ki Rank**
- You (A) gain 3 *Ranks of Mastery* to put into ***Techniques*** you know or (B)
gain 1 additional **Training Boon**
- You gain one **Training Boon**.
Alternatively you may replace both of those options to gain 1 **Technique** of one
**Ki Rank** higher than you currently are.
 {width:415px;margin-left:-80px,mix-blend-mode:multiply}
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### Vegeta Training
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Vegeta-Training-render-
Super-Dragon-Ball-Z-767628801)
}}
\column
### 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
**Character 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*.
\page
## Training Boons
*"Even a low-class warrior can surpass an elite. With enough hard work."* These
words have echoed throughout history and inspired the greatest warriors of history.
:
Training Boons are bonus gained from **Training Arcs**, **Ordeals**, as well as
***Racial Features*** like *Zenkai Boost* and *Pure Progress*. These bonuses can
boost your character in-between level-ups and can provide much needed time to
master abilities and unlock ***Forms*** or other methods of empowerment.
:
For 1 **Training Boon** you may gain 1 of the following:
- Gain an additional **Hit Die** and **Maximum HP** as if you gained a **Level**
based on your most recent **Class Level**.
- Gain **Ki** as if you gained a **Level** based on your most recent **Class
Level**.
- Maximum **Stamina** increases by 2.
- Increase your *Base Walk Speed* by 5 feet
- Gain 1 *Rank of Mastery* to put in one of your **Techniques**.
- Learn a **Technique** of your **Ki Rank** that you qualify for.
- You may not trade this **Technique** out on later *Level-Ups* or **Training
Arcs**.
- Gain proficiency in a *Skill* or *Toolkit* of your choice.
:
:
For 2 **Training Boons** you may gain 1 of the following:
- You may gain a **Heroic Feature** or a **Feat**.
- Increase an **Ability Score** by 2 or two **Ability Scores** by 1.
- Learn a **Technique** of a single **Ki Rank** higher than you currently are.
You may also replace gaining a **Heroic Feature** upon **Level Up** with gaining 2
**Training Boons**.
#### 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.
\column
#### Extreme Conditions
If you have a **Training Arc** under conditions such as extreme gravity or harsh
enviroments such as a desert planet like *Vampa* you gain an additional **Training
Boon** upon completion.
You may spend a total of 1 year *Inside of a Time Chamber* per **Ki Rank** or
immedietly roll on the **Indefinite Madness Table** from mental fatigue. You gain
an additional year after you obtain **God Ki.**
##### Galactic Patrol
You may enter this desert like chamber to experience 3 days in the time of 1.
Training in this chamber allows for a **Training Arc** in 2 months.
Due to the nature of this chamber it is incredibly taxing on the mind of the users,
for each **Training Arc** you wish to attempt you must make 3 DC 15 *Saving Throws*
using either your *Intellegence, Wisdom,* or *Charisma Score* (your choice) or roll
on the [Indefinite Madness
Table](https://roll20.net/compendium/dnd5e/Madness#content). If you are in the
*Time Chamber* with at least 1 other person you have Advantage on this roll.
If you fail this roll you may choose to exit the *Time Chamber* early instead of
rolling on the *Madness Table*, gaining only 1 **Training Boon** for each
successful *Saving Throw* before you failed, spending 2 months in the chamber for
each success.
 {width:130px,mix-blend-
mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Goku and Gohan (Time Chamber)
[Pintrest](https://www.pinterest.co.uk/DragonWorldHistory/hyperbolic-time-chamber/)
}}
\page
## Ordeals
Ordeals are insurmountable or otherwise incredible moments that defy the odds or at
the very least your own limits. Moments such as these are capable of granting you 1
**Training Boon** upon completion. You do not gain any benefits from completing
**Ordeals** more than once. If you fail an Ordeal it must be reattempted from the
start to gain any benefit.
\column
 {width:450px,mix-
blend-mode:multiply}
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### Gohan (with Z-Sword)
[Dragonball.blogspot](https://saiyan-dragonball.blogspot.com/)
}}
\page
- *Mortal* **Trained Features** are abilities that exist somewhere in the realm of
possibility for all living things, though many just never awaken it.
- *Alien* **Trained Features** are abilities that while, are possible to all living
things, is usually predetermined to certain individuals or species. These are
considerably more difficult to learn for the average individual.
- *Divine* **Trained Features** are the best of the best. Unable to be concieved by
mortal minds, these **Trained Features** can only be obtained through being taught
by a higher being.
### Mortal
\column
##### Mafuba
The ancient method of sealing evil passed throughout the generations. You gain the
*Evil Containment Wave* **Technique.**
You use an empty bottle and seal a creature within range that you can see. The
target of this **Technique** must make a *Constitution Saving Throw*, with
advantage during **Combat**. Creatures who fail are immediately sealed within the
jar and can only be let free if a creature spends an Action to unseal them.
While in the *Jar*, a creature gains the *Paralyzed Condition*, even if they would
be immune to it. They do not age, do need to eat, breathe, or sleep. The *Jar* has
1 **Hit Point** and has an **AC** of 5. If the *Jar* is within a creature's
inventory, the *Jar* cannot be targeted.
:
**Hit Die** expended to cast this **Technique** can never be recovered. You die at
the completion of this **Technique** if your **Hit Die** would hit Zero or below.
\page
#### [Spirit Control](#p3)
The abilities known and mastered only by the yardratians. Each individual ability
from this list is it's own **Trained Feature**.
- Targets with the **Fusion Tag** are sperated into their base components for 5
**Stamina**.
- You may reduce the **Ki**, **Temporary Ki**, and any other forms of **Ki** the
target may have by 10x the amount of **Stamina** that you spend when you use this
**Trained Feature.**
- If a target has taken any **Ki**, **HP**, or **Stamina** from a creature in the
last minute and the target still has them, you return them to their original owner.
##### Instant Transmission
A fantastical ability that allows you to cross vast distances in an instance. As a
*Bonus Action* or *Action* on your turn, you may spend 1 **Stamina** to teleport to
a location that you can see.
Whenever you successfully locate a target using *Sense Ki,* you may spend
**Stamina** to teleport to them, as your Reaction to locating them or as your
Action or Bonus Action so long as you can you continue to *Sense Ki*. You must
spend 2 **Stamina** if they are on the same *Planet*, 3 **Stamina** if they are in
the same *Solar System*, 4 **Stamina** if they are in the same *Universe*, or 5
**Stamina** if they are in the *Other World*/*Divine Realm* of your own *Universe*.
\column
When this **Trained Feature** has 3 *Ranks of Mastery*, you may end the *Charmed*
or *Berserk Conditions* on yourself as a Reaction a number of times equal to your
Wisdom Modifier per Long Rest, minimum of 1 time.
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Yardrat Vegeta
[p_eso](https://www.pinterest.com/pin/698550592187713740/)
}}
\page
### Alien
You have the abilty to focus and store time to use for later. This stored time is
refered to as *Time Points*. Teaching from a *Chronal Manipulator* can teach you
Time Storage.
Whenever you are under the effects of a *Time Skip* you may not create *Time
Points* or use another **Time Skip Feature**.
If used as a **Clash**, the other **Technique** finishes its casting at the end of
*Time Skip* unless you damage them or otherwise hender their ability to cast. You
gain the following *Movement Speed* and *Action Economy* based on the amount of
*Time Points* you spend:
Alternatively you may expend 3 *Time Points* at the start of your turn to end the
*Frozen in Time Condition* on yourself.
###### Stitch in Time
*1 Time Point*
:
As an Action on your turn, you may peak into the timestream to see the past of a
Person or Object that you are touching.
This ability allows you to rewind your or someone else's connection to the flow of
time, allowing you to watch echoes of the past to see scenes of the past in perfect
clarity. It is up to the **DM** to determine what you see.
\column
As a Reaction on your turn whenever you are subject to an *Attack Roll* or forced
to make a *Saving Throw*, you may cause all effects to miss you until the start of
your next turn.
:
 {width:255px,mix-blend-
mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Hit (Time Skip)
[akaggi](https://www.deviantart.com/akaggi/art/Hit-Time-Skip-698813875)
}}
\page
#### [Metamoran](#p3)
##### Metamorian Fusion Dance
The fusion method made by the Metamorians. This is considered a rank 2
***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.
As an action on your turn you may initiate the *Fusion Dance* with a willing
character capable of using it within 5 feet of you. Both participants must make
Dexterity (Performance) checks to properly do the fusion dance. If both
participants roll above a 15 then the fusion is a success. When you fuse you gain
the *Fusion Tag* and add all **Class Features, Racial Features, Trained Features,
Customization Options, Techniques/Spells,** and **Transformations** of both
participants. *Movement Speed*, **HP, Stamina,** and **Ki** calculation are
directly dependent on the *Skill Check* results
- For a successful Performance check you succeed in your half of the Fusion Dance:
- The Fusion gains a +2 **Power Bonus** upon completion
- You add half of your base *Movement Speed* to the *Fusion* upon completion
- You add your **Maximum HP, Ki,** and **Stamina** to the *Fusion* upon
completion
- For a failed Performance check you misjudged your half of the Fusion Dance:
- The Fusion gains a -2 **Power Bonus** upon completion
- You add half of your base *Movement Speed* to the *Fusion* upon completion
- You add half your **Maximum HP, Ki,** and **Stamina** to the *Fusion* upon
completion
:
Regardless of the *Performance Check* successes both fusees must designate 3 of
their **Ability Scores**, with no overlap, to be used for the fusion. Anytime you
fuse with that individual again using the *Fusing Dance* you will assume this
specific *Fusion*.
:
Fusion requires 3 **Stamina Upkeep** and you defuse when your **Stamina** hits
zero or you use 30 **Stamina** in total from **Stamina Upkeep**. When the *Fusion*
ends damage taken and **Ki** and **Stamina** used is split as evenly as possible
and distributed between the fusees.
In the event that a *Metamorian Fusion* hits 0 **HP**, they defuse and both
participants begin making *Death Saving Throws*
\column
###### Metamorian Equipment
When 2 characters fuse using this method, unlike a true fusing of equipment like
with the *Potara Earrings*, a *Metamorian Fusion* has all *Armor* replaced with
clothes in the Metamorian style. You may choose what *Weapons* you had prior to the
fusion to keep and which get melded into your form for the duration of the
*Fusion.*
###### Limitations
Characters may only fuse with this method if they are of the same size category and
no more than 1 **Character Level** apart.
The *Fusion Dance* is a unique ability in that anyone of **Ki Rank 2** or higher
can use this feature. So long as someone who knows it is present and capable of
instructing you for at least 1 hour you may use the fusion dance with Disadvantage
for the next 24 hours.
If the instructor is present for the attempt to instruct you then roll without
disadvantage.
Alternatively, you may have a **Training Arc with a Partner** together with someone
that knows the *Fusion Dance* and gain advantage on *Fusion Dances* with that
person for 2 **Training Boons** each.
:
 {width:250px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Gogeta (SSJ)
[Arbiter720](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fb38d1f6b-dcad-4f7a-b47e-338659cdbeaf
%2Fdd7ogyp-0529091a-da8b-4049-9c9f-1c1106c39f7c.png%2Fv1%2Ffill
%2Fw_1920%2Ch_2560%2Cstrp%2Fgogeta_by_arbiter720_dd7ogyp-fullview.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MjU2MCIsInBhdGgiOiJcL2ZcL2IzOGQxZjZiLWRjYWQtNGY3Y
S1iNDdlLTMzODY1OWNkYmVhZlwvZGQ3b2d5cC0wNTI5MDkxYS1kYThiLTQwNDktOWM5Zi0xYzExMDZjMzlm
N2MucG5nIiwid2lkdGgiOiI8PTE5MjAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9
ucyJdfQ.sQjeGdGlGwJDfQxXGIslA63p8Sw9LGSTG1JG-
wiRju8&f=1&nofb=1&ipt=7ae7ba2cd55e912afd90e6cc3fb26b689806ccdb903488cf18f4d2c2a6816
bc7&ipo=images)
}}
\page
## [Divine](#p3)
#### Guardian of the Dragon Balls
Certain Namekians are taught the old ways and are able to channel a fragment of
their ancient progenitor, Zalama's power into wish granting orbs known as the
Dragon Balls. These Namekians develop many sage-like skills that help them prepare
themselves to defend the Dragon Balls as well as their planet.
:
The following **Trained Features** be learned during a **Solo Training Arc** as if
they were a **Technique** of one **Ki Rank** higher than you currently are, so long
as you have the *Namekian Book of Prophecies* in your possession.
##### Dragon Ball Creation
**Must be a Dragon Clan Namekian**
:
You have learned the ancient ways and can create a *Set of Dragon Balls*. A *Set of
Dragon Balls* can be created by taking anywhere from 2 to 7 equal sized stone
spheres that are unblemished and a small statute of the *Wishing Dragon* you wish
to create and preforming an 8 hour ritual praying to Zalama to bestow his blessing
on the orbs. These orbs return to stone if you die.
You may create a set of *Red Star Star Dragon Balls* of your choice, regardless of
your choice it grants a single wish and recharges after 1 year by *Earth
Standards.* Whenever you obtain **God Ki** you may increase the *Wish Count* by 1
or halve the *Recharge Time* of your *Set of Dragon Balls.*
##### Dragon Ball Improvement
**Requires: Dragon Ball Creation**
:
You have learned the ancient rite to improve your *Set of Dragon Balls*. As an hour
long *Ritual*, you may increase the *Wish Count* by 1 or halve the *Recharge Time*
of your *Set of Dragon Balls.*
:
**This Trained Feature can only be learned once.**
\column
##### Kami's Lookout
**Requires: Ki Rank 2**
:
You have been taught how to place a piece of your soul into an area, pulling it
from the ground into your own floating sanctum.
As an 8 hour *Ritual* you may meditate, placing your soul into the planet or a
structure no larger than an island, causing it to rip from the ground and fly into
the sky. While on your *Lookout*, you have advantage on all *Sense Ki Checks* you
make. At the center of your island resides a spiritual place, from this location
you may spend an Action and gain a *Rank of Exhaustion* to teleport you and any
creatures you are touching to the *Gates of Otherworld*.
You may use this **Trained Feature** so long as you are at the *Gates of
Otherworld* or *Yemma's Reception Desk* to transport you and any creatures you are
touching to your *Lookout.*
##### Minor Spirit Control
*Guardians* tend to be spiritually gifted and have up to 3 random *Spirit Control*
**Trained Features** available to teach.
##### Telepathy
You have been taught to reach outward to communicate telepathically. You may now
communicate telepathically with any creature that you can sense through *Sense Ki.*
:
:
:
 {width:200px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Dende
[doblaje.wikia](http://es.doblaje.wikia.com/wiki/
Archivo:Dende_DBZ_Battle_of_Gods.png)
}}
\page
"Give me strength, from the forests, and rushing brooks and streams. For people
everywhere who can't protect themselves... for the animals of the wild, and for
life it's self. Give me strength for them. Thank you."
 {width:325px,mix-blend-mode:multiply}
{{artist,position:relative,top:-25px,left:-30px,margin-bottom:-30px
##### Goku Kaioken 3
[maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Goku-Kaioken-render-3-
754860123)
}}
\column
##### Kai-Kai
For 7 **Stamina** you may cast the *Teleportation* **Spell** with Advantage on your
*Destination Roll*. This may move you between the *Other World*, *Mortal Realm*,
and *Land of the Kais* but not between *Universes*.
You may increase this pool by 5 **HP** for the cost of one **Training Boon.**
You also count as a **Supreme Kai** for sake of the *Potara Earrings*.
 {width:395px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:-30px,margin-bottom:-30px
##### Gohan (Kaioshin clothes 2)
[Maxiuchiha](https://www.deviantart.com/maxiuchiha22/art/Gohan-kaioshin-clothes-
render-2-SDBH-W-Mission-795006173)
}}
\page
#### [God of Destruction](#p3)
##### God Ki Creation
**Can never be learned by another master.**
You have been taught to create and harness the energy of the gods. Your **Maximum
God Ki** increases by 1.
##### Destruction
**Requires God Ki**
You have learned the trick to creating destruction energy. Whenever you cast a
**Technique/Spell** you may double the casting cost to change the *Damage Type* to
*Destruction Damage*.
##### The Secret of the Self-indulgent
**Requires God Ki**
You have begun the true undertaking of becoming a God of Destruction. You gain the
*Ultra Ego Omen* **Transformation**.
:
 {width:150px;margin-left:50px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Vegeta (Ultra Ego)
[Dragonball.fandom](https://dragonball.fandom.com/wiki/Ultra_Ego)
}}
\column
#### [Angel](#p3)
##### God Ki Creation
**Can never be learned by another master.**
You have been taught to create and harness the energy of the gods. Your **Maximum
God Ki** increases by 1.
##### Technique of the Gods
**Requires God Ki**
You have learned to fight without thinking, the truest mark of divinity. You gain
the *Ultra Instinct Omen* **Transformation**.
##### Great Awakening
**Requires God Ki**
If your **Race** has more than one **God Form** available you may gain one that you
did **not** gain when you obtained **God Ki.**
:
:
:

{width:150px;margin-left:90px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Goku (Ultra Instinct Omen)
[Drewniak43213](https://www.deviantart.com/drewniak43213)
}}
\page
# [Chapter 6: Forms](#p3)
***Forms*** are a pivotal power in the dragon universe with every almost race
having them to varying degrees. Stamina is spent upon activation of a
**Transformation/Power-Up** and at the end of your subsequent turns.
### Form Slots
Your body is only capable of withstanding so much power before it begins to
collapse and such you can only have a limited number of Forms active at a time.
Every character has a single slot for a **Transformation** and a single slot for a
**Power-Up**. This can be slightly different depending on your Race or Heroic
Features.
### Families
***Forms*** come in groups called **Families**. You can never have 2 forms from the
same **Family** active at the same time. On rare instances a **Form** my fit under
multiple **Families** such as *Super Saiyan 4* being a *Super Saiyan* and *Great
Ape* **Family Form.**
For example, you can not activate *Super Saiyan 1* and *Super Saiyan 2* at the same
time, even if you may use one of them as a **Power-Up**.
### Transformations
A **Transformation** requires an action to activate unless otherwise stated in the
ability. A character can have one **Transformation** active at a time.
### 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.
:
**Power-Ups** from *Attuned Items* do not use your **Power-Up Slot**.
\column
### Berserker Forms
Some forms ares so powerful that they have the capacity to overwhealm the mind with
rage. A form that forces *Berserk Saving Throws* will be listed with the *Berserker
Form* **Tag**. You must make *Berserk Saving Throws* **when** you pay **Stamina
Activation** or **Stamina Upkeep**.
**Berserker Forms** will list their starting **DC** for their *Berserk Saving
Throw* and will increase by +1 everytime that you pass it, this is a *Wisdom Saving
Throw*. The first time you assume a **Berserker Form**, you instantly fail this
*Saving Throw*. You may remake the *Berserk Saving Throw* whenever you pay
**Stamina Activation** or **Stamina Upkeep** for the **Berserker Form** to regain
control of your Character.
:
**Berserker Save DCs** reset after a Long Rest or after you end the *Berserk
Condition.*
### God Forms
Certain **Forms** require you to have **God Ki** to learn or manifest, these are
known as **God Forms.**
**God Forms** will have the tag **Godly Transformation** or **Godly Form.**
**Combination Forms** made with a **God Form** will naturally carry the **Godly
Tag**.
:
Occasionally certain races gain access to **Forms** whenever they obtain **God
Ki** due to its intrensic nature in the development and use of the **Form.**
If your **Race** has a **Racial God Form** you obtain it when you gain **God Ki**.
If your **Race** has more than one option you gain **one** of your choice.
\page
### [Earthlings](#p3)
All *Earthling* **Power-Ups** must be learned as **Techniques** of the listed **Ki
Rank** and are not part of a **Form Family.**
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.
- +1 ***Power Bonus***
- Increase all *Movement Speeds* by 5 ft.
- 1 **Stamina Upkeep**
**Rank 2 Power-Up**
- +2 ***Power Bonus***
- Increase all *Movement Speeds* by 10 ft.
- 2 **Stamina Upkeep**
**Rank 3 Power-Up**
 {width:300px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Roshi (Full Power)
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F84dc13b7-a2e7-4b45-83ec-
311e72e82900%2Fdck8ni7-cb491302-adab-4354-a742-68cab126cb32.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNrOG5pNy1jYjQ5MTMwMi1hZGFiLTQzNTQtYTc0Mi02OGNhYjEyNmNiMzIucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.PCex7BzIGOzkeHsCSvToFwgodYJSkdMyFztjOcq9JKo
&f=1&nofb=1&ipt=113a9654b38ffa83995b6f872df5e1a8fdcda2f0428daf2d49733bc772ba8bd9&ip
o=images)
}}
\column
### [Androids](#p3)
- +1 ***Power Bonus***
- You deal +1d4 to all *Damage Rolls*
- Increase all *Movement Speeds* by 5 feet
- 1 **Stamina Upkeep**
##### Overdrive
*Power-Up*
- +4 ***Power Bonus***
- You deal +2d6 to all *Damage Rolls*
- Increase all *Movement Speeds* by 40 feet
- You gain +2 to your **AC**
- 3 **Stamina Upkeep**
You have learned to seamlessly mix your ki with your mechanical energy source,
pushing your mechanisms “Even further beyond!”
- +3 ***Power Bonus***
- You deal +2d8 to all *Damage Rolls*
- Increase all *Movement Speeds* by 20 feet
- You gain +1 to your **AC**
- 3 **Stamina Upkeep**
\page
### [Arcosian](#p3)
#### Gates of Power
The arcosian’s body grows and your horns extend upwards like a bull
- +1 **Power Bonus**
- Increase all *Movement Speed* by 5 ft.
- You gain the Empowered Condition.
- 1 **Stamina Upkeep**
- +2 **Power Bonus**
- Increase all *Movement Speed* by 10 ft.
- You gain the ***Super-Charged*** Condition
- Increase all *Ki Technique* range by 30 ft.
- 2 **Stamina Upkeep**
- +3 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 25 ft.
- When a creature would fail a **Ki Technique's** *Saving Throw* by 10 or more,
they take additional *Damage* equal to double your Proficiency Bonus
- 3 **Stamina Upkeep**
- +3 **Power Bonus**
- You deal +1d10 to all *Damage Rolls*
- Increase all *Movement Speed* by 25 ft.
- You gain +2 *Bulk*
- When a creature would fail a **Ki Technique** or **Melee/Weapon Technique** by 10
or more, they take additional *Damage* equal to double your Proficiency Bonus
- 4 **Stamina Upkeep**
\column
##### Fifth Form
*Transformation*
- +4 **Power Bonus**
- You deal +2d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 30 ft.
- You gain the ***Empowered*** Condition.
- You gain +1 to your **AC**
- 4 **Stamina Upkeep**
The user’s body turns golden except for the area around the mouth, center of the
chest, hands, feet, and knees.
- +3 **Power Bonus**
- You deal +1d8 to all *Damage Rolls*
- Increase your *Movement Speed* by 30 ft.
- You gain an additional +2 to your AC
- 3 **Stamina Upkeep**
The user’s body turns black except for the area around the mouth, center of the
chest, hands, feet, and knees.
- +4 **Power Bonus**
- You deal +1d10 to all *Damage Rolls*
- Increase all *Movement Speed* by 45 ft.
- You gain +3 to your **AC**
- 6 **Stamina Activation**, 5 **Stamina Upkeep**.
 {width:200px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Black Frieza
[Berne233](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fi.pinimg.com
%2F736x%2F04%2F1b%2F3b
%2F041b3b224fb5a9d65e9da858d1b13ce0.jpg&f=1&nofb=1&ipt=4e50283fd742ff40b49494198074
9d9b70f2f76b1134572bd3da8123bd60c752&ipo=images)
}}
\page
### [Namekians](#p3)
Drawing out the powers of your Namekian fusion has created a Super Namekian!
- +1 **Power Bonus** per Namekian you Fuse with to a maximum equal to your
*Proficiency Bonus*
- Increase all *Movement Speed* by 5 ft. per Namekian you Fuse with to a maximum
equal to your *Proficiency Bonus*
- 4 **Stamina Upkeep**
- This can be used as a **Power-Up** for 8 **Stamina Upkeep**.
You may create a number of clones equal to the number of Namekians you have
assimilated to a max equal to half your proficiency bonus rounded up.
\column
The user’s crevices in their body disappear and they grow larger and broader as
well as becoming a vibrant orange.
- +4 **Power Bonus**
- You deal +1d10 to all *Damage Rolls*
- Increase all *Movement Speed* by 40 ft.
- You gain the *Empowered Condition*
- 4 **Stamina Upkeep**
A Namekian that has obtained god ki can take an enhanced state with red eyes and a
fiery aura.
- +3 **Power Bonus**
- You deal +1d12 to all *Damage Rolls*
- Increase all *Movement Speed* by 30 ft.
- You gain +2 to your **AC**.
- 3 **Stamina Upkeep**
 {width:300px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Orange Piccolo
[Saiyanking02](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Fe1f72ba0-a2b3-4808-a2f9-4691377a83be
%2Fdfeq87h-21dccb41-a811-4f0d-a6ec-fc4042b68bd8.png%2Fv1%2Ffill
%2Fw_270%2Ch_350%2Cstrp%2Fdragon_ball_orange_piccolo_by_saiyanking02_dfeq87h-
350t.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NDY2IiwicGF0aCI6IlwvZlwvZTFmNzJiYTAtYTJiMy00ODA4L
WEyZjktNDY5MTM3N2E4M2JlXC9kZmVxODdoLTIxZGNjYjQxLWE4MTEtNGYwZC1hNmVjLWZjNDA0MmI2OGJk
OC5wbmciLCJ3aWR0aCI6Ijw9MzYwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnM
iXX0.ZBqUSSOqd7cuD-
VIAxuYyXtauO7mnIDvw7XJamd3qvQ&f=1&nofb=1&ipt=93a6000debdc44f2403e68d2db67b38b561263
9fe2c554e80be7ee366bd463d0&ipo=images)
}}
\page
### [Saiyans](#p3)
#### [Oozaru](#p3)
When the light of a full moon or another similar celestial body hits a Saiyan’s
eyes when they have a tail they become the mighty Great Ape. A Saiyan who does not
have the blinded condition can make a **DC 15** *Wisdom Save* to avoid looking at
the object and avoid transforming.
- When this **Form** activates and at the start of each turn you are in this form
you must make a **DC 15** *Wisdom Saving Throw* to remain in control. If you fail
this *Saving Throw*, hand control of your character to the DM for the remainder of
the form.
- +2 **Power Bonus**
- You gain your *Maximum HP* in *Temporary HP.*
- +4 Ranks of **Bulk**
- Your Size Category becomes *Huge*
- You deal 2d8 to *Damage Rolls* dealt by your *Unarmed Strike* and *Basic Ki
Blasts*
- You can not use **Techniques** in this form
- Your Natural **AC** becomes 15 plus your *Constitution Modifier* plus half
*Proficiency Bonus.*
- You may be grappled by targets smaller than you (by your tail), you are treated
as grappled but do not reduce your *Movement Speed* to Zero. While grappled in this
way melee attacks against you have advantage as they attack your tail.
- You have advantage on attack rolls against the creature that is grappling you.
- This Power-Up lasts for 1 Hour or until you are knocked unconscious, your tail is
removed, or the celestial body that triggered the transformation is no longer
visible to you for 1 minute.
If you are **Level 10** and over with access to *Great Ape* and *Super Saiyan 1*
you may attempt to regain control of yourself. You have Disadvantage on *Saving
Throws* to remain in control. If you have the *Saiyan Elite* **Feat**, do not have
Disadvantage on the *Saving Throw*.
When you are **Level 15** and above and you are a *Golden Great Ape* you instantly
turn into *Super Saiyan 4* when you pass the *Wisdom Saving Throw*.
\column
- Your *Unarmed Strike* and *Melee Technique Damage Die* are increased by 1 step.
- +1 Rank of **Bulk**
- You gain the ***Empowered*** Condition.
- 2 **Stamina Upkeep**
Your rage becomes personalized to explosive rage, your power shooting to a level
beyond that, truly benefiting from the power you would from Oozaru without the need
of the Moon but causes it to be more draining
- 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.
- +2 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Your *Unarmed Strike* and *Melee Technique* damage die are increased by 2 steps.
- You gain the ***Empowered*** Condition
- +2 Ranks of **Bulk**
- This form functions as *Great Ape* for the sake of **Feature** and **Form**
interactions.
- 4 **Stamina Upkeep**
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.
- +3 **Power Bonus**
- You deal +1d8 to all *Damage Rolls*
- You gain the ***Empowered*** Condition
- Increase all *Movement Speed* by 30 ft.
- You gain a +2 to your Maximum and Current **Strength** and **Dexterity** Ability
Score
- 4 **Stamina Upkeep**
This **Form** counts as the **Family** that you chose from the *Saiyan Genetics*
**Racial Feature**
\page
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.
- +1 **Power Bonus**
- You deal +1d4 to all *Damage Rolls*
- Increase all *Movement Speed* by 10 ft.
- 1 **Stamina Upkeep**
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.
- +2 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 20 ft.
- 2 **Stamina Upkeep**
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.
- +3 **Power Bonus**
- You deal +1d8 to all *Damage Rolls*
- Increase all *Movement Speed* by 35 ft.
- 3 **Stamina Upkeep**
 {width:200px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Gohan Super Saiyan 2
[Brusselthesaiyan](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fimg00.deviantart.net%2F78c8%2Fi%2F2016%2F132%2F4%2Fc
%2Fgohan_super_saiyan_2_render_by_brusselthesaiyan-
da273cg.png&f=1&nofb=1&ipt=035f0c1bf969ab9ef0a99d2b9b20c95e15400bf2df20757c93175b0d
69ba62c2&ipo=images)
}}
\column
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. A **Super Saiyan Grade Form** can be activated as part of the same Action
as activating *Super Saiyan 1.*
Once you can use *Grade 4* with a **Form** you may activate any **Super Saiyan
Grade Form** with that **Form** as a **Combination Form**.
##### Grade 2
The Super Saiyan’s muscle mass increases drastically, slowing them slightly but
increasing their raw power.
- +1 **Power Bonus**
- You deal +1d4 to all *Damage Rolls*
- Decrease all *Movement Speed* by 10 ft.
- +1 Rank of **Bulk**
- 1 **Stamina Upkeep**
##### 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.
- +1 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Decrease all *Movement Speed* by 20 ft.
- +2 Ranks of **Bulk**
- At the end of your turn, you lose 2 Stamina
##### Grade 4
The Super Saiyan’s muscle mass recedes to just above normal and their hair becomes
almost white-yellow.
- +2 **Power Bonus**
- This form does not take up your **Transformation Slot**.
- 1 **Stamina Upkeep**
\page
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.
- Starting Berserk DC = 12
- +2 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 20 ft.
- You gain +1 to **AC**
- +1 Rank of **Bulk**
- 2 **Stamina Upkeep**
___
**Gained at Level 5**
- +2 **Power Bonus**
- You deal +1d4 to all *Damage Rolls*
- Increase all *Movement Speed* by 15 ft.
- 2 **Stamina Upkeep**
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.
- Starting Berserk DC = 14
- +3 **Power Bonus**
- Increase all *Movement Speed* by 30 ft.
- You deal +1d8 to all *Damage Rolls*
- You gain +2 to your **AC**.
- +2 Ranks of **Bulk**
- 3 **Stamina Upkeep**
\column
Your emerald hair now begins to grow up to your knees as lightning crackles around
you, almost shocking the surrounding. Every Step sounds like explosions.
- Starting Berserk DC = 16
- +4 **Power Bonus**
- Increase *all* Movement Speed by 30 ft.
- You deal +1d10 to all *Damage Rolls*
- You gain +2 to your **AC**.
- +2 Ranks of **Bulk**
- 4 **Stamina Upkeep**
- +4 **Power Bonus**
- Increase all *Movement Speed* by 25 ft.
- You deal +1d8 to all *Damage Rolls*
- +2 Ranks of **Bulk**
- 4 **Stamina Upkeep**
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.
- +5 **Power Bonus**
- Increase all *Movement Speed* by 30 ft.
- You deal +1d12 to all *Damage Rolls*
- You gain +2 to your **AC.**
- +2 Ranks of **Bulk**.
- 7 **Stamina Upkeep**
{{artist,position:relative,top:-20px,left:10px,margin-bottom:-30px
##### Broly (Full Power Super Saiyan)
[Pintrest](https://www.pinterest.com/pin/730849845762682367/)
}}
\page
Legendary Super Saiyans who gain control of their rage and learn to control their
Legendary Super Saiyan gain the capability to master their controlled state,
allowing it the capability to reach a level of power possibly greater than even
their Berserker State.
Once you have access to *Controlled Super Saiyan 1* you may master it as if it were
a **Technique** to gain access to these unique **Power-Ups** that can only be used
in conjunction with it. A **Legendary Grade Power-Up** can be activated as part of
the same Action as activating *Controlled Super Saiyan 1*.
:
Once you can use *Legendary Grade 4* with a **Form** you may activate any **Super
Saiyan Grade Form** with that **Form** as a **Combination Form**.
You let control of the Berserker Rage leak out more, increasing your muscle mass
drastically but in control
- +1 **Power Bonus**
- You deal +1d4 to all *Damage Rolls*
- Decrease all *Movement Speed* by 15 ft.
- +1 Ranks of **Bulk**
- 2 **Stamina Upkeep**
You let the full power of your Super Saiyan without your rage leaking out, but the
muscle mass is far beyond what you can control while in your controlled state
- +1 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Decrease all *Movement Speed* by 30 ft.
- +2 Ranks of **Bulk**
- At the end of your turn, you lose 3 Stamina
You master the rage and instead channel it through your controlled Super Saiyan,
losing the raw strength but gaining a mastery of the form as you learn to control
your rage through your Super Saiyan state
- +2 **Power Bonus**
- This form does not take up your **Transformation Slot**.
- 1 **Stamina Upkeep**
***The Combination Form of *Controlled Super Saiyan 1* and *Legendary Grade 4* can
be activated as a *Bonus Action*.***
\column
 {width:325px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Broly (Super Saiyan)
[dragonball.wikia](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fvignette.wikia.nocookie.net%2Fdragonball%2Fimages
%2F8%2F82%2FBroly_DBS_Super_Saiyan.png%2Frevision%2Flatest%3Fcb
%3D20181114081046%26path-prefix
%3Dit&f=1&nofb=1&ipt=9f071eaae58540875ea7ccc4b6ca585c3588c897dbfa6ba984a46396c4c181
92&ipo=images)
}}
\page
The ancient Saiyan draws from their reserves of latent energy. A bestial scream
erupts from them as their ki explodes outwards.
- +1 **Power Bonus**
- Increase all *Movement Speed* by 10 ft.
- 1 **Stamina Upkeep**
The Saiyan pulls power from their S-cells without tapping into the super Saiyan
transformation, though their aura still shines with a golden hue.
**Gained at Level 5 but is gained earlier if the “S-cell Awakening” feat is taken**
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.
- +2 **Power Bonus**
- Increase all *Movement Speed* by 15 ft.
- You deal +1d4 to all *Damage Rolls*
- 2 **Stamina Upkeep**
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### Shallot
[Maxiuchiha22](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dcm1vcr-14bc4a8d-a157-472e-9545-a93e4ddf203a.png/v1/
fill/w_894,h_894/shallot_render_14__db_legends__by_maxiuchiha22_dcm1vcr-pre.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTAyNCIsInBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNG
I0NS04M2VjLTMxMWU3MmU4MjkwMFwvZGNtMXZjci0xNGJjNGE4ZC1hMTU3LTQ3MmUtOTU0NS1hOTNlNGRkZ
jIwM2EucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.IhlylOL_-Y8woD24hkpmAVqrVVItLF9GvO9Dfu02Be0)
}}
\page
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.
- +1 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 10 ft.
- 2 **Stamina Upkeep**
The form of the original super saiyan. This appears to be the only form in which an
ancient saiyan retains its base disposition. This looks like the pure super saiyan
form, accompanied by white lightning.
- +4 **Power Bonus**
- You deal +1d10 to all *Damage Rolls*
- Increase all *Movement Speed* by 20 Ft.
- When you would cast a **Technique**, you may spend an amount of stamina equal to
half the ki rank, changing the damage type to necrotic.
- 5 **Stamina Upkeep**
\column
Super Saiyan God is special in that until specific Feats are taken you may not use
it alongside *Saiyan* **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.
- +3 **Power Bonus**
- You deal +1d12 to all *Damage Rolls*
- Increase all *Movement Speed* by 30 ft.
- You gain +2 to your **AC**.
- 3 **Stamina Upkeep**
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.
You may push your *Super Saiyan God* to further heights, your God Transformation
becoming a darker coloration and your body becoming more defined.
- +3 **Power Bonus**
- You deal +3d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 30 ft.
- You gain +2 to your **AC.**
- +2 Ranks of **Bulk**
- 5 **Stamina Upkeep**
These forms appear pink for Celestials and blood red for Infernals.
\page
### [Ceralian](#p3)
#### Red Eye
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.
- +2 **Power Bonus**
- You gain a +1 to all **Wisdom (Perception) Checks**
- The range of all *Basic Ki Blasts* and *Ki Techniques* increase by 25% (1/4)
- 2 **Stamina Upkeep**
Your Eye has reached its full potential and is even better than before.
- +3 **Power Bonus**
- You gain a +2 to all **Wisdom (Perception) Checks**
- The range of all *Basic Ki Blasts* and *Ki Techniques* increase by 50% (1/2)
- Your *Critical Threat Range* increases by 1
- 3 **Stamina Upkeep**
- +5 **Power Bonus**
- You gain a +3 to all **Wisdom (Perception) Checks**
- The range of all *Basic Ki Blasts* and *Ki Techniques* is doubled
- Your *Critical Threat Range* increases by 2
- 5 **Stamina Upkeep**
\column
### [Majin](#p3)
##### Purification
*Power-Up*
You access the pure form of a Majin, turning into a child-like version, but despite
of the small size, you are full of uncontrollable power.
- +2 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- All *Techniques* may use your Charisma Modifier in replace of the original
Ability Modifier
- When you would deal damage with a *Technique*, you deal additional damage equal
to your Charisma Modifier (Minimum 1)
- You gain the ***Berserk*** Condition.
 {width:325px,mix-blend-
mode:multiply}
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### Kid Buu
[Maxiuchiha22](https://www.artstation.com/tahra)
}}
\page
### [Mashin-Jins](#p3)
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 **Power Bonus**
- 1 **Stamina Upkeep**
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 **Power Bonus**
- You deal +2d4 to all *Damage Rolls*
- 2 **Stamina Upkeep**
You gain a coat of demonic energy as you draw directly upon your connection to
Sesa.
- +3 **Power Bonus**
- Increase all *Movement Speed* by 15 ft.
- You gain an additional +1 **Static Bonus** to *Spells* and *Ki Techniques*
- You may cast *Spells* from the infernal legacy feature as a bonus action on your
turn.
- 3 **Stamina Upkeep**
You have unlocked the true form of the Mashin-jin, a huge demonic beast.
- +3 **Power Bonus**
- +2 Ranks of **Bulk**
- You gain the ***Empowered*** Condition
- 3 **Stamina Upkeep**
\column
#### God Form
##### Makyouka Form
*Godly Transformation*
You have merged your demon form with your regular form making an insanely powerful
demon mode.
- +4 **Power Bonus**
- Increase all *Damage Die* step by 1
- Increase all *Movement Speed* by 30 ft.
- You gain a +2 to your Maximum and Current **Strength** and **Charisma** Ability
Score
- You gain the ***Super-Charged*** Condition
- 5 **Stamina Upkeep**
:
 {width:450px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Demigra (Makyouka Form)
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F736x%2F19%2F3b
%2F94%2F193b943d8312f9d94ebc6597e3d32754.jpg&f=1&nofb=1&ipt=e0bec5c2446b73f1acb6970
c09cc2c6117862f0dbba2f0a691a1d34dd42cc7bd&ipo=images)
}}
\page
The unique **Power-Up** of the *Shinlings*. This move destroys your body in
exchange for heightened abilities and magnified *Ki*.
Whenever you use the **Burst Attack** maneuver with this **Power-Up** you may
double the damage you would recieve to use this without using a **Form Slot**
:
After you are **Trained** to use this **Power-Up** you may learn the higher
**Ranks** *in order* as if they were **Techniques** of the associated **Ki Rank.**
#### Rank 1
##### Kaio-Ken!
- +1 **Power Bonus**
- Increase all *Movement Speed* by 10 ft.
- 1 **Hit Point Upkeep**
##### Kaio-Ken x4!
- +1 **Power Bonus**
- Increase all *Movement Speed* by 10 ft.
- You gain the *Super-Charged Condition*
- 2 **Hit Point Upkeep**
#### Rank 2
##### Kaio-Ken x10!
- +2 **Power Bonus**
- You deal +1d4 to all *Damage Rolls*
- Increase all *Movement Speed* by 15 ft.
- You gain the *Super-Charged Condition*
- 3 **Hit Point Upkeep**
##### Kaio-Ken x20!
- +2 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 20 ft.
- You gain the *Super-Charged Condition*
- 4 **Hit Point Upkeep**
\column
#### Rank 3
##### Kaio-Ken x50!
- +3 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 25 ft.
- You gain the *Super-Charged Condition*
- 5 **Hit Point Upkeep**
##### Kaio-Ken x100!
- +3 **Power Bonus**
- You deal +1d8 to all *Damage Rolls*
- Increase all *Movement Speed* by 30 ft.
- You gain the *Super-Charged Condition*
- 6 **Hit Point Upkeep**
#### Rank 4
##### Kaio-Ken x200!
- +4 **Power Bonus**
- You deal +1d8 to all *Damage Rolls*
- Increase all *Movement Speed* by 35 ft.
- You gain the *Super-Charged Condition*
- 7 **Hit Point Upkeep**
##### Kaio-Ken x1000!
- +5 **Power Bonus**
- You deal +1d10 to all *Damage Rolls*
- Increase all *Movement Speed* by 40 ft.
- You gain the *Super-Charged Condition*
- 10 **Hit Point Upkeep**
 {width:250px,mix-blend-mode:multiply}
{{artist,position:relative,top:30px,left:10px,margin-bottom:-30px
##### Kaio-Ken
[maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Goku-Kaioken-render-
Xkeeperz-790335449)
}}
\page
- +2 **Power Bonus**
- You gain +1 to your **AC.**
- +1 *Rank of Bulk*
- 3 **Stamina Upkeep**
- +3 **Power Bonus**
- You gain +2 to your **AC.**
- +2 *Ranks of Bulk*
- 4 **Stamina Upkeep**
- All **Techniques** that you cast begin as if they were cast for 1 round, if
possible.
- You attack with an additional *Combo Attack Roll* as part of a **Technique** that
does multiple *Combo Attack Rolls.*
- You may make an additional attack as part of the *Attack Action* or *Ki Blast
Action*
- You may hold a *Light Weapon* in each additional hand, allowing you to use them
as an alternative *Off-Hand Weapon.* Your *Dexterity Modifier* is halved with these
*Weapons.*
- 2 **Stamina Upkeep**
\column
Your inner power is drawn to the front. If someone capable of unleashing more than
the 1st tier of potential unlocks your power you retroactively gain the previous
tier. Whenever you unlock a higher tier of this **Form** you may use previous tiers
as a **Power-Up** as you learn to pull more energy from your almost infinite
potential.
##### Tier 1
- +1 **Power Bonus**
- Increase all *Movement Speed* by 10 ft.
- 1 **Stamina Upkeep**
##### Tier 2
- 2 **Power Bonus**
- Increase all *Movement Speed* by 20 ft.
- 2 **Stamina Upkeep**
- +3 **Power Bonus**
- Increase all *Movement Speed* by 20 ft.
- Increase all *Damage Die* step by 1
- 1d4>1d6>1d8>1d10>1d12>2d6>etc
- 3 **Stamina Upkeep**
- +5 **Power Bonus**
- Increase all *Movement Speed* by 45 ft.
- Increase all *Damage Die* by 2 steps
- 1d4>1d6>1d8>1d10>1d12>2d6>etc
- 5 **Stamina Upkeep**
:
**You obtain Tier 4 when you have Tier 3 and aquire God Ki.**
\page
- +1 **Power Bonus**
- Increase all *Movement Speed* by 10 ft.
- At the start of your turn, you gain 2 **Stamina**
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**
A power-up fueled by dark magic and mind control at its limit as you are fully
releasing yourself to the power. This **Power-Up** takes the place of *Majin Mark*
for the duration.
- +2 **Power Bonus**
- Increase all *Movement Speed* by 20 ft.
- At the start of your turn, you gain 3 **Stamina**
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 Saving Throws**.
 {width:290px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Majin Vegeta
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F84dc13b7-a2e7-4b45-83ec-
311e72e82900%2Fdd2hhua-a183f6f3-ae58-4f2f-b975-9b1c0e6f86ec.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGQyaGh1YS1hMTgzZjZmMy1hZTU4LTRmMmYtYjk3NS05YjFjMGU2Zjg2ZWMucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.LePoeEKB81PqAX-t1JwvnHHNVQ2UwovPyB-
2hGOHU74&f=1&nofb=1&ipt=19e4bc0f67ee49c1c46cbd01ec80aba5cfc41dbdc5b34ff1da22b21c471
fe957&ipo=images)
}}
\column
#### [No-Ego](#p3)
##### No-Ego
**Power-Up**
:
You master a state of control within your ki that while it may not enhance your
strength, refines all control of your capabilities:
- You reduce the ki spent on *Techniques* equal to your Ki-Rank
- You cannot gain the **Berserk** Conditions
- When you would cast a Technique with the name Charge, you increase the amount of
ki gained equal to your **Wisdom Modifier**
- 2 **Stamina Upkeep**
\page
#### [Dark Energy](#p3)
**Prerequisite: Ancient Saiyan or Ate the Fruit of the Tree of Might at level 10 or
beyond.**
:
**Power-Up**
:
You must be of the **Evil Alignment** to gain this form. If you are of the **Good**
or **Neutral Alignment** and gain this form, you must make a *Wisdom Saving Throw*
against **DC 25**, on a failure, you gain the *Berserk Condition*. You lose access
to the *Super Saiyan God* **Power-Up**.
- +3 **Power Bonus**
- You deal +1d8 to all *Damage Rolls*
- Increase all *Movement Speed* by 30 ft.
- 3 **Stamina Upkeep**
 {width:300px,mix-
blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Cumber (Evil Saiyan)
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals
%2Fc3%2F63%2Fd5%2Fc363d5651993aa54dacad4176d5d0230.png&f=1&nofb=1&ipt=cef7715b79a2a
29a961a4b34d15c6836e5d118c557d8895ed5248df4f451f508&ipo=images)
}}
\column
##### Dark Energy Techniques
###### Dark Weapons
*Rank 3 Ki Technique*
**Ki Cost:** :: 20 Ki
**Prerequisites:** :: *Dark Energy*
**Casting Time:** :: 1 Bonus Action
**Range:** :: Self
**Type:** :: Omni
**Duration:** :: Upkeep (5 Ki)
You begin to form hands from your dark aura, allowing you to attack from a distance
even while restrained or bound. All melee attacks that you make gain a reach of 20.
Additionally if you would get disadvantage on an attack that is not from the
*Blinded* or *Invisible Conditions*, you may ignore it if you attack a creature
further than 5 feet from you.
Each time you *Master* this **Technique**, you increase the reach by 10
**Ki Cost:** :: 50 Ki
**Prerequisites:** :: *Dark Energy*
**Casting Time:** :: 1 Action
**Range:** :: Self (5 foot radius)
**Type:** :: Omni
**Duration:** :: 1 Minute
The Evil Aura engulfs any creature within it, forcing them to go on an evil
Berserker Rage against anyone except you. All targets in range must make a *Wisdom
Saving Throw*, on a failure they gain the *Dark Energy* **Power-Up**. Targets of
*Good/Neutral Alignment* immedietly fail *Dark Energy's* *Wisdom Saving Throw.*
Saiyans with *Super Saiyan God* can be effected by this **Technique** without
losing *Super Saiyan God*. Targets under the effect of this **Technique** can not
target you with *Attack Rolls*, **Techniques, Spells,** or **Features**.
\page
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.
- +4 **Power Bonus**
- You deal +2d4 to all *Damage Rolls*
- Increase all *Movement Speed* by 30 ft.
- You gain +3 to your **AC.**
- You gain an additional Reaction that can only be used for **Maneuvers**
- While in this form you may not use **Techniques** unless they have at least **1
Mastery Rank.**
- 4 **Stamina Upkeep**
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** reaches 0.
On your 4th activation, you instead enter *Completed Ultra Instinct* and can then
unlock the ability to enter this form at will.
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.
- +4 **Power Bonus**
- You deal +2d8 to all *Damage Rolls*
- Increase all *Movement Speed* by 60 ft.
- You gain +4 to your **AC.**
- You gain an additional Reaction that can be used for **Maneuvers** or
**Techniques** that has a casting time of a Reaction
- 6 **Stamina Upkeep**
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 reaches 0. After your
third transformation, you may undergo a dedicated training arc with an angel to
access this *Ultra Instinct Omen* at will.
\column
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 a soul
culminating into a form with full mind and emotion.
- +5 **Power Bonus**
- You deal +2d10 to all *Damage Rolls*
- Increase all *Movement Speed* by 90 ft.
- You gain +4 to your **AC.**
- You gain 2 additional Reactions that can be used for **Maneuvers** or
**Techniques** that has a casting time of a Reaction
- 6 **Stamina Upkeep**
{{note
##### 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.
}}
 {width:380px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Complete Ultra Instinct Goku
[DokkanDiety](https://www.artstation.com/tahra)
}}
\page
The ultimate destruction ability, though incomplete, the user begins its first
stages in the mindset of the God of Destruction with one single goal, to destroy.
- +4 **Power Bonus**
- You deal +2d4 to all *Damage Rolls*
- Increase your *Movement Speed* by 20 ft.
- 4 **Stamina Activation**, 3 **Stamina Upkeep**
- 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 1d8 added to this pool of
*Destruction Energy*. You may do the following features with these *Destruction
Energy Dice*:
When you land an *Attack Roll* or **Technique** you may spend any number of dice
from your *Destruction Energy Dice* and add that much *Destruction Damage*.
:
:
 {width:250px,mix-
blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Vegeta (Ultra Ego)
[SaoDVD](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-wixmp-
ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F3eb70ccc-e7ad-4e1a-87fa-
f97df9ef1c52%2Fdf86qgt-2f53fa06-1fa7-4163-b6af-2d9e10a3e154.png%2Fv1%2Ffill
%2Fw_1600%2Ch_2761%2Cstrp%2Fvegeta_ultra_ego_by_saodvd_df86qgt-fullview.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9Mjc2MSIsInBhdGgiOiJcL2ZcLzNlYjcwY2NjLWU3YWQtNGUxY
S04N2ZhLWY5N2RmOWVmMWM1MlwvZGY4NnFndC0yZjUzZmEwNi0xZmE3LTQxNjMtYjZhZi0yZDllMTBhM2Ux
NTQucG5nIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9
ucyJdfQ.OsKwuqCsLOODxKMTOUC__PLwYjjXcxUIcQNxB8zNJLY&f=1&nofb=1&ipt=2c073b181e11067f
1628151323092568462fc9a7f7ded902be835b83cb34cb12&ipo=images)
}}
\column
The ultimate destructive ability, finally complete, the user's ki attacks and
punches will make the complete erasure of a creature, erasing not only their
bodies, but their soul, never ending up in another world.
- +4 **Power Bonus**
- You deal +2d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 40 ft.
- 5 **Stamina Activation**, 4 **Stamina Upkeep**
- 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 2d4 added to this pool of
*Destruction Energy*. You may do the following features with these *Destruction
Energy 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 **Temporary Ki** equal to the total rolled. You
may not use this **Feature** again until all previous **Temporary HP** or
**Temporary Ki** gained through this feature are depleted.
:
***Destroy.*** Your fuel your ki attacks with the power of destruction.
When you land an *Attack Roll* or **Technique** you may spend any number of dice
from your *Destruction Energy Dice* and add that much *Destruction Damage*.
\page
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.
- +5 **Power Bonus**
- You deal +2d8 to all *Damage Rolls*
- Increase all *Movement Speed* by 60 ft.
- You gain +4 to your **AC.**
- 6 **Stamina Activation**, 5 **Stamina Upkeep**
- 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 do the following features with these *Destruction
Energy 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 Energy Dice*
and gain that amount of **Temporary HP** or **Temporary Ki** equal to the total
rolled. You may not use this **Feature** again until all previous **Temporary HP**
or **Temporary Ki** gained through this feature are depleted.
:
***Destroy.*** Your fuel your ki attacks with the power of destruction.
When you land an *Attack Roll* or **Technique** you may spend any number of dice
from your *Destruction Energy Dice* and add that much *Destruction Damage*.
:
***Neverending Destruction*** You burn the energy of destruction like a star to
keep it alight.
As an Action, you may spend any number of *Destruction Energy Dice* 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.
\column
{{note
##### 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.
 {width:500px,mix-blend-mode:multiply}
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### God of Destruction Toppo
[Maxiuchiha22](https://www.artstation.com/tahra)
}}
\page
Even after customizing your race, class, and background, there are more steps to
developing and customizing your character's abilities and features. If you wish to
take multiple classes for your character, you will use many of the same rules for
multiclassing listed in the standard D&D 5th Edition ruleset. If you wish to
include some or all of the player feats from standard D&D in a campaign using the
rules in this guide, feel free to use the unaltered player feats rules from the
standard books.
For the purposes of advancing characters using the rules listed in this pdf, follow
the rules below.
:
**Note: Standard D&D 5E Classes are heavily discouraged against being used.**
## Multiclassing
Because these Dragon Ball themed classes haven't been thoroughly tested and
balanced for multiclassing, it is possible that multiclassing may break some of the
game balance in a campaign. If you still insist on doing so, here are the the
rules, prerequisites, and proficiencies you will gain from multiclassing using
classes in this pdf.
### Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both
your current class and your new one, as shown in the Multiclassing Prerequisites
table. For example, a *Bruiser* who decides to multiclass into the *Magus*
**Class** must have both *Dexterity* and *Charisma* scores of 15 or higher. Without
the full training that a beginning character receives, you must be a quick study in
your new class, having a natural aptitude that is reflected by higher-than-average
ability scores.
 {width:150px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Gohan SSJ Training
[luishatakeuchiha](https://www.deviantart.com/luishatakeuchiha/art/Gohan-Training-
SSJ-Render-380109787)
}}
\column
}}
### Class Features
When you gain a new level in a class, you get its features for that level. You
don't, however, receive the class's starting equipment, and a few features have
additional rules when you're multiclassing: Extra Attack, Unarmored Defense,
Unarmed Combat and Signature Moves.
### Extra Attack
If you gain the Extra Attack class feature from more than one class, the features
don't add together. You can't make more than two attacks with this feature unless
it says you do (as the Warrior's version of Extra Attack does).
\page
## [Feats](#p3)
A feat defines how your character's abilities develop in relation to their fields
of expertise over the course of the adventure. Many of these feats are very much
necessary throughout this type of campaign as it provides many races access to new
Forms and abilities.
Your reserves of stamina are deeper than most. Increase your **Stamina** by an
amount equal to your *Character Level* and gain +1 **Stamina** every time you
*Level-Up*.
Your intense study of the arane arts has awakened another way to use your magic.
You gain 1 branch of magic as if you gained the *Mysticism* **Class Feature**.
#### Eureka!
*This **Feat** may be taken once per **Ki Rank***
:
**Must have the "Gadgets" class feature**
Your Obsessive crafting of weapons and gadgets has sparked an epiphany. You gain 1
branch of magic as if you gained the *Gadgets* **Class Feature**.
You have toughened your body through extensive use of God Ki. *Destruction Damage*
is no longer unreducable when it hits you. You may never reduce *Destruction
Damage* to zero.
Due to your determined weight and gravity training you are able to ignore the
negatives of 1 rank of the *Heavy Weight Condition*, though you still have the
condition. Each time you take this **Feat** you may ignore 1 additional rank of the
condition.
\column
#### Weight Acclimation
**Can be taken a number of times equal to Ranks in the "Weight Training" feat.**
You have fully acclimated your body to the heightened weight of your training and
can treat it as your standard gravity.
Whenever you are not under the *Heavy Weight Condition* you benefit from the *Light
Weight Condition* equal to the amount of times you have taken this **Feat**.
#### Tri-Wielder
*Prerequisite: Duel-Wielder*
You master fighting with three weapons by holding one in your mouth, gaining the
following benefits:
You master a state of calmness and control of your ki that exceeds what most
individuals are normally able to gain, you gain the *No-Ego* **Power-Up**.
Your fighting grows in the middle of battle, allowing you to adapt and even match
the strongest opponent there. You gain the *Pure-Progress* **Power-Up**.
#### Magical Power Advancement
*This **Feat** can be taken a number of times equal to half of your **Ki Rank**,
rounded up.*
:
**Requires- Mysticism: Burst**
You have pushed your magical capabilities beyond their maximum. Increase the *Spell
Level* that you can learn for the *Mysticism: Burst* **Class Feature** by 1.
\page
#### Battle Jacket Crafter
*Requires: Technology Skill*
:
You are a master at modifying armor, allowing you to add mechanical enhancements
to them. You may spend 8 hours and 50% of an armor's total *Zeni Cost* in supplies
to permanently add a single effect to a piece of *Light Armor*. Each time a
modification is added you add the expended Zeni to the armor's cost.
This feat can be taken again twice allowing you to modify *Medium Armor* as well as
add an additional modification on *Light Armor*, and then allowing you to modify
*Heavy Armor* as well as add an *additional* modification on *Light and Medium
Armor*.
\column
This modification allows you to reconstitute the armor with new materials. You may
reduce the classification of a set of *Medium or Heavy Armor* by 1 step.
You may take this a second time to upgrade the scouter to **Rank 4.**
##### Shields
You have developed energy shields that can protect you. A number of times per day
equal to half of your *Intellegence Modifier* per day you may **Block** without
expending ***Stamina***.
##### Strength Augmenters
As an action on your turn you may enter the *Empowered Condition* for a number of
rounds equal to your *Intellegence Modifier.*
:
 {width:200px,mix-
blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Bulma (Z-Fighter)
[malikstudios](https://www.deviantart.com/malikstudios/art/What-If-BulmaSuit-
810856670)
}}
You may choose 1 **Transformation** and 1 **Power-Up** that you have access to,
these become a new **Combination Transformation** with a name unique to you. This
new **Combinatation Form** retains all activation requirements as the **Forms**
that make it up.
:
The **Forms** you pick can not both have the **Godly Tag** or already be a
**Combination Form**.
\page
### Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of your Current ability score
maximum.
- You have an advantage on Charisma (Deception) and Charisma (Performance) checks
when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures.
You must have heard the person speaking, or heard the creature make the sound, for
at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma
(Deception) check allows a listener to determine that the effect is faked.
### Alert
Always on the lookout for danger, you gain the following benefits:
### Athlete
You have undergone extensive physical training to gain the following benefits:
\column
### Chef
Time and effort spent mastering the culinary arts has paid off. You gain the
following benefits:
- You ignore the loading quality of firearms with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your
ranged attack rolls.
- When you use the Attack action and attack with a one handed weapon, you can use a
bonus action to attack with a pistol you are holding.
### Crusher
You are practiced in the art of crushing your enemies, granting you the following
benefits:
- When you are wielding a finesse weapon with which you are proficient and another
creature hits you with a melee attack, you can use your reaction to add your
proficiency bonus to your AC for that attack, potentially causing the attack to
miss you.
### Duel-Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each
hand.
- You can use two-weapon fighting even when the one handed melee weapons you are
wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to
draw or stow only one.
### Durable
Hardy and resilient, you gain the following benefits:
Your martial training has helped you develop a particular style of fighting. As a
result, you learn one Fighting Style option of your choice from the Warrior Class.
If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you
can replace this feat's fighting style with another one from the Warrior Class that
you don't have.
### Grappler
You've developed the skills necessary to hold your own in close-quarters grappling.
You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make
another grapple check. If you succeed, you and the creature are both restrained
until the grapple ends.
- On your turn, when you score a critical hit with a melee weapon or reduce a
creature to 0 hit points with one, you can make one melee weapon attack as a bonus
action.
- Before you make a melee attack with a heavy weapon that you are proficient with,
you can choose to take a -5 penalty to the attack roll. If the attack hits, you add
+10 to the attack's damage.
\page
### Lightly Armored
You have trained to master the use of light armor, gaining the following benefits.
### Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a
saving throw, you can spend one luck point to roll an additional d20. You can
choose to spend one of your luck points after you roll the die, but before the
outcome is determined. You choose which of the d20s is used for the attack roll,
ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a
d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll,
the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
### Mage Slayer
You have practiced techniques in melee combat against spellcasters, gaining the
following benefits.
- When a creature within 5 feet of you casts a spell, you can use your reaction to
make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has
disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5
feet of you.
In addition, choose one 1st-level spell to learn from that same list. Using this
feat, you can cast the spell using stamina equal to twice the spell's level.
Your spellcasting ability for these spells depends on the class you chose: Charisma
for Mysitcs or Intelligence for Agents.
\column
### Medium Armor Master
You have practiced moving in medium armor to gain the following benefits:
### Mobile
You are exceptionally speedy and agile. You gain the following benefits:
### Observant
Quick to notice details of your environment, you gain the following benefits:
### Piercer
You have achieved a penetrating precision in combat, granting you the following
benefits:
- When you take the Attack action and attack with only a glaive, halberd,
quarterstaff, or spear, you can use a bonus action to make a melee attack with the
opposite end of the weapon. This attack uses the same ability modifier as the
primary attack. The weapon's damage die for this attack is a d4, and it deals
bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other
creatures provoke an opportunity attack from you when they enter the reach you have
with that weapon.
### Resilient
Choose one ability score. You gain the following benefits:
\column
### Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard,
gaining the following benefits.
- When you hit a creature with an opportunity attack, the creature's speed becomes
0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage
action before leaving your reach.
- When a creature makes an attack against a target other than you (and that target
doesn't have this feat), you can use your reaction to make a melee weapon attack
against the attacking creature.
### Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible.
You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack
rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you
can choose to take a -5 penalty to the attack roll. If that attack hits, you add
+10 to the attack's damage.
- If you take the Attack action on your turn, you can use a bonus action to try to
shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity
saving throw you make against a spell or other harmful effect that targets only
you.
- If you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you can use your reaction to take no damage if you
succeed on the saving throw, interposing your shield between yourself and the
source of the effect.
\page
### Skill Expert
You have honed your proficiency with particular skills, granting you the following
benefits:
### Skilled
You gain proficiency in any combination of three skills or tools of your choice.
### Skulker
You are an expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which
you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack,
making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying
on sight.
### Slasher
You've learned where to cut to have the greatest results, granting you the
following benefits:
- When you cast a spell that requires you to make an attack roll, the spell's range
is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Your spellcasting modifier
for this cantrip is either Charisma or Intellegence which you choose when you gain
this Feat
### Telekenetic
You learn to move things with your mind, granting you the following benefits:
\page
### Telepathic
You awaken the ability to mentally connect with others, granting you the following
benefits:
### Tough
Your hit point maximum increases by an amount equal to twice your level when you
gain this feat. Whenever you gain a level thereafter, your hit point maximum
increases by an additional 2 hit points.
- You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a
shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you
can use your reaction to cast a spell at the creature, rather than making an
opportunity attack. The spell must have a casting time of 1 action and must target
only that creature.
## [Saiyan Feats](#p3)
### [Multi-genetic Feats](#p3)
#### Just like base
*U7/U6*
You always appear to be in the *Super Saiyan* **Form**, though you are not actually
**Transformed**. You may no longer use the *Super Saiyan 1* **Transformation** or
the *Grades 2-4* **Power-Ups** alongside it. You gain 1 *Rank of the Light-Weight
Condition* so long as you are concious. Your **Stamina** also permanently increases
by 2.
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* **Transformation**,
the second time giving you *Super Saiyan 3* **Transformation**.
:
 {width:200px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### SSJ 2 Teen Gohan
[Maxiuchiha22](https://www.artstation.com/tahra)
}}
\column
#### 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 can use *Super Saiyan God* as a **Power-Up** while your
required **Transformation** listed above is active.
*U7/U6/Ancient/Mutant*
When you would end this **Power-Up**, your aura bursts out in a moment of
uncontrolled power. You gain +4 **Power Bonus** until the end of your next turn.
Afterwards gaining 2 *Ranks of Exhaustion*.
#### Blinding Divinity
*U7/U6*
When you would end this **Power-Up**, your aura bursts out in a moment of
uncontrolled power. You gain +6 **Power Bonus** until the end of your next turn.
Afterwards gaining 3 *Ranks of Exhaustion*.
\page
#### [Great Ape Feats](#p3)
##### Burst open and mix!
*U7/Mutant Saiyan*
:
You have learned to concentrate your S-Cells into a ball of ki which can explode
and produce blutz waves, the celestial lightwaves that trigger the great ape
transformation.
As an action on your turn, choose a free location within 300 feet from you to place
this 30 foot diameter sphere. This Sphere has an **AC** equal to your **Omni Save
DC** and **HP** equal to 10x your **Character Level**. This false moon lasts for 1
hour or until destroyed.
Due to the nature of concentrating your S-cells in this manner you suffer 1 *Rank
of Exhaustion* each time you use this ability.
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### SSJ4 Goku
[Maxiuchiha](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals
%2F06%2Fd2%2Fd3%2F06d2d36ea2e72fb9b8a0da415c14093b.png&f=1&nofb=1&ipt=5d28ade69d535
9be2001d264d06e01cd9370a8e83b4f42b9a83c0858b9e6700f&ipo=images)
}}
 {width:275px;margin-top:-
40px;margin-left:30px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### SSJ4 Limitbreaker Goku
[SSJROSE890](https://www.deviantart.com/ssjrose890/art/Goku-SSJ4-Limit-Breaker-
Render-2-Alt-2-852534539)
}}
\page
You automatically pass checks to control the *Great Ape* **Power-Up** while not in
a **Super Saiyan Family Form** and your *Saiyan Tail* **Racial Feature** no longer
enforces *Restrained* when *Grappled*.
#### Golden Great Ape
**Requires: *Super Saiyan 4* and *Saiyan Elite* Feat.**
:
You no longer need to make control checks for using Super Saiyan while using Great
Ape. While using *Great Ape* you may now use *Super Saiyan 2* but make *Berserk
Checks* at disadvantage while it is active.
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Golden Great Ape
[Kyoung Hwan
Kim](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-a2e7-4b45-
83ec-311e72e82900/dccj4ka-3ffabab7-78a3-4d2d-9189-7565de626e00.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGNjajRrYS0zZmZhYmFiNy03OGEzLTRkMmQtOTE4OS03NTY1ZGU2MjZlMDAucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0._aI-
utM6XnYynvShNuO28XsxAQ2JdlMEGDnr_g7H9ew)
}}
\column
 {width:300px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### "Kyabeblue"
[alexbocioart](https://www.deviantart.com/alexbocioart/art/Kyabeblue-726870319)
}}
\page
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.
\column
 {width:275px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Evil Saiyan (Kamba)
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F84%2F2b%2Ffc
%2F842bfc6781f50e3735c4f4b9c73f1857.png&f=1&nofb=1&ipt=ae604096c1591dfda714117daaff
84e41d87418bfb20c99afe259a49ecbf73b1&ipo=images)
}}
:
:
:
 {width:300px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Kamba SSJ3 Full Power
[SSJROSE890](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F05%2Fbe
%2Ff1%2F05bef16274fb1f18c52af0ecc54007dd.png&f=1&nofb=1&ipt=96b47bb59bb3e757386aaf9
5db2cef64cf8e004527de2242502e5728358b6fba&ipo=images)
}}
\page
When you learn the *Legendary Grade 4* **Power-Up**, you may begin mastering *Super
Saiyan Full Power* as well to gain the same benefit.
\column
 {width:375px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Broly SSJ 3
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F84dc13b7-a2e7-4b45-83ec-
311e72e82900%2Fdcjhwm7-b3d6d8fc-fdb7-4dbf-95e6-3deba7dd22b7.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNqaHdtNy1iM2Q2ZDhmYy1mZGI3LTRkYmYtOTVlNi0zZGViYTdkZDIyYjcucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.G_ZkEavl80Flve49Y7YBkOA64oEprZiTDFU954rTBJY
&f=1&nofb=1&ipt=5713cf813fef84d6ee1dfb035002f4d6270504069f5eae571fd4d20adbc49ef2&ip
o=images)
}}
\page
## [Arcosian Feats](#p3)
### True Body
**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 full benefits
of the **Transformation**. You may no longer use the *Second, Third, or Fourth
Form* **Transformations** but gain 2 *Ranks of the Light-Weight Condition*. You
also gain +5 to **Stamina**.
## [Android Feats](#p3)
## [Shinling Feats](#p3)
You gain access to 2 options from the *Metamagic* **Heroic Feature**. This **Feat**
can be taken twice.
You gain 3 **Spells** equal to or below 5th level and can cast them as if through
*Mysticism* **Class Feature.**
\column
## [Mashin-jin Feats](#p3)
You gain one feature from the *Esoteric Arts* **Class Feature.**
You gain 3 **Spells** equal to or below 5th level and can cast them as if through
*Mysticism* **Class Feature.**
This **Feat** can be taken a second time to gain the option to do this as a
Reaction on your turn. Taking this Feat does not remove your ability to store time
points as an Action or Bonus Action if you have that capability already.
## [Demon Feats](#p3)
### Dark Energy Awakening
You gain the *Dark Energy* **Power-Up** and do not need to make *Berserk Saving
Throws.*
### Advanced Demonic Bloodline
You gain 1 **Feature** from the *Demonic Ability* **Racial Feature** that you do
not already have.
\page
## [Majin Feats](#p3)
### Controlled Crazed
**Requires: *Purification* Transformation**
:
You master your *Purified State*, now no longer forcing you into the *Berserk
Condition*. Your Alignment Actively shifts 1 step down (Good > Neutral > Evil)
while *Purification* is active.
Additionally, you deal half your *Charisma Modifier* on all **Techniques** and
**Spells** instead of full *Charisma Modifier* and this form drains 3 **Stamina**
at the end of your turn. You may alternatively choose to lose control to revert to
the original version.
\column
You may now take **Feats** as if you were that **Race** to gain additional
**Forms** in that **Family.**
:
**This Feat can never be taken again.**
## [Earthling Feats](#p3)
### Third Eye Awakening
You have become enlighnted in a way that has physically awakened a third eye on
your forehead. You gain the following benefits.
- Your **Power Bonus** also boosts your *Perception* and *Sense Ki Skill Checks* as
your third eye is sharpened alongside your body.
- Your *Critical Threat Range* is increased by 1.
#### Superiority: Ki
Choose one class of ***Techniques***: Beam, Blast, Barrage, or Omni. You gain a +1
*Static Bonus* when using this type of **Ki Technique**. At **Level 7** this
becomes a +2 *Static Bonus* and at **Level 13** you get to pick a second available
type of **Technique** to gain this bonus. At **Level 18** you get a +1 *Static
Bonus* that you can place on any available type of **Technique**, regardless of if
you choose that category previously.
#### Superiority: Melee/Weapons
Choose one class of ***Techniques***: Melee or Weapons. You gain a +1 *Static
Bonus* added to all *Attack Rolls* and ***Techniques*** of that type. This
increases to +2 at **Level 7**, +3 at **Level 13**, and +4 at **Level 19**.
\page
Your Fusion is even stronger than before! Designate a *Metamorian Fusion* that you
have become, you gain 50 **Fusion HP** and **Fusion Ki** for the Duration of that
fusion. This **Fusion HP and Ki** are treated as normal **HP and Ki** but are not
calculated on the fusees when the *Metamorian Fusion* ends.
You automatically pass any *Skill Checks* to fuse into the designated *Fusion*.
This **Feat** can be taken multiple times but can not be used on the same fusion.
This **Feat** may be taken a number of times equal to your **Ki Rank**.
### Ultra Instinct
#### Ultra Instinct Mastery
**Requires: *Complete Ultra Instinct***
:
This **Feat** can be taken 5 times granting the following benefits:
- The first time you take this **Feat**, you can now use *Ultra Instinct Omen* as a
**Power-Up**
- The second time you would pick this **Feat**, you would reduce the **Stamina
Cost** of *Ultra Instinct Omen* by 1
- The third time you would pick this **Feat**, you can now use *Complete Ultra
Instinct* as a **Power-Up**.
- The fourth time you would pick this **Feat**, you reduce the **Stamina Cost** of
*Ultra Instinct Omen* and *Complete Ultra Instinct* by 1.
- The fifth time you would pick this **Feat**, you can now use *Mastered Ultra
Instinct* as a **Power-Up**.
You do not gain these benefits before you have access to the effected **Forms**
without activation restrictions.
\column
### Ultra Ego
#### Egotistical Strength
**Requires: Complete Ultra Ego**
:
When you would transform into any **Form** that has: *Ultra Ego* in its name, it
has its **Stamina Upkeep** reduced by 1, minimum of 1. Additionally, you gain an
additional *Destruction Die* at the end of your turn.
- When you would use **Fighting Spirit**, you gain an additional amount of
**Temporary HP** or **Temporary Ki** points equal to half your **Character Level**,
rounded up.
- When you would use **Destroy**, you deal an additional damage equal to half your
**Character Level**, rounded up.
- When you would use **Neverending Destruction**, you gain additional **Temporary
Stamina** equal to 1/4 of your **Character Level**, rounded up.
You may pick this **Feat** multiple times, when you do, you choose one of these
benefits to double the benefit's amount. You may not choose a benefit more than
once.
\page
## [Heroic Features](#p3)
Heroic Features are abilities that are almost 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.
**Heroic Features** can only be taken a single time unless otherwise stated.
This Action must be used to take the *Attack Action*, *Ki Blast Action*, cast a
**Spell** or **Technique**, use an item, or take the *Dash, Dodge*, or *Disengage
Action*.
Your aura has become so powerful that it pushes away attacks. Your **AC** increases
by 1.
This **Heroic Feature** can be taken an amount of times equal to your **Ki Rank.**
This **Heroic Feature** can be taken a second time to gain an addition +1 *Static
Bonus* and you may now add your total *Dexterity Modifier* to their *Damage Rolls*
instead of half.
This **Heroic Feature** can be taken a second time to gain an addition +1 *Static
Bonus* and you may now add your total *Constitution Modifier* to their *Damage
Rolls* instead of half.
This **Heroic Feature** can be taken a second time to gain an addition +1 *Static
Bonus* and you may now add your total *Wisdom Modifier* to their *Damage Rolls*
instead of half.
\column
Once per Long Rest you may initiate a **Clash** without expending **Stamina**.
Taking this **Heroic Feature** a second time makes it recharge on a Short Rest.
Thanks to your keen observation skills in combat. You have *Advantage* on all
*Skill Checks* made to determine what an opponent's move is and how it works. You
may also do *Insight, Investigation,* or *Perception Skill Checks* during combat as
a Bonus Action.
\page
Once per Long Rest when you see a **Technique** of no more than a single **Ki
Rank** higher than you are that you could learn, you may memorize it.
Until you replace this move you may cast it without gaining your *Proficiency
Bonus*. This **Technique** remains memorized until you replace it with a different
**Technique**. If you learn the **Technique** that you have memorized it instantly
gains 1 *Rank of Mastery*.
### Indomitable
You can reroll a *Saving Throw* that you fail with a bonus to the roll equal to
your **Character Level**. If you do so, you must use the new roll, and you can't
use this feature again until you finish a Long Rest.
### Ki Control
You have gained an intimate knowledge of how to sense ki around you and hide your
own from detection.
#### Sense Ki
As an Action on your turn, you may feel outwards for living creatures or creatures
with a *Power Level* that are not *Concealing* their *Ki* or are an *Android*,
*Cyborg*, or otherwise a *Construct*.
Make a *Wisdom (Perception) Check* at a range listed below based on your **Ki
Rank**. You have an inate sense of the location and *Power Level* of any creature
you sense with this method so long as you hold *Concentration* and they are within
your range.
Creatures have a unique *Ki Signature* that you are capable of recognizing when
felt at a later time. You may be able to feel similarities between the *Ki
Signatures* of family members and particularly powerful individuals can even make
their *Alignment* known upon sensing their *Ki Signature.*
#### Conceal Ki
As an Action on your turn you may attempt to pool together all of your energy so
that it can not be sensed. Make a *Wisdom (Ki Control) Check* to supress your
*Power Level* and set a **DC** for any *Sense Ki Checks* against you. You may also
lower your *Power Level* to any number below your current *Power Level*. These
effects last so long as you hold *Concentration*.
### Ki Flow
**Can't be taken by Androids or Cyborgs**
Your energy constantly flows throughout your body. You gain (your **Character
Level** + 2) **Ki** at the end of your turn if you did not spend **Ki** that turn.
### Ki Growth Training
You increase your **Maximum Ki** by 1, whenever you gain a level thereafter, your
**Maximum Ki** increases by 1. You may pick this **Heroic Feature** multiple times,
up to an amount equal to your **Ki Rank**, gaining a +1 to your **maximum ki
points** when you pick this feature and gaining a +1 to your **Maximum Ki** every
level afterwards.
\column
### Metamagic
*Requires the ability to cast at least 1 leveled spell*
Your practice of the magical arts has granted you the ability to twist your spells
to suit your needs. You gain two of the following *Metamagic Options* of your
choice. You gain another one each time you take this **Heroic Feature** after the
first.
You can use only one *Metamagic Option* on a **Spell** when you cast it, unless
otherwise noted.
When you cast a **Spell** that has a range of touch, you can spend 1 **Stamina** to
make the range of that **Spell** 30 feet.
You can use **Empowered Spell** even if you have already used a different
*Metamagic Option* during the casting of the **Spell**.
\page
### Powerful Ki
You may gain a *Rank of Exhaustion* to gain the *Super-Charged Condtion* for a
number of rounds equal to your **Ki Rank.**
### Powered-Up To The Limit
You gain an additional **Power-Up Slot.** **Forms** using this slot cost +2
**Stamina Upkeep**.
This **Heroic Feature** can be taken an additional 2 times to reduce the additional
**Stamina Upkeep** by 1 each time.
You may take this **Heroic Feature** no more than 3 times per **Form**.
### Pressure Points
You have figured out a way to stop the enemy’s ki from flowing. You may choose to
deal any *Damage* from an *Unarmed Strike* or **Melee Technique** to the enemy’s
**Ki** instead of their **HP**, this must be declared before damage is rolled.
\column
This **Heroic Feature** came taken a second time, to either increase the range of
the chosen type by another 50% or to choose another type of **Ki Technique** to
gain the benefit instead.
\page
You may take this **Heroic Feature** more than once, letting you ignore an
additional *Rank of Exhaustion* each time.
### Survivor
You attain the pinnacle of resilience in battle. At the start of each of your
turns, you regain **HP** equal to 5 + your *Constitution Modifier* if you have less
than half of your **Maximum HP** left. You don't gain this benefit if you have 0
**HP**.
This **Heroic Feature** can be taken a second time to make it recharge on a Short
or Long Rest.
### Technique Mastery
Choose 1 type of **Technique**: *Barrage, Beam, Blast, Melee, Omni, or Weapon*;
**Techniques** of that type gain 1 *Rank of Mastery* when you learn them.
You may take this **Heroic Feature** a number of times equal to your **Ki Rank.**
### The Warm-Up Is Over
Upon removing *Weighted Gear*, you gain an extra +1 to all **Ability Scores** for
the duration of the benefit. This can be taken up to 3 times, increasing the bonus
by +1 each time.
:
 {width:370px;margin-left:100px,mix-blend-mode:multiply}
{{artist,position:relative,top:-230px,left:10px,margin-bottom:-30px
##### SSJ Render
[taringa](http://www.taringa.net/posts/imagenes/13967404/Renders-de-Dragon-Ball-
Z.html)
}}
\column
### There’s No Holding Back
Once per Long Rest, If you activate a **Form** before taking any other Actions in
combat, gain +2 to all **Ability Scores** until the end of your next turn.
You may take this **Heroic Feature** no more than 3 times per **Form**.
### Z-Soul
Once per Long Rest, you may give yourself Advantage on an Attack Roll or impose
Disadvantage on a *Saving Throw* that you force.
\page
# [Chapter 8: Techniques](#p3)
## Techniques
Your ability to harness your Ki allows you to perform unearthly feats. You gain one
new **Technique** every time you *Level-Up* from **Levels** 1-10. During **Levels**
11-20 you gain a new **Technique** on even numbered *Level-Ups.* You can learn
additional **Techniques** through *Training Boons*.
 {width:350px;margin-left:-70px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Goten (Kamehameha)
[Maxiuchiha](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F84dc13b7-a2e7-4b45-83ec-
311e72e82900%2Fdcjzmx8-89aab8e5-24eb-4fcf-934d-862c095f840d.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNqem14OC04OWFhYjhlNS0yNGViLTRmY2YtOTM0ZC04NjJjMDk1Zjg0MGQucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.17pSNkKWZ0R_GsJkpqT1NjMgI_SaQL4ZT5hyRHctd_A
&f=1&nofb=1&ipt=300fd2b8ee20abad0e1292b27e5bcf29e4f1c0ad8b926cefa0aefe27a0243abe&ip
o=images)
}}
\column
\page
### Saving Throws and attack roll bonuses
Each type of **Technique** has it's own calculation for it's *Attack Bonus* and
**Saving Throws DCs**.
- **Blast Techniques** rely on the raw power of your ki at one moment in time and
thus rely on your **Wisdom Ability Score**.
- **Blast Save DC** = 8 + *Proficiency Bonus + Wisdom Modifier*
- **Blast Attack Bonus** = *Proficiency Bonus + Wisdom Modifier*
:
- **Beam Techniques** rely on your ability to sustainably output energy and thus
rely on your **Constitution Ability Score.**
- **Beam Save DC** = 8 + *Proficiency Bonus + Constituition Modifier*
- **Beam Attack Bonus** = *Proficiency Bonus + Constitution Modifier*
:
- **Barrage Techniques** and a flurry of ki blasts rely on your ability to aim
small projectiles in succession and thus rely on your **Dexterity Ability Score.**
- **Barrage Save DC** = 8 + *Proficiency Bonus + Dexterity Modifier*
- **Barrage Attack Bonus** = *Proficiency Bonus + Dexterity Modifier*
:
- **Omni Techniques** rely on you being creative with your uses of them and thus
rely on your **Intellegence Ability Score**.
- **Omni Save DC** = 8 + *Proficiency Bonus* + *Intellegence Modifier*
- **Omni Attack Bonus** = *Proficiency Bonus* + *Intellegence Modifier*
:
- **Melee Techniques** use your raw physical ability and thus use the **Strength
Ability Modifier**.
- **Combo Save DC** = 8 + *Proficiency Bonus* + *Strength Modifier*
- **Combo Attack Bonus** = *Proficiency Bonus* + *Strength Modifier*
:
- **Weapon Techniques** takes advantage of your physical capabilities combine with
any weapon you use and thus use the **Strength Ability Modifier**.
- **Weapon Save DC** = 8 + *Proficiency Bonus* + *Strength Modifier*
- **Combo Attack Bonus** = *Proficiency Bonus* + *Strength Modifier*
\column
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
While *Charging* a **Technique** your *Movement Speed* is halved and you can not
take Actions or Bonus Actions except to continue *Charging* the **Technique** or to
finish casting it. You must maintain *Concentration* while *Charging* or have your
**Technique** end.
:
:
:
 {width:450px,mix-blend-
mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Goku (Kakarot Render)
[Maxiuchiha22](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F11%2Ffc
%2F88%2F11fc889a0c6bab32f0418d9c5ab754e5.png&f=1&nofb=1&ipt=1d2712f1f9d552e3eb0e510
2df7d01157af51531f55d915a1f2f17d115399627&ipo=images)
}}
\page
## [Melee Techniques](#p3)
### [Rank 1](#p3)
By igniting your ki pathways you may speed up the circulation of the energy in your
body. For the duration, all damage dealt by your **Melee Techniques** is increased
by 1 damage step, this does not change the *Unarmed Strike Damage Die* portion of
the *Damage* if it has one.
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
#### Charge!
*Rank 1 Melee Technique*
___
- **Ki Cost:** 10 Ki
- **Casting Time:** 1 Action
- **Range:** 20 feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
Make a *Combo Attack Roll* against a target of your choice within range, dealing
your *Unarmed Strike Damage Die* on a hit and lowering the **AC** of the target by
1 for their next 2 rounds.
A target cannot be affected by this or a similar effect from a technique more than
once at a time.
\column
#### Dempsey Roll
*Rank 1 Melee Technique*
___
- **Ki Cost:** Special
- **Casting Time:** 1 Reaction, which you take when a creature targets you with a
*Melee Attack Roll* or **Melee/Melee Weapon Technique**.
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Until the start of your next turn
An expertly done boxer's counter. For the duration, each time a *Melee Attack Roll*
or **Melee/Melee Weapon Technique** that targets you, you can spend 8 **Ki**. When
you do, you attempt to duck and weave granting yourself +2 to your **AC** against
the triggering attack and then immediately make one *Unarmed Strike* in response.
:
Each time you *Master* this **Technique** you may reduce the **Ki Cost** per punch
by 1 or increase the **AC** bonus by 1 each time.
You deal an additional 1d6 *Fire Damage* for the duration of the *Attack Action* or
**Technique** that triggered this **Technique's** casting.
\page
Roll a *Combo Attack Roll*, dealing your *Unarmed Strike Damage Die* + 2d6
*Bludgeoning Damage*. On a successful hit the target must make a *Strength Saving
Throw* or be knocked *Prone*.
If you use this **Technique** after you cast a **Melee Technique**, you gain
Advantage on the* *Combo Attack Roll*.
You perform a devastating round house kick with enough force to send a shockwave
away from you. Creatures in a range must make a *Dexterity Saving Throw*, taking
your *Unarmed Strike Damage Die* + 2d6 *Bludgeoning Damage* and being *Launched* 10
feet on a failed save. On a successful save, they take half damage and are not
*Launched*.
Push your strikes even further using Ki. Your *Unarmed Strike Damage Die* is
increased by 1 step for the duration.
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
Attack at lightning speed, the target can not use their Reaction in response to
this **Technique**.
Roll a *Combo Attack Roll*, dealing your *Unarmed Strike Damage Die* + 2d6
*Bludgeoning Damage* on a success.
A single target of your choice within range must make a *Strength Saving Throw* or
take your *Unarmed Strike Damage Die* and being being *Launched* a total of 5x your
*Strength Modifier* feet on a failure, half damage and no knockback on a success.
If the target is *Launched* into a solid structure they may break through it at
half speed, taking 1d6 for each 5 feet they travel through it.
#### Rush!
*Rank 1 Melee Technique*
___
- **Ki Cost:** 10 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
Make 3 *Combo Attack Rolls* against a target of your choice within range dealing
your *Unarmed Strike Damage Die* on a hit.
A staple of trained combat, a quick combo from a boxing stance. Roll a *Combo
Attack Roll*, dealing your *Unarmed Strike Damage Die* + 2d4 *Bludgeoning Damage*
on a hit.
\page
Make a *Combo Attack Roll* dealing your *Unarmed Strike Damage Die* + 2d10
*Bludgeoning Damage* on a hit and the target cannot take Reactions until the start
of their next turn.
A charge attack where you close in and seemingly disappear, then strike a hit as
soon as you appear in front of your opponent.
Choose a target within your move distance, you vanish and appear in a chosen
location within 5 feet of them without provoking *Attacks of Opportunity* and make
a *Combo Attack Roll* dealing your *Unarmed Strike Damage Die* + 2d12 *Bludgeoning
Damage* on a hit.
Cover yourself in energy before ramming a target to the ground. Make a Combo attack
roll dealing your *Unarmed Strike Damage Die* + 3d10 *Bludgeoning Damage* and
knocking the target *Prone* on a hit. You end this **Technique** in the nearest
unoccupided space from the target.
\column
#### Blitz
*Rank 2 Melee Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
Roll 4 *Combo Attack Rolls* against a target in range dealing your *Unarmed Strike
Damage Die* on a hit.
A flurry of flaming strikes at the opponent. Roll 4 *Combo Attack Rolls* to any
target in your melee range dealing 2d6 *Fire Damage* on a hit.
A supercharged punch that breaks through defenses. Make a *Combo Attack Roll*
dealing your *Unarmed Strike Damage Die* + 3d12 *Bludgeoning Damage* on a hit. This
damage can not be reduced by any means.
For the duration of this **Technique**, if you hit a creature with the *Attack
Action*, *Ki Blast Action*, or a **Technique** this turn it can not make *Attacks
of Opprotunity* until the end of their next turn.
\page
#### Dragon Throw
*Rank 2 Melee Technique*
___
- **Ki Cost:** 15 Ki
- **Casting Time:** 1 Action
- **Range:** :: 10 feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
You make a lunging grab at a target near you before launching them away. Make a
Combo Attack Roll, on a hit the user grabs the enemy, spins them around, and
*Launches* them 10x your *Strength Modifier* feet in any direction. You end this
**Technique** in the nearest unoccupied space if it fails and in the target's
original square on a success.
Targets take an additional 1d6 Damage per 10 feet *Launched* if they hit a solid
surface.
Strike out with a supercharged punch strong enough to send a shockwave through the
air. All targets in range must make a *Strength Saving Throw* or be knocked *Prone*
and take 2d10 *Bludgeoning Damage* on a fail, taking half damage and are not
*Prone* on a Success.
If a Target is within *Melee Range* you may roll a *Combo Attack Roll* dealing 2d10
*Bludgeoning Damage* on a hit. Targets hit with this *Combo Attack Roll* fail the
*Strength Saving Throw*.
\column
Push your strikes even FURTHER using Ki. For the duration of this technique you
gain +1 *Static Bonus* to all *Melee Attack Rolls* and **Melee/Melee Weapon
Techniques**.
:
:
:
:
 {width:420px,mix-
blend-mode:multiply}
{{artist,position:relative,top:-20px,left:10px,margin-bottom:-30px
##### Vegeta
[Maxiuchiha22](https://www.pinterest.com/pin/405042560237715975/)
}}
\page
### [Rank 3](#p3)
A rapid flurry of jabs and kicks designed to mimic the ferocity of a desert wolf.
Make 4 *Combo Attack Rolls* dealing 1d8 *Bludgeoning Damage* for each attack. At
the resulution of this **Technique**, the target gets knocked back 5 feet for each
*Combo Attack Roll* that hit.
\column
#### Breakstorm
*Rank 3 Melee Technique*
___
- **Ki Cost:** 30 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
Make 6 *Combo Attack Rolls* against a target of your choice within range dealing
your *Unarmed Strike Damage Die* on a hit.
Make 4 *Combo Attack Rolls* against a target of your choice within range dealing
your *Unarmed Strike Damage Die*, increased by one step, on a hit.
(1d4>1d6>1d8>1d10>1d12>2d6,> etc)
Make a *Combo Attack Roll* dealing your *Unarmed Strike Damage Die* + 3d12
*Bludgeoning Damage* on a hit. This **Technique** ignores *Proficiency Bonuses* to
the target's **AC**.
\page
Strike out with a supercharged punch strong enough to send a burning shockwave
through the air. All targets in range must make a *Strength Saving Throw* or be
knocked *Prone* and take 2d12 *Bludgeoning Damage* + 2d6 *Fire Damage* on a fail,
taking half damage and are not *Prone* on a Success.
If a Target is within *Melee Range* you may roll a *Combo Attack Roll* dealing 2d12
*Bludgeoning Damage* + 2d6 *Fire Damage* on a hit. Targets hit with this *Combo
Attack Roll* fail the *Strength Saving Throw*.
All Creatures in range must make a *Dexterity Saving Throw* or take your 4dX, where
X is your *Unarmed Strike Damage Die*, half on a save.
Grab the opponent before verociously attacking them. Make a *Combo Attack Roll*
dealing your Unarmed Strike Damage Die + 4d12 *Bludgeoning Damage* and leaves the
target *Prone* on a hit.
A ferociously powerful haymaker from close range. Make an *Combo Attack Roll*,
dealing 4d10 *Bludgeoning Damage* and leaving the target *Stunned* until the end of
their next turn on a hit.
Make a *Combo Attack Roll* against a target of your choice within range dealing
your *Unarmed Strike Damage Die* on a hit and lowering the **AC** of the target by
1 for their next 2 Turns.
Make 4 *Combo Attack Rolls* dealing your *Unarmed Strike Damage Die* on a hit.
A true and confidant strike. Make a *Combo Attack Roll* dealing your *Unarmed
Strike Damage Die* + 3d12 *Bludgeoning Damage* on a hit. This **Technique** has
Advantage in *Clash Checks*.
\page
Punch the air with the sole purpose of destablizing targets in front of you.
All Targets in range must make a *Strength Saving Throw* or be knocked *Prone* and
they can not take Reactions until the end of your next turn.
You focus all your power into speed into a series of fast moving attacks.
For the duration of this **Technique** you gain additional *Movement Speed* equal
to your *Base Movement Speed* and gain an additional 2d6 *Thunder Damage* for each
10 feet you move in a straight line between Attack Rolls.
Strike your foe and either shatter their armor or cut their ki connection to their
defenses.
Make a *Combo Attack Roll* dealing your *Unarmed Strike Damage Die* on a hit. You
also remove one of the following from the target's **AC** calculation.
- Armor Bonus
- Wisdom Modifier
- Constitution Modifier
\column
 {width:250px,mix-blend-mode:multiply}
{{artist,position:relative,top:-230px,left:270px,margin-bottom:-30px
##### Cell Vs Vegeta
[SuperVegeta99](http://supervegeta99.deviantart.com/art/Render-Cell-Vs-Vegeta-
276255641)
}}
#### Blitz Rush
*Rank 4 Melee Technique*
___
- **Ki Cost:** 50 Ki
- **Prerequisites:** Blitz
- **Casting Time:** 1 Bonus Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
Make 8 *Combo Attack Rolls* against a target of your choice within range dealing
your *Unarmed Strike Damage Die* on a hit.
Make 8 *Combo Attack Rolls* against a target of your choice within range dealing
your *Unarmed Strike Damage Die* on a hit. You may move up to 10 Feet between each
*Combo Attack Roll*, without provoking *Attacks of Opprotunity.*
\page
#### Explosion Fist
*Rank 4 Melee Technique*
___
- **Ki Cost:** 50 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous (Special)
Make a *Combo Attack Roll* dealing your *Unarmed Strike Damage Die* + 10d8 *Ki
Damage* on a hit.
Coat your arm in the visage of a dragon or similar beast before tearing apart a
targets body and soul. Make a *Combo Attack Roll* dealing your *Unarmed Strike
Damage Die* + 4d12 *Ki Damage* on a hit. This Damage affects both the Target's
**HP** and **Ki**.
Create the visage of the eternal dragon and punch it out and through enemies in
front of you. Creatures in Range must make a Dexterity Saving Throw or take your
*Unarmed Strike Damage Die* + 10d12 *Ki Damage*, half on a success.
\column
 {width:450px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Dragon Fist
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Dragon-Fist-render-DB-
Legends-814542616)
}}
\page
## [Weapon Techniques](#p3)
### [Rank 1](#p3)
##### Weapon Technique Vocabulary
<u>*Weapon Damage Die* refers to the *Damage Die* of your *Current Weapon*.</u>
<u>*Weapon Damage* refers to the *Damage Type* of your *Current Weapon*.</u>
#### Bonk!
*Rank 1 Weapon Technique*
___
- **Ki Cost:** 6 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
Raise your weapon high above your head for an empowered attack. Roll a *Combo
Attack Roll* dealing your *Weapon Damage Die* + 1d6 *Weapon Damage* on a hit.
#### Flurry
*Rank 1 Weapon Technique*
___
- **Ki Cost:** 8 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
A quick rush using whatever is in your hands. Roll 2 *Combo Attack Rolls* dealing
your *Weapon Damage Die*.
#### Iai!
*Rank 1 Weapon technique*
___
- **Ki Cost:** 10 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Reaction, when you are targeted by a *Melee Attack Roll* or
**Melee Technique** by a creature in your *Melee Range*.
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** No
You draw and swipe with your weapon at lightning speed. Make a *Combo Attack Roll*
dealing your *Weapon Damage Die* and grants disadvantage on the triggering attack
roll.
\column
#### I'll Shoot you!
*Rank 1 Weapon Technique*
___
- **Ki Cost:** 6 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Ranged Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
You focus your shot with a small portion of your ki, firing it once they are within
range with much more force. Roll a *Combo Attack Roll* dealing your *Weapon Damage
Die* + 1d4 *Damage*. Creatures who are hit with this attack are knocked back 15
feet.
#### Pincushion
*Rank 1 Weapon Technique*
___
- **Ki Cost:** 12 Ki
- **Casting Prerequisite:** 1 *Light or Finesse Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
You make a flurrious storm of strikes against a target in range. Roll 3 *Combo
Attack Rolls* dealing your *Weapon Damage Die* on a hit.
A ki-charged weapon strike. Roll a *Combo Attack Roll* dealing your *Weapon Damage
Die* + 2d6 damage on a hit.
\page
#### Staggering Clash
*Rank 1 Weapon Technique*
___
- **Ki Cost:** 10 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Reaction, when you are targeted by a *Melee Attack Roll* or
**Melee Technique** by a creature in your *Melee Range*.
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** No
You strike out to clash against against an incoming attack, attempting to overpower
their stance. Roll a *Combo Attack Roll* dealing your *Weapon Damage Die* and
knocking the target *Prone* on a hit.
#### Whirlwind
*Rank 1 Weapon Technique*
___
- **Ki Cost:** 8 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
As quick spin-attack against all creatures in your reach. All creatures within
range must make a *Dexterity Saving Throw* or take your *Weapon Damage Die* + 1d10
*Damage*, half on a success.
You add energy to your weapon sending ki facsimiles of your attacks. For the
duration of this technique your *Melee Weapons* gain a 30 foot range and have their
*Damage Type* changed to *Ki Damage*.
\column
#### Cyclone
*Rank 2 Weapon Technique*
___
- **Prerequisites:** 1 *Mastery Star* in *Whirlwind*
- **Ki Cost:** 14 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
An supercharged spin move against all creatures in the vicinity. All creatures
within range must make a *Dexterity Saving Throw* or take your *Weapon Damage Die*
+ 2d6 *Damage*, half on a success.
Collect all of your energy to your arms for a lightning fast attack. Roll a *Combo
Attack Roll* dealing your *Weapon Damage Die* + 3d8 damage on a hit.
You make a jumping strike meant to deal maximum damage. This attack can only be
used against a Prone Target. If you would make cast this technique using a *Thrown*
weapon, you ignore any forms of detriments to your attack roll due to range
(including disadvantage).
Roll a *Combo Attack Roll* dealing 2x your *Weapon Damage Die* on a success.
\page
#### Flurry Assault
*Rank 2 Melee Technique*
___
- **Ki Cost:** 25 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
Roll 3 *Combo Attack Rolls* dealing your *Weapon Damage Die* + 1d6 *Damage* each on
a hit.
#### Focus
*Rank 2 Weapon Technique*
___
- **Ki Cost:** 10 Ki per +1
- **Casting Prerequisite:** 1 *Simple or Martial Weapon* that you are proficient
with.
- **Casting Time:** 1 Bonus Action
- **Range:** Self
- **Duration:** Upkeep
- **Chargeable:** No
You funnel your energy into your held weapon to empower it. For each 10 **Ki** you
spend when casting casting this technique, to a maximum of 30 **Ki**, your equipped
weapon gains a +1 *Static Bonus* and a +1 to Damage Rolls until the start of your
next turn.
:
**This Technique can not be mastered.**
Whenever you *Charge* this **Technique**, increase the range of the *Cone* by 5
feet.
\column
You take advantage of their focus in their success and go up to a creature, making
an attack to set you up for the next one. Make a *Combo Attack Roll*, on a hit
dealing your *Weapon Damage Die* + 1d10 *Damage* and the creature cannot react to
the next attack from you or an allied creature.
#### Skirmish
*Rank 2 Weapon Technique*
___
- **Ki Cost:** 18 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
A wild flurry of swings that is hard to match. Make a *Combo Attack Roll*, on a hit
dealing your *Weapon Damage Die* + 2d6 *Damage*. This **Technique** has Advantage
on **Clashes**.
You take a moment to inspect a target, looking for any weak points. Choose 1 target
in range, the next *Weapon Attack* you make against that target using *Simple or
Martial Weapons* ignores their *Proficiency Bonus* and **Power Bonus** to **AC**.
This **Technique** is ended if you use it again before attacking the target.
\page
You begin to charge your weapon to make a barrage of projectiles launched towards
the enemy. Make a *Combo Attack Roll* against a target that you can see in range,
on a hit dealing your *Weapon Damage Die* + 4d6 *Ki Damage*
You fire a flurry of blasts from your weapon, basing it out of the type of weapon
that you wield. Make a number of *Combo Attack Rolls* equal to half of your
*Proficiency Bonus*, each dealing your *Weapon Damage Die* on a hit. Each attack
may target a different target or each can indiviually be sent at the same.
You move to a creature that is within your movement speed, you then make two *Combo
Attack Rolls*. On a hit, you deal your *Weapon Damage Die*.
At the end of this **Technique** you may make an additional *Weapon Attack*, if you
hit at least 1 of the *Combo Attack Rolls*, dealing 2x your *Weapon Damage Die* on
a hit. If both *Combo Attack Rolls* hit, you gain *Advantage* on the *Weapon
Attack*. If this *Weapon Attack* is a *Critcal Hit*, it instead deals 4x *Damage*.
\column
#### Smoldering Weapon
*Rank 3 Weapon Technique*
___
- **Ki Cost:** 24 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes
You attack at such speed that it ignites your weapon and your target. Make a *Combo
Attack Roll*,on a hit you deal your *Weapon Damage Die* + 6d6 *Fire Damage*.
On a hit, the target must make a *Constitution Saving Throw*, on a failure, they
take 2d6 *Fire Damage* at the start of their next turn where they then must repeat
the *Saving Throw* or repeat the effect on their subsequent turns until they pass
or the caster's **Character Level** in Rounds elapses.
You gather ki throughout your body and focus onto enhancing your speed, you may
make a number of *Combo Attack Roll* up to a max of your *Proficiency Bonus*. On
each hit, you deal your *Weapon Damage Die* plus your *Weapon Damage Ability
Modifier*.
Ammo be damned, you pour your ki straight through your weapon. Make a *Combo Attack
Roll*, ignoring all form of bonus to **AC** from **Techniques/Spells**. On a hit,
you deal your *Weapon Damage Die* + 5d6 *Damage*.
\page
#### Evil Spear
*Rank 3 Weapon Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Duration:** Instantaneous
- **Chargeable:** Yes
You arc your weapon and launch your weapon towards the enemy. If the weapon has the
*Thrown Property*, the ranged of this **Technique** becomes the weapon's long
range. Make a *Combo Attack Roll*,on a hit you deal your *Weapon Damage Die* +
10d4 *Damage* and the weapon is lodged onto them.
Creatures have Disadvantage on all *Attack Rolls* they would make while this weapon
is embedded. A creature may spend their action to make a *Athletics Check* against
your **Melee Technique Save DC** to remove the weapon from their body.
By funneling ki into your weapon you can fire out ki projectiles of your equipped
weapon. For the duration of your *Attack Action* your equipped weapons gain a range
of 60 feet and have their *Damage Type* replaced with *Ki Damage*. If your weapon
already had a range, both its long and short range increases by half its *Long
Range Distance*.
Your attacks strike with the force to open wormholes. Make a number of *Combo
Attack Roll* equal to half your Proficiency Bonus, rounded up, against a target in
range. On each hit, they take your *Weapon Damage Die* + 1d6 *Ki Damage*.
\column
Setting aside everything for the shot, you begin pouring your Ki into the next
attack.
You may spend an amount of **Ki** up to a max equal to 5x your **Character Level**.
At the beginning of your next turn, you may make a *Combo Attack Roll*, no *Action
Economy* required. On a hit, you deal your *Weapon Damage Die* + 2d12 *Ki Damage*
for every incrememnts of 10 **Ki** that you spend.
While within the round, all creatures have Advantage on *Attack Rolls* against you
and you have Disadvantage on *Dexterity Saving Throws* you make.
When you would *Charge* this **Technique**, the *Action Economy* for the *Charge*
is 1 Round.
You begin to focus your ki into your weapon and then making an attack with enough
strength to open up a Black Hole. Make a *Combo Attack Roll*, on a hit you deal
your *Weapon Damage Die* + 10d6 *Damage*.
When a creature would be hit by this, roll 1d8 and transport the target to that
Plane. If this **Technique** is *Mastered* you may choose to roll an additional 1d8
and choose between your rolled options.
}}
\page
#### Weapon of Hope
*Rank 4 Weapon Technique*
___
- **Ki Cost:** 100 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Weapon* that you are proficient
with & Spirit Bomb
- **Casting Time:** Special
- **Range:** Self
- **Duration:** Special
- **Chargeable:** No
When you would absorb a *Spirit Bomb*, you may channel the ki into your weapon.
Your *Weapon Damage Die* becomes half the *Damage* of the *Spirit Bomb*. This
**Technique** has a duration of 1 Round per *Spirit Bomb Size*. Once the duration
of this **Technique** ends, you gain 2 *Ranks of Exhaustion* per size of the
*Spirit Bomb*.
## [Ki Techniques](#p3)
### [Rank 1](#p3)
#### Dodon Ray
*Rank 1 Ki Technique*
___
- **Ki Cost:** 4 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (40 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam
A small beam shot from the finger causes an explosion on impact. Targets in range
must make a *Dexterity Saving Throw* or take 3d4 *Force Damage*, half on a
successful save.
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.
\column
Roll an *Omni Attack Roll* dealing your *Basic Ki Blast Damage Die* + 1d6 *Ki
Damage* on a hit. This **Technique** ignores half and three-forths cover.
#### Kamekameha
*Rank 1 Ki Technique*
___
- **Ki Cost:** 5
- **Prerequisites:** none
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam
#### Kiai!
*Rank 1 Ki Technique*
___
- **Ki Cost:** 5 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (5 foot radius)
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Omni
Send out a pulse of ki outwards from yourself. All creatures must make a *Strength
Saving Throw* or be *Launched* 15 feet, being pushed back 5 Feet on a save.
\page
#### Ki Blast Barrage
*Rank 1 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 90 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage
Fire a flurry of energy attacks. Make a *Blast Attack Roll* dealing 4d6 *Ki Damage*
on a hit. This **Technique** can have its *Casting Time* reduced by 1 step by
spending double the **Ki Cost** upon casting.
Fire one large ki ball. Make a *Blast Attack Roll* dealing 3dX, where X is your
*Basic Ki Blast Damage Die*, on a hit.
Fire one explosive energy shot at a target. One target of your choice in range must
make a *Dexterity Saving Throw* or take 3d10 *Ki Damage*, half on a save.
Fire a pure beam of energy with the full force of your Ki. Make a *Beam Attack
Roll* dealing Xd6, where X is your *Wisdom Modifier.*
\column
Form a barrier of ki around you granting you a +1 bonus to the triggering *Saving
Throw*. You may not increase this bonus beyond a +3 in this way.
Roll 3 *Barrage Attack Rolls* dealing your *Basic Ki Blast Damage Die* on a hit.
Form a compressed apple sized ki blast in your hand before launching it at a target
in range. Make a *Blast Attack Roll* dealing 3d6 *Ki Damage* on a hit.
\page
The user concentrates their aura into a palpable wall of force. For the duration of
the *Damaging Effect* or **Defensive Manuever**, you gain Resistance against one
*Damage Type* of your choice.
The user sends out a fiery bout of energy from the hands. Roll a *Blast Attack
Roll* dealing your *Basic Ki Blast Damage Die* + 5d6 *Fire Damage* on a hit.
Fire a barrage of individual ki blasts. Roll a *Barrage Attack Roll*, each dealing
your *Basic Ki Blast Damage Die* on a hit. You can fire a number of ki blasts up to
a max of your *Proficiency Bonus.*
\column
The user condenses a black ball in the hands and then fires a beam from it.
Targets in range must make a *Dexterity Saving Throw* dealing 3d10 *Ki Damage* on a
fail, half on a success.
A small beam shot from the finger. Roll a *Barrage Attack Roll* dealing 2d6 *Ki
Damage* on a hit. After casting this you may, as a Bonus Action, fire an additional
*Death Beam* for half the initial **Ki Cost**.
A frisbee like attack that can cut through almost anything. Targets in range must
make a *Dexterity Saving Throw* dealing 6d12 *Ki Damage* on a fail, no damage on a
success. This **Technique** deals double damage to structures and *Constructs*.
\page
Make a massive sweeping blade-like energy attack. Roll a *Blast Attack Roll*
dealing Xd6 *Ki Damage* on a hit, where X is for how many sets of 5 **Ki** you
expend during the casting of this **Technique**.
The maximum *Damage Dice Amount*, before charging is calculated, can not exceed
your total **Character Level**.
Let out an immensly disruptive volley of attacks. Roll a *Barrage Attack Roll*
dealing your *Basic Ki Blast Damage Die* + 3d12 *Damage* and gains the *Stunned
Condition* until the end of their next turn on a hit.
\column
#### Kamehameha
*Rank 2 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self(100 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam
The Famous Turtle Destruction Wave developed by Muten Roshi. Targets in range must
make a *Dexterity Saving throw* dealing 3d10 *Ki Damage* on a fail, half on a
success.
#### Ki-Construct
*Rank 2 Ki Technique*
___
- **Ki Cost:** 8 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Bonus Action
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: Upkeep
- **Type:** Omni
The user solidifies Ki around their hand, forming the crude shape of a weapon. You
create and wield a unique *Weapon* with the following statistics:
##### Ki-Construct
- You are proficient in this *Weapon*
- Counts as *Finesse Martial Melee Weapon* or *Unarmed Strike* for the sake of
**Techniques.**
- *Attack Rolls* and **Techniques** with this weapon can use your *Omni
Attack Roll and Save DCs.*
- This *Weapon* deals your *Unarmed Strike Damage Die* + 1d6 *Ki Damage*
- **Weapon Techniques** using this *Weapon* can be treated as a **Ki Technique**
for the sake of **Clashes**.
- You can not be disarmed of this *Weapon*.
:
:
This **Technique** can be *Mastered* to increases the *Ki Damage Die* by 1 step or
giving *Attack Rolls* and **Techniques** casted using this weapon a +1 *Static
Bonus* per *Mastery Star.*
\page
A wide short range blast from cupped hands. Targets in range must make a *Dexterity
Saving Throw* taking 4d12 *Ki Damage* on a fail, half on a success.
#### Masenko
*Rank 2 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 80 feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam
Placing your hands to your forehead you fire out a small but powerful beam of
yellow energy. Roll a *Beam Attack Roll* dealing 6d6 *Ki Damage* on a hit.
A rapid-fire barrage of energy blasts. Roll a *Barrage Attack Roll*, each dealing
your *Basic Ki Blast Damage Die* + 2d6 *Ki Damage* on a hit. You can fire a number
of ki blasts up to a max of your *Proficiency Bonus.*
The user creates an energy ball in his hand and then crushes it, enveloping his
hand for a powerful short ranged Blast. Roll an *Blast Attack Roll* dealing 3d12 Ki
Damage on a hit.
\column
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 point within range, all creatures of your choice in a 15 foot radius must
make a Dexterity Saving Throw or take 3d8 *Ki Damage* on a fail, half on a success.
The user concentrates Ki in front of their eyes and sends a blinding light forward.
All targets in range must make a *Constitution Saving Throw* or be *Blinded* until
the end of their next turn.
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.
\page
### [Rank 3](#p3)
#### 100x Solar Flare
*Rank 3 Ki Technique*
___
- **Ki Cost:** 35 Ki
- **Prerequisites:** 1 Star in *Solar Flare*
- **Casting Time:** 1 Action
- **Range:** Self (90 foot Sphere)
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Omni
The user concentrates Ki in front of their eyes and sends a blinding light forward.
All targets in range must make a *Constitution Saving Throw* or be *Blinded* until
the end of your next turn, until the start of their next turn on a success.
Fill your lungs with ki-enforced air and roar. All targets in range must make a
*Constitution Saving Throw* or be *Stunned* until the end of their next turn.
Create a blue orb of energy in front of you before launching it to explode at your
target. Choose a location within range, and all creatures in a 15 foot radius must
make a *Dexterity Saving Throw* or take 8d8 *Fire Damage*, half on a success.
\column
A ball of energy is created on the user's finger and thrown before exploding. For
15 **Ki** you may choose a point within range, targets in the technique's radius
must make a *Dexterity Saving Throw* taking 5d10 *Ki Damage* on a failure, taking
half damage on a success.
You may spend additional sets of 15 **Ki** upon casting to add 2d10 *Ki Damage* and
increase the sphere radius by 5 feet.
\page
A purple frisbee like attack that does less damage than the destructo disk but is
much more controlled.
Roll 2 *Omni Attack Rolls* each dealing 5d6 *Slashing Damage* on a hit, dealing
double damage to structures and *Constructs*.
A barrage of frisbee like attacks that can cut through almost anything. Targets in
range must make a *Dexterity Saving Throw* dealing 6d12 *Ki Damage* on a fail, no
damage on a success. This **Technique** deals double damage to structures and
*Constructs*.
You may fire an amount of Destructo Disks equal to your Proficiency Bonus by
spending an additional 25 **Ki** per *Destructo Disk* after the first.
Roll a *Barrage Attack Roll*, each dealing your *Basic Ki Blast Damage Die* + 2d12
*Ki Damage* on a hit. You can fire a number of ki blasts up to a max of your
*Proficiency Bonus.*
\column
 {width:300px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:100px,margin-bottom:-30px
##### Vegeta (Final Flash)
[naboolistyk](http://naboolistyk.deviantart.com/art/vegeta-final-flash-361463662)
}}
The user creates an energy orb in each hand and places them together to fire a
large powerful beam. Targets in range must make a *Dexterity Saving Throw* taking
6d10 *Ki Damage* on a fail, half on a success.
Whenever you are *Concentrating* on this **Technique** you may use your Bonus
Action to detonate all *Galactic Donuts*, dealing 4d8 *Ki Damage* to all targets
affected by *Galactic Donuts* and ending this **Technique**.
\page
Alternatively you may spend your Action to send all created ki orbs at a target of
your choice, or take the collective damage of all ki orbs. The target makes one
*Dexterity Saving Throw* for all created ki orbs taking their collective damage on
a fail, halved on a success.
The user solidifies Ki around their hand, forming the crude shape of a weapon. You
create and wield a unique *Melee Weapon* of your design with the following
statistics:
\column
Fire a seemingly endless barrage of individual small ki blasts. You may make a
number of *Barrage Attack Rolls* up to but not exceeding your **Character Level**,
for 12 **Ki** per *Barrage Attack Roll*, each dealing 1d8 *Ki Damage* on a
successful hit.
Form a powerful but condensed Galick Gun to strike a single target. Make a *Beam
Attack Roll* dealing 6d6 *Ki Damage* on a successful hit.
Form a powerful but condensed Kamehameha to strike a single target. Make a *Beam
Attack Roll* dealing 6d8 *Ki Damage* on a successful hit.
#### Majin Kamehameha
*Rank 3 Ki Technique*
___
- **Ki Cost:** 25 Ki
- **Prerequisites:** 1 Star in *Dark Kamehameha*
- **Casting Time:** 1 Action
- **Range:** 80 Feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Beam
Form a powerful but condensed Kamehameha fueled by dark energy to strike a single
target. Make a *Beam Attack Roll* dealing 6d10 *Ki Damage* on a successful hit.
\page
#### Massive Explosive Wave
*Rank 3 Ki Technique*
- **Ki Cost:** 50 Ki
- **Prerequisites:** 1 Star in *Explosive Wave*
- **Casting Time:** 1 Action
- **Range:** Self (60 foot radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast
Send a massive explosion of energy out in all directions from you. All creatures
within range must make a Dexterity Saving Throw or take 8d12 *Ki Damage*, half on a
success.
The user fires a beam out of their mouth powered by their own life force. Roll a
*Beam Attack Roll* dealing 6d6 *Ki Damage* on a hit. This attack may be used while
*Grappled, Restrained,* or *Prone*.
Fire a ferocious beam of energy with the full force of your Ki. Make a *Beam Attack
Roll* dealing a number of d10 equal to your *Wisdom Modifier*.
A very powerful move that resembles a drill. Targets in range must make a
*Dexterity Saving Throw* or take Xd10 *Ki Damage* on a hit, where X is for how many
sets of 5 **Ki** you expend during the casting of this **Technique**, Half on a
save.
The maximum *Damage Dice Amount*, before charging is calculated, can not exceed
your total **Character Level**.
Super charge the spin of the destructo disk making it almost unseeable to the eye.
Targets in range must make a *Dexterity Saving Throw* dealing 8d12 *Ki Damage* on a
fail, no damage on a success. This **Technique** deals double damage to structures
and *Constructs*.
Charges one of the strongest variants of the Galick Gun. Targets in range must make
a *Dexterity Saving Throw* dealing 8d6 *Ki Damage* on a fail, half on a success.
\page
The *Super Ghosts* float harmlessly around you for the duration. Whenever you are
subject to an *Attack Roll* you may sacrifice a *Super Ghost* to take the hit
instead of you and explode, dealing 2d6 *Ki Damage* to all creatures but yourself
within 5 feet.
The *Super Ghosts* float harmlessly around you for the duration. As an Action you
may fire a *Super Ghost* at a target within range, rolling an *Omni Attack Roll*
dealing your 2d10 *Ki Damage* on a hit.
Whenever you miss with one of these *Omni Attack Roll* you may use your Reaction to
call the *Super Ghost* back to you before it explodes unnecessarily, a *Critical
Fail* on the *Omni Attack Roll* will always result in losing the *Super Ghost.*
:
 {width:195px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Gotenks SSJ 3 (Fighterz)
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Gotenks-ssj3-render-2-
FighterZ--741455806)
}}
\column
#### Tribeam
*Rank 3 Ki Technique*
___
- **HP Cost:** 5x HP
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 120 Feet (30 foot cube)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast
The user channels their own life force into their hands and fires it out as a
square box.
Choose a location you can see within 120 feet. All creatures in the *Cube's* range
must make a *Dexterity Saving Throw* or take Xd10 *Ki Damage* on a hit, where X is
for how many sets of 5 **HP** you expend during the casting of this **Technique**,
Half on a save.
The user fires a purple beam from each hand. Make 2 *Beam Attack Rolls* dealing 6d6
*Ki Damage* on each successful hit. Each *Beam Attack Roll* can target a different
target in range.
\page
The user forms two Big Bang Attacks in his hands and put them together forming a
larger blue version of the Final Flash. Targets in range must make a *Dexterity
Saving Throw* taking 12d12 *Ki Damage* on a fail, half on a success.
Alternatively you may spend your Action to send all created ki orbs at a target of
your choice, or take the collective damage of all ki orbs. The target and all
creatures within 5 feet of them must make one *Dexterity Saving Throw* for all
created ki orbs taking their collective damage on a fail, halved on a success.
The user fires a kamehameha through a big bang attack turning it into a shotgun
like attack. Targets in range must make a *Dexterity Saving Throw* taking 12d10 *Ki
Damage* on a fail, half on a success.
\column
Fire a barrage of individual small ki blasts. Roll a number *Barrage Attack Roll*
up to but not exceeding your *Proficiency Bonus* for 8 **Ki** per *Barrage Attack
Roll*, each dealing your *Basic Ki Blast Damage Die* on a hit.
Two compressed energy spheres forced together into a devestating beam attack.
Targets in range must make a *Dexterity Saving Throw* taking 12d6 *Ki Damage* on a
fail, half on a success.
Make a large ki ball at your side before launching it at highspeed toward the
opponent. Roll a *Blast Attack Roll* dealing your *Basic Ki Blast Damage Die* +
6d12 *Fire Damage* on a hit.
\page
#### Emperor's Barrage
*Rank 4 Ki Technique*
___
- **Ki Cost:** 10x Ki
- **Prerequisites:** 1 Star in *Death Beam*
- **Casting Time:** 1 Action
- **Range:** 120 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage
The user sends a barrage of death beams in front of them. One target of your choice
must make a Dexterity Saving Throw dealing Xd12 *Magical Piercing Damage* per 10
**Ki** spent during the casting of this **Technique**, half on a success.
The maximum *Damage Dice Amount*, before charging is calculated, can not exceed
double your *Proficiency Bonus*.
The Super powered combo of Goku and Vegeta’s strongest moves. Two compressed energy
spheres forced together into a devestating beam attack. Targets in range must make
a *Dexterity Saving Throw* taking 12d10 *Ki Damage* on a fail, half on a success.
True to its name this is the strongest pure variation of the Kamehameha. Targets in
range must make a *Dexterity Saving Throw* dealing 12d8 *Ki Damage* on a fail, half
on a success.
\column
This attack fully captures the strengths of both moves. Targets in range must make
a *Dexterity Saving Throw* or take 12d6 *Ki Damage*.
A very powerful move that resembles a drill. Targets in range must make a
*Dexterity Saving Throw* or take X sets of 2d10 *Ki Damage* on a hit, where X is
for how many sets of 15 **Ki** you expend during the casting of this **Technique**,
Half on a save.
The maximum *Damage Dice Amount*, before charging is calculated, can not exceed 3x
your total **Character Level**.
 {width:325px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Beast Gohan (Special Beam Cannon)
[hoavonhu123](https://www.deviantart.com/hoavonhu123/art/Gohan-Beast-DBS-SH-render-
2-DB-Legend-933708802)
}}
\page
#### Ki Weapon
*Rank 4 Ki Technique*
___
- **Ki Cost:** 45 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self
- **Chargeable?:** :: Yes
- **Duration:** :: Upkeep (15 Ki)
- **Type:** Omni
The user creates a complete weapon construct made of ki. You create and wield a
*Melee Weapon* of your choice with the following statistics:
##### Ki-Weapon
- You are proficient in this *Weapon*
- *Attack Rolls* and **Techniques** with this weapon can use your *Omni Attack Roll
and Save DCs.*
- This *Weapon* deal the choosen *Weapon Damage Die* + 3d6 *Ki Damage*
- **Weapon Techniques** using this *Weapon* can be treated as a **Ki Technique**
for the sake of **Clashes**.
- You can not be disarmed of this *Weapon*.
:
:
:
:
 {width:325px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Goku Black
[PNGmart](https://www.pngmart.com/image/192905)
}}
\column
The explosive move of the legendary Broly, throw a marble sized energy blast that
slowly grows before impact. Choose a location within range, all creatures within a
30 foot radius must make a *Dexterity Saving Throw* or take 10d8 *Ki Damage* on a
fail, half on a success.
#### Spirit Sword
*Rank 4 Ki Technique*
___
- **Ki Cost:** 30 Ki
- **Prerequisites:** 1 Star in *Improved Ki-Construct*
- **Casting Time:** 1 Action
- **Range:** Self
- **Chargeable?:** :: Yes
- **Duration:** :: Upkeep (10 Ki)
- **Type:** Omni
The user solidifies Ki around their hand, forming the crude shape of a long energy
blade with the following statistics:
\page
The *Super Ghosts* float harmlessly around you for the duration. Whenever you are
subject to an *Attack Roll* you may sacrifice a *Super Ghost* to take the hit
instead of you and explode, dealing 4d12 *Ki Damage* to all creatures but yourself
within 5 feet.
Alternatively as an Action you may fire a *Super Ghost* at a target within range,
rolling an *Omni Attack Roll* dealing your 4d12 *Ki Damage* on a hit.
Whenever you miss with one of these *Omni Attack Roll* you may use your Reaction to
call the *Super Ghost* back to you before it explodes unnecessarily, a *Critical
Fail* on the *Omni Attack Roll* will always result in losing the *Super Ghost.*
The *Super Ghosts* float harmlessly around you for the duration. Whenever you are
subject to an *Attack Roll* you may sacrifice a *Super Ghost* to take the hit
instead of you and explode, dealing 3d10 *Ki Damage* to all creatures but yourself
within 5 feet.
\column
The *Super Ghosts* float harmlessly around you for the duration. As an Action you
may fire a *Super Ghost* at a target within range, rolling an *Omni Attack Roll*
dealing your 3d12 *Ki Damage* on a hit.
Whenever you miss with one of these *Omni Attack Roll* you may use your Reaction to
call the *Super Ghost* back to you before it explodes unnecessarily, a *Critical
Fail* on the *Omni Attack Roll* will always result in losing the *Super Ghost.*
:
 {width:300px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Super Buu Kamikaze Attack
[alexiscabo1](https://alexiscabo1.deviantart.com/art/Super-Buu-Gohan-Kamikaze-
Ghost-Attack-631887394)
}}
\page
A ball of hyper condensed Ki is crushed into dust and thrown at a high velocity at
an opponent. Roll an *Omni Attack Roll* dealing damage on a hit based on the
target's *Alignment*:
#### Supernova
*Rank 4 Ki Technique*
___
- **Ki Cost:** Special
- **Prerequisites:** 1 Star in *Death Ball*
- **Casting Time:** 1 Action
- **Range:** 200 Feet (30 foot radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast
A monstrous version of the death ball. For 25 **Ki** you may choose a point within
range, targets in the technique's radius must make a *Dexterity Saving Throw*
taking 5d12 *Ki Damage* on a failure, taking half damage on a success.
You may spend additional sets of 25 **Ki** upon casting to add 2d12 *Ki Damage* and
increase the sphere radius by 10 feet.
True to its name this is the strongest pure variation of the Galick Gun. Targets in
range must make a *Dexterity Saving Throw* dealing 12d6 *Ki Damage* on a fail, half
on a success.
\column
## ["Other" Ki Techniques](#p3)
#### Afterimage
*Rank 2 Technique*
___
- **Ki Cost:** 5 Ki
- **Casting Time:** 1 Action
- **Prerequisites:** None
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: 1 Minute (Concentration)
- **Type:** Other
Move so quickly you leave a mirage of yourself behind. For the duration of this
**Technique**, your **AC** increases by 2.
#### Charge
*Rank 2 Technique*
___
- **Prerequisites:** *Minimum Charge*
- **Casting Time:** Special
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Other
By taking a moment to center your energy you can restore your **Ki.** Regain 18 +
*Wisdom Modifier* **Ki** if used as an Action, or 3d6 + *Wisdom Modifier* **Ki** as
an Bonus action.
By taking a moment to center your energy you can restore your **Ki.** Regain 30 +
*Wisdom Modifier* **Ki** if used as an Action, or 3d10 + *Wisdom Modifier* **Ki**
as an Bonus action.
\page
The user starts to charge what appears to be the Kamehameha but instead of a beam a
small explosion of confetti shoots out. One target of your choice must make an
*Intellegence Saving Throw* against your **Omni or Beam Save DC**, your choice, or
be *Stunned* until the start of their next turn.
#### Ki-Dash
*Rank 2 Technique*
___
- **Ki Cost:** 10 Ki
- **Casting Time:** 1 Bonus Action
- **Prerequisites:** None
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Other
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Burter and Guldo
[Pinterest](https://www.pinterest.com/pin/346566133803978963/)
}}
\column
#### Ki Empowerment
*Rank 2 Technique*
___
- **Ki Cost:** 20 ki
- **Casting Time:** 1 action
- **Prerequisites:** *Strength Score* ≥ 16
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: 1 Minute (concentration)
- **Type:** Other
Multiplies carrying and lifting capacities by 22.5 times normal until the start of
your next turn after the *Duration*. 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).
By taking a moment to center your energy you can restore your **Ki.** Regain 36 +
*Wisdom Modifier* **Ki** if used as an Action, or 3d12 + *Wisdom Modifier* **Ki**
as an Bonus action.
\page
By taking a moment to center your energy you can restore your **Ki.** Regain 12 +
*Wisdom Modifier* **Ki** if used as an Action, or 3d4 + *Wisdom Modifier* **Ki** as
an Bonus action.
Choose a number of creatures that you can see within range equal to your *Charisma
Modifier*. The target begins a comic dance in place: shuffling, tapping its feet,
and capering for the duration. Creatures that can't be *Charmed* are immune to this
**Technique**.
A dancing creature must use all its movement to dance without leaving its space and
has Disadvantage on *Dexterity Saving Throws* and *Attack Rolls*. While the target
is affected by this **Technique**, other creatures have Advantage on *Attack Rolls*
against it. As an Action, a dancing creature makes a *Wisdom Saving Throw* against
your **Omni Save DC** to regain control of itself. On a successful save, the effect
ends.
Charge your energy and burst with power. You gain a +1 **Power Bonus** for the
duration.
\column
The congregation of all living things’ power willing collecting to the call of
another. As an action on your turn you begin to charge energy, calling out to the
universe around you.
The user must roll a d100 to determine how much power is given and how long it
takes to charge the spirit bomb. If the user has some form of way to ask for the
energy, such as telepathy, a successful persuasion check can grant you an
additional d100, taking the higher of the two rolls.
Any allied creature that sees you cast this **Technique** can spend their Reaction
to lend their energy, granting a +1 for each creature that does.
- 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
- **Rank 1** Micro bomb: 10d12 radiant damage (30 Foot Range)
- **Rank 2** Spirit bomb: 30d12 radiant damage (100 Foot range, 30 foot radius)
- **Rank 3** Super spirit bomb: 50d12 radiant damage (300 Foot Range, 60 foot
radius)
- **Rank 4** Universal spirit bomb: 70d12 radiant damage (500 Foot Range, 120 foot
radius)
- **Manuevers** can not be used against this.
Choose a target or a location in range, the selected target and targets in the
listed radius must make a *Dexterity Saving Throw* against your highest **Ki
Technique Saving Throw DC** or take damage as listed above, half on a successful
save.
\page
:
Absorbing a *Universal Spirit Bomb* grants you a fourth option:
 {width:325px,mix-blend-mode:multiply}
{{artist,position:relative,top:-20px,left:10px,margin-bottom:-30px
##### Goku (Spirit Bomb)
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Goku-Spirit-bomb-render-
2-755510511)
}}
\column
All creatures in a 10 foot radius of you must make a *Strength Saving Throw*
against your **Omni Save DC** or be *Launched* 15 feet away from you for every 10
**Ki** you spend during the casting of this **Technique**, and half as far on a
success.
You have learned to use your *Instant Transmission* mid-combat to take your
opponents off guard. Whenever you cast this **Technique** you may *Teleport* to an
empty location within 5 feet of a target in range as you make your attack. The
target has *Disadvantage* on *Dexterity* and *Strength Saving Throws* from the
triggering **Technique** and do not gain their *Proficiency Bonus* to **AC** for
the triggering **Technique.**
:
If a friendly creature is attempting to **Tag Team Attack** with you and they have
a free hand to maintain contact with you, they travel with you and also gain the
benefits of this **Technique.**
\page
## [Stances](#p3)
Stances are passive stances that change and augment your combat abilities. On a
long rest you designate a fighting style to use. You may change your Stance as a
bonus action on your turn.
Stances are learned as if they are techniques and they must be active to use any
feature gained through one.
The trusty Turtle School, focusing on overwhelming foes with swift flowing martial
arts.
- +1 *Static Bonus* for *Unarmed Strikes* and **Melee Techniques**.
- When you use your Action to make an *Unarmed Strike* you may make an additional
*Unarmed Strike* as part of that Action.
The rival style to the Turtle School focusing on defense. Fills their ranks by
targeting the naturally gifted.
A lighting fast fighting style based on sharp strikes and battlefield control.
The defensive and thoughtful style of Majunior, the son of the Demon King Piccolo.
- You may take the *Dodge Action* as a Bonus Action.
- all **Beam/Barrage Techniques** gain +50% range
- You may add half of your *Proficiency Bonus* to *Concentration Checks*.
\column
\page
# [Chapter 9: Equipment](#p3)
Tthe marketplace teems with buyers and sellers of many sorts: Ogre smiths and
Konatsian inventors, Majin chefs and Shin-ling jewelers, not to mention humans of
every shape, size, and color drawn from a spectrum of planets and cultures. In the
largest cities, almost anything imaginable is offered for sale, from exotic spices
and luxurious clothing to wicker baskets and practical swords.
For an adventurer, the availability of armor, weapons, backpacks, rope, and similar
goods is of paramount importance, since proper equipment can mean the difference
between life and death in a dungeon or the untamed wilds. This chapter details the
mundane and exotic merchandise that adventurers commonly find useful in the face of
the threats that the worlds of D&D present.
## Starting Equipment
When you create your character, you receive equipment
based on a combination of your class and background. Alternatively, you can start
with a number of gold pieces based on your class and spend them on items from the
lists in this chapter. See the Starting Wealth by Class table to determine how much
gold you have to spend.
You decide how your character came by this starting equipment. It might have been
an inheritance, or goods that the character purchased during his or her upbringing.
You might have been equipped with a weapon, armor, and a backpack as part of
military service. You might even have stolen your gear. A weapon could be a family
heirloom, passed down from generation to generation until your character finally
took up the mantle and followed in an ancestor's adventurous footsteps.
\column
## Wealth
Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art
objects, animals, and property can reflect your character's financial well-being.
Members of the peasantry trade in goods, bartering for what they need and paying
taxes in grain and cheese. Members of the nobility trade either in legal rights,
such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold
by the pound rather than by the coin. Only merchants, adventurers, and those
offering professional services for hire commonly deal in coins.
### Ƶeni (Ƶ) Paper and Coins
Ƶeni is a currency that is given value by the Dragon World at large and various
multi-universal businesses. Not all planets and star systems use this currency but
most are willing to convert with the following exchange rate:
\page
**Gems, Jewelry, and Art Objects.** These items retain their full value in the
marketplace, and you can either trade them in for coin or use them as currency for
other transactions. For exceptionally valuable treasures, the DM might require you
to find a buyer in a large town or larger community first.
### [Armor](#p3)
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each
with its own technology level. For this reason, fighters have access to a variety
of armor types, ranging from padded gi to Medium Battle Armor to costly Heavy Elite
Armor, with several other kinds of armor in between. The Armor table collects the
most commonly available types of armor found in the game and separates them into
three categories: light armor, medium armor, and heavy armor. Many warriors
supplement their armor with a shield.
The Armor table shows the cost, weight, and other properties of the common types of
armor worn in fantasy gaming worlds.
Anyone can put on a suit of armor or strap a shield to an arm. Only those
proficient in the armor’s use know how to wear it effectively, however. Your class
gives you proficiency with certain types of armor. If you wear armor that you lack
proficiency with, you have disadvantage on any *ability check, saving throw, or
attack roll* that involves **Strength** or **Dexterity**, and you can’t cast
**Spells** or **Techniques**.
#### Armor Class (AC)
Armor protects its wearer from attacks. The armor (and shield) you wear determines
your base Armor Class.
#### Stealth
If the Armor table shows “Disadvantage” in the Stealth column, the wearer has
disadvantage on Dexterity (Stealth) checks.
#### Shields
A shield is made from wood or metal and is carried in one hand. Wielding a shield
increases your Armor Class by 2. You can benefit from only one shield at a time.
**Note:** The half proficiency bonus in question is written into the details of
*Unarmored Defense* features and functions as described above.
Made from supple and thin materials, light armor favors agile adventurers since it
offers some protection without sacrificing mobility. If you wear light armor, you
add your Dexterity modifier to the base number from your armor type to determine
your Armor Class.
**Padded Gi:** Your armor is little more than clothing with heavy stuffing in it.
The padding around the joints makes it difficult to make fine movements.
**Light Battle Armor:** Basic and light battle armor guarding bare neccessities.
**Medium Elite Armor:** This armor is protective and easy to move in, perfect for a
front line elite.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it
also doesn’t penalize you if your Dexterity modifier is negative.
\page
{{wide
#### Medium Armor
{{wide
#### Heavy Armor
| Name | Cost | Armor Class AC |Strength|Stealth|
|:----------------|:-----:|:-----------------:|:-----:|:-----------------:|
|Heavy Battle Armor| 750,000 Zeni | 16 + Half Proficiency Bonus | 13 |Disadvantage
|
| Heavy Elite Armor | 15,000,000 Zeni | 18 + Half Proficiency Bonus | 15 |
Disadvantage |
}}
{{wide
#### Shield
| Name | Cost | Armor Class AC |Strength|Stealth|
|:------------------|:-----:|:-----------------:|:-----:|:-----------------:|
| Shield | 100,000 Zeni | +2 | - | -|
}}
{{wide
#### Weighted Gear
Weighted Gear, whether it be a shirt, bracers, caps, capes, or any other article of
clothing, are designed to be worn over or as part of your clothing/armor and is
designed to limit the body for explosive power later.
When you are wearing weighted gear you gain the **Heavy Weight** condition equal to
the rank of the gear, by spending a long rest *Attuning* to your weighted gear you
can acclimate your body to it. You may spend 1 Action removing and unattuning to
the Weighted Gear on your turn to gain the **Light Weight** Condition of the same
rank for the next minute.
Weighted Gear costs an additional 25% of the normal Zeni cost of the item per rank
of the **Heavy Weight** condition. or 250,000 Zeni per rank of the **Heavy Weight**
condition on items such as braclets and ankle weights that can be worn without
armor.
}}
:
:
:
 {width:700px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Frieza Force Army
[Maxiuchiha22](https://www.artstation.com/tahra)
}}
\column
\page
### [Weapons](#p3)
Your class grants proficiency in certain weapons, reflecting both the class’s focus
and the tools you are most likely to use. Whether you favor a longsword or a
longbow, your weapon and your ability to wield it effectively can mean the
difference between life and death while adventuring.
The Weapons table shows the most common weapons used in the fantasy gaming worlds,
their price and weight, the damage they deal when they hit, and any special
properties they possess. Every weapon is classified as either melee or ranged. A
melee weapon is used to attack a target within 5 feet of you, whereas a ranged
weapon is used to attack a target at a distance.
Proficiency with a weapon allows you to add your proficiency bonus to the attack
roll for any attack you make with that weapon. If you make an attack roll using a
weapon with which you lack proficiency, you do not add your proficiency bonus to
the attack roll.
##### Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only
if you have ammunition to fire from the weapon. Each time you attack with the
weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver,
case, or other container is part of the attack (you need a free hand to load a one-
handed weapon). At the end of the battle, you can recover half your expended
ammunition by taking a minute to search the battlefield. If you use a weapon that
has the ammunition property to make a melee attack, you treat the weapon as an
improvised weapon (see “Improvised Weapons” later in the section). A sling must be
loaded to deal any damage when used in this way.
##### Finesse
When making an attack with a finesse weapon, you use your choice of your Strength
or Dexterity modifier for the attack and damage rolls. You must use the same
modifier for both rolls.
##### Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy
weapon’s size and bulk make it too large for a Small creature to use effectively.
##### Light
A light weapon is small and easy to handle, making it ideal for use when fighting
with two weapons.
##### Loading
Because of the time required to load this weapon, you can fire only one piece of
ammunition from it when you use an action, bonus action, or reaction to fire it,
regardless of the number of attacks you can normally make.
##### Magazine
If a weapon has the magazine property, then this weapon can be fired a few times
before having to reload. The amount of times you have to shoot will be stated after
the Magazine Property. Once you are out of ammunition, you would use the same rule
as the Loading Property
##### Range
A weapon that can be used to make a ranged attack has a range in parentheses after
the ammunition or thrown property. The range lists two numbers. The first is the
weapon’s normal range in feet, and the second indicates the weapon’s long range.
When attacking a target beyond normal range, you have disadvantage on the attack
roll. You can’t attack a target beyond the weapon’s long range.
##### Reach
This weapon adds 5 feet to your reach when you attack with it, as well as when
determining your reach for opportunity attacks with it.
##### Special
A weapon with the special property has unusual rules governing its use, explained
in the weapon’s description (see “Special Weapons” later in this section).
##### Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged
attack. If the weapon is a melee weapon, you use the same ability modifier for that
attack roll and damage roll that you would use for a melee attack with the weapon.
For example, if you throw a handaxe, you use your Strength, but if you throw a
dagger, you can use either your Strength or your Dexterity, since the dagger has
the finesse property.
\page
##### Two-Handed
This weapon requires two hands when you attack with it.
##### Versatile
This weapon can be used with one or two hands. A damage value in parentheses
appears with the property—the damage when the weapon is used with two hands to make
a melee attack.
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a
damage type appropriate to the object). If a character uses a ranged weapon to make
a melee attack, or throws a melee weapon that does not have the thrown property, it
also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet
and a long range of 60 feet.
**Lance:** You have disadvantage when you use a lance to attack a target within 5
feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
##### Ammunition
| Ammuniton | Cost |
|:----:|:-------------|
| Arrows | 10,000 Zeni |
| Pistol Magazine | 50,000 Zeni |
| Rifle Magazine | 80,000 Zeni |
| Sniper Magazine | 100,000 Zeni |
| Laser Pistol Magazine | 100,000 Zeni |
| Laser Rifle Magazine | 160,000 Zeni |
| Laser Sniper Magazine | 200,000 Zeni |
 {width:425px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Great Saiyaman 3
[Maxiuchiha22](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dde5dcz-5e5ee8f9-0017-4bfd-9a1b-f4d8a0e638d7.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGRlNWRjei01ZTVlZThmOS0wMDE3LTRiZmQtOWExYi1mNGQ4YTBlNjM4ZDcucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0._HZbZIn8y8w0r3-
Mhrw4ON96AXyaZWNwhPIYdoASiDw)
}}
\page
{{wide
##### Simple Melee Weapons
{{wide
##### Simple Range Weapons
{{wide
##### Martial Melee Weapons
\page
\column
 {width:400px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Jaco
[Maxiuchiha22](https://www.artstation.com/tahra)
}}
\page
{{column
| Size | Cost |Health Regained|
|:----------|:------:|:-------:|
| Lesser | Ƶ50,000 | 1d4+1 |
| Vitadrink | Ƶ500,000 | 2d4+2 |
| Greater | Ƶ2,000,000 | 4d4+4 |
| Superior | Ƶ20,000,000 | 8d4+8 |
| Supreme | Ƶ200,000,000 | 10d4+10|
}}
### Hetap™ (Stamina Potion)
"With Hercule Satan himself as the sponser you know nothing in this world quenches
you like *Hetap*. This refressing energy drink is guaranteed to make you feel ready
to fight 2 more tournaments or your money back.
*Hetap is not responsible for injury or failed tournaments in the pursuit of this
goal.*"
:
Each time you drink a Hetap™ after the first per long rest you gain ranks of
*Exhaustion* as listed in the table.
{{column
| Size | Cost |Stamina Regained|Exhaustion|
|:----------|:------:|:-------:|:-------:|
| Lesser | Ƶ150,000 | 1d4+1 |1 |
| Hetap™ | Ƶ1,500,000 | 1d6+2 |2 |
| Greater | Ƶ6,000,000 | 1d8+3 |3 |
| Superior | Ƶ60,000,000 | 1d10+4 |4 |
| Supreme | Ƶ600,000,000 | 1d12+5 |5 |
}}
\column
### Senzu Beans
Senzu Beans are grown by Korin in Korin Tower. When eaten, a person's physical
condition is near-instantly restored to its natural peak. This property makes them
immensely useful to carry in battle. As such, since Korin allied himself with Goku
and his friends, Korin usually assists them by providing the Dragon Team with a bag
of Senzu Beans. However, the supply is limited, as it takes a long time to grow
even a single Senzu Bean. Their texture is said to be a cross between an uncooked
(or under-ripe) bean and a celery stalk, and Yajirobe states that they taste like
fish.
Each Senzu Bean you eat after the first before a Long Rest will grant you 1 rank of
Exhaustion that can only be cured from a Long Rest as your body has trouble
withstanding the filling effects of the Senzu Bean
{{column
| Item | Cost |
|:----------|:------:|
| Senzu Bean | Ƶ1,000,000,000 |
}}
:
:
:
:
 {width:250px,mix-blend-mode:multiply}
{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Senzu Bean (Dokkan)
[Dokkan Battle Wiki](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fvignette.wikia.nocookie.net%2Fdbz-dokkanbattle%2Fimages%2F6%2F6c
%2FSenzu_Bean.png%2Frevision%2Flatest%3Fcb
%3D20151122213320&f=1&nofb=1&ipt=c9694b4ad3fab8b6defd9dda4a23d1a78694513fccc6608a9b
c6de55536bd89a&ipo=images)
}}
\page
## [Adventuring Gear](#p3)
This section describes items that have special rules or require further
explanation.
**Acid.** As an action, you can splash the contents of this vial onto a creature
within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In
either case, make a ranged attack against a creature or object, treating the acid
as an improvised weapon. On a hit, the target takes 2d6 acid damage.
**Antitoxin.** A creature that drinks this vial of liquid gains advantage on saving
throws against poison for 1 hour. It confers no benefit to undead or constructs.
**Arcane Focus.** An object holding innate magic power. When you have an Arcan
Focus, you gain a +1 *Static Bonus* to **Spells** from the *Mysticism* **Class
Feature**. These can appear in a +1 - +3 variation, granting an additional *Static
Bonus* equal to that bonus.
**Attack Cuisine.** A character who eats this powerful meal regains 2d4 + 2 hit
points. Eating it all takes an action.
**Ball Bearings.** As an action, you can spill these tiny metal balls from their
pouch to cover a level area 10 feet square. A creature moving across the covered
area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature
moving through the area at half speed doesn’t need to make the saving throw.
**Block and Tackle.** A set of pulleys with a cable threaded through them and a
hook to attach to objects, a block and tackle allows you to hoist up to four times
the weight you can normally lift.
**Candle.** For 1 hour, a candle sheds bright light in a 5-foot radius and dim
light for an additional 5 feet.
**Case, Map or Scroll.** This cylindrical leather case can hold up to ten rolled-up
sheets of paper or five rolled-up sheets of parchment.
\column
**Climber’s Kit.** A climber’s kit includes special pitons, boot tips, gloves, and
a harness. You can use the climber’s kit as an action to anchor yourself; when you
do, you can’t fall more than 25 feet from the point where you anchored yourself,
and you can't climb more than 25 feet away from that point without undoing the
anchor.
**Crowbar.** Using a crowbar grants advantage to Strength checks where the crow
bar’s leverage can be applied.
**Fire Explosive.** Explosives require a method of being lit using heat or fire,
and then being thrown. As an action, you can throw this explosive up to 20 feet,
letting it explode where it lands. Make a ranged attack against a creature or
object, treating the explosive as an improvised weapon. On a hit, the target takes
1d4 fire damage at the start of each of its turns. If it hits a flammable material
or object, it will begin to burn away a random 5-foot cube of the material each
round. A creature can end this damage or fire spread by using its action to make a
DC 10 Dexterity check to extinguish the flames or toss water on it.
**Fishing Tackle.** This kit includes a wooden rod, silken line, corkwood bobbers,
steel hooks, lead sinkers, velvet lures, and narrow netting.
**Handcuffs.** These metal restraints can bind a Small or Medium creature. Escaping
the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a
successful DC 20 Strength check. Each set of m anacles com es with one key. Without
the key, a creature proficient with thieves’ tools can pick the handcuffs' lock
with a successful DC 15 Dexterity check. Handcuffs have 15 hit points.
**Healer’s Kit.** This kit is a leather pouch containing bandages, salves, and
splints. The kit has ten uses. As an action, you can expend one use of the kit to
stabilize a creature that has 0 hit points, without needing to make a Wisdom
(Medicine) check.
**Holy Water.** As an action, you can splash the contents of this flask onto a
creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.
In either case, make a ranged attack against a target creature, treating the holy
water as an improvised weapon. If the target is a fiend or undead, it takes 2d6
radiant damage.
A priest may create holy water by performing a special ritual. The ritual takes 1
hour to perform, uses 250,000 Zeni worth of powdered silver and special salts, and
requires the caster to expend a 1st-level spell slot.
\page
**Hunting Trap.** When you use your action to set it, this trap form s a saw-
toothed steel ring that snaps shut when a creature steps on a pressure plate in the
center. The trap is affixed by a heavy chain to an immobile object, such as a tree
or a spike driven into the ground. A creature that steps on the plate must succeed
on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving.
Thereafter, until the creature breaks free of the trap, its movement is limited by
the length of the chain (typically 3 feet long). A creature can use its action to
make a DC 13 Strength check, freeing itself or another creature within its reach on
a success. Each failed check deals 1 piercing damage to the trapped creature.
**Lamp.** A lamp casts bright light in a 15-foot radius and dim light for an
additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
**Lantern, Bullseye.** A bullseye lantern casts bright light in a 60-foot cone and
dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1
pint) of oil.
**Lantern, Hooded.** A hooded lantern casts bright light in a 30-foot radius and
dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1
pint) of oil. As an action, you can lower the hood, reducing the light to dim light
in a 5-foot radius.
**Lock.** A key is provided with the lock. Without the key, a creature proficient
with thieves’ tools can pick this lock with a successful DC 15 Dexterity check.
Your DM may decide that better locks are available for higher prices.
**Mess Kit.** This tin box contains a cup and simple cutlery. The box clamps
together, and one side can be used as a cooking pan and the other as a plate or
shallow bowl.
**Oil.** Oil usually comes in a clay flask that holds 1 pint. As an action, you can
splash the oil in this flask onto a creature within 5 feet of you or throw it up to
20 feet, shattering it on impact. Make a ranged attack against a target creature or
object, treating the oil as an improvised weapon. On a hit, the target is covered
in oil. If the target takes any fire damage before the oil dries (after 1 minute),
the target takes an additional 5 fire damage from the burning oil. You can also
pour a flask of oil on the ground to cover a 5-foot-square area, provided that the
surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any
creature that enters the area or ends its turn in the area. A creature can take
this damage only once per turn.
\column
**Poison, Basic.** You can use the poison in this vial to coat one slashing or
piercing weapon or up to three pieces of ammunition. Applying the poison takes an
action. A creature hit by the poisoned weapon or ammunition must make a DC 10
Constitution saving throw or take 1d4 poison damage. Once applied, the poison
retains potency for 1 minute before drying.
**Ram, Portable.** You can use a portable ram to break down doors. When doing so,
you gain a +4 bonus on the Strength check. One other character can help you use the
ram, giving you advantage on this check.
**Rations.** Rations consist of dry foods suitable for extended travel, including
jerky, dried fruit, hardtack, and nuts.
**Rope.** Rope, whether made of hemp or silk, has 2 hit points and can be burst
with a DC 17 Strength check.
**Spyglass.** Objects viewed through a spyglass are magnified to twice their size.
**Tinderbox.** This small container holds flint, fire steel, and tinder (usually
dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or
anything else with abundant, exposed fuel—takes an action. Lighting any other fire
takes 1 minute.
**Torch.** A torch burns for 1 hour, providing bright light in a 20-foot radius and
dim light for an additional 20 feet. If you make a melee attack with a burning
torch and hit, it deals 1 fire damage.
\page
\column
{{column
| Item | Cost |Weight|
|:----------------|:------:|:-------:|
| Paper (one sheet) | Ƶ2,000 | - |
| Parchment (one sheet) | Ƶ1,000 | - |
| Perfume (vial) | Ƶ50,000 | - |
| Pick, miner's | Ƶ20,000 | 10 lb|
| Poison, basic (vial) | Ƶ1,000,000| - |
| Pole (10-foot) | Ƶ500 | 7 lb |
| Pot, Iron | Ƶ20,000 | 10 lb|
| Pouch | Ƶ5,000 | 1 lb |
| Power Source | Ƶ100,000 | 3 lb |
| Quiver | Ƶ10,000 | 1 lb |
| Ram, Portable | Ƶ40,000 | 35 lb|
| Rations (1 day) | Ƶ5,000 | 2 lb |
| Robes | Ƶ10,000 | 4 lb |
| Rope, hempen (50 feet) | Ƶ10,000 | 10 lb|
| Rope, silk (50 feet) | Ƶ100,000 | 5 lb |
| Sack | Ƶ100 |1/2 lb|
| Scale, Merchant's | Ƶ50,000 | 3 lb |
| Sealing wax | Ƶ20,000 | - |
| Shovel | Ƶ20,000 | 5 lb |
| Signet Ring | Ƶ50,000 | - |
| Soap | Ƶ200 | - |
| Spikes, iron (10) | Ƶ10,000 | 5 lb |
| Spellcasting Focus | Ƶ100,000 | 3 lb |
| Spyglass | Ƶ1,000,000| 1 lb |
| Tent, two-person | Ƶ20,000 | 20 lb|
| Tinderbox | Ƶ5,000 | 1 lb |
| Torch | Ƶ100 | 1 lb |
| Vial | Ƶ10,000 | - |
| Waterskin | Ƶ2,000 | 5 lb(full)|
| Whetstone | Ƶ100 | 1 lb |
}}
##### Tools
{{column
| Item | Cost |Weight|
|:----------------|:------:|:-------:|
| **Artisan's tools** | - | - |
| Alchemist's supplies | Ƶ500,000 | 8 lb |
| Brewer's supplies | Ƶ200,000 | 9 lb |
| Caligrapher's supplies | Ƶ100,000 | 5 lb |
| Carpenter's Tools | Ƶ80,000 | 6 lb |
| Cartographer's Tools | Ƶ150,000 | 6 lb |
| Cobbler's tools | Ƶ50,000 | 5 lb |
| Cook's Utensils | Ƶ10,000 | 8 lb |
| Glassblower's tools | Ƶ300,000 | 5 lb |
| Jewler's tools | Ƶ250,000 | 2 lb |
| Leatherworker's Tools | Ƶ50,000 | 5 lb |
| Mason's tools | Ƶ100,000 | 8 lb |
| Painter's supplies | Ƶ100,000 | 5 lb |
| Potter's tools | Ƶ100,000 | 3 lb |
| Smith's tools | Ƶ200,000 | 8 lb |
| Tinker's tools | Ƶ500,000 | 10 lb|
| Weaver's tools | Ƶ10,000 | 5 lb |
| Woodcarver's tools | Ƶ10,000 | 5 lb |
}}
\page
**Disguise Kit:** This pouch of cosmetics, hair dye, and small props lets you
create disguises that change your physical appearance. Proficiency with this kit
lets you add your proficiency bonus to any ability checks you make to create a
visual disguise.
**Forgery Kit:** This small box contains a variety of papers and parchments, pens
and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary
to create convincing forgeries of physical documents. Proficiency with this kit
lets you add your proficiency bonus to any ability checks you make to create a
physical forgery of a document.
**Gaming Set:** This item encompasses a wide range of game pieces, including dice
and decks of cards (for games such as Three-Dragon Ante). A few common examples
appear on the Tools table, but other kinds of gaming sets exist. If you are
proficient with a gaming set, you can add your proficiency bonus to ability checks
you make to play a game with that set. Each type of gaming set requires a separate
proficiency.
\column
**Musical Instrument:** Several of the most common types of musical instruments are
shown on the table as examples. If you have proficiency with a given musical
instrument, you can add your proficiency bonus to any ability checks you make to
play music with the instrument. A bard can use a musical instrument as a
spellcasting focus. Each type of musical instrument requires a separate
proficiency.
**Poisoner’s Kit:** A poisoner’s kit includes the vials, chemicals, and other
equipment necessary for the creation of poisons. Proficiency with this kit lets you
add your proficiency bonus to any ability checks you make to craft or use poisons.
**Thieves’ Tools:** This set of tools includes a small file, a set of lock picks, a
small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair
of pliers. Proficiency with these tools lets you add your proficiency bonus to any
ability checks you make to disarm traps or open locks.
### Scouters
Using a scouter you can see how many levels in a class with ki they have (or their
CR) and their current Power Bonus. So long as you know their radio frequency you
may speak to anyone else with a Scouter.
#### Tier 1 Scouter
Using this handheld Binocular like device you may search for ki without the feature
as an action.
If you scan someone with more than a +3 Power bonus or 5 levels in a class with Ki
this device explodes.
Using this headgear like device you may search for ki without the feature as an
action.
If you scan someone with more than a +5 Power bonus or 10 levels in a class with Ki
this device explodes.
\page
Using this headgear like device you may search for ki without the feature as an
action.
If you scan someone with more than a +7 Power bonus or 15 levels in a class with Ki
this device explodes.
Using this headgear like device you may search for ki without the feature as an
action.
If you scan someone with more than a +9 Power bonus or 20 levels in a class with Ki
this device explodes.
If you are at **Ki Rank 3**, you may eat the Fruit of the Tree of Might, giving you
access to the *Dark Energy* **Power-Up**.
\column
Once the fusion ends one hour must pass before the Earrings can be used again.
*Can be attuned*
This is a medium sized golden cloud passed on to those with pure hearts. Only those
with a "Good" alignment can ride on this cloud, all others harmlessly pass through.
The Kinto'un has an AC of 15 and 10 HP. It is immune to nonmagical slashing,
bludgeoning, and piercing damage. While being ridden it has a fly speed of 60 feet
and while not being ridden it has a fly speed of 120 feet. The Kinto'un acts on
your turn.
Whenever you mount the Kinto'un you may choose to attune to it. While you are
attuned, as a bonus action on your turn you may shout it's name to the heavens and
it appears, picking you up or waiting within 60 feet of you at a location you
choose at it flys in as a streak of golden wind. As a bonus action on your turn you
may give the Kinto'un a simple command such as: "Get Krillin out of the way" or
"Pick up Goten from South City" and it will spend all of it's movement each round
to complete this task and return to you to the best of it's ability. If you command
it to pick someone up they must also be "Good" alignment or fall through it. If the
Kinto'un is given an impossible task it will start it's return the moment it fails.
:
Very rarely a *Nimbus* is created by another creature, giving it a different
*Alignment* or *Prerequisite* that you must match to be able to ride it.
\page
### EX Bands
These small armbands contain within them splicing technology made in an attempt to
replicate the capabilities of the *Metamorian Fusion Dance*.
Once per day, so long as you are wearing an *EX Band* and are within 5 feet of
another creature also weaing an *EX Band*, you may as an Action perform the
*Metamorian Fusion Dance* with the other creature regardless of whether or not you
or the creature know it. Fusions made in this manner are always a Success though
have the following changes
- You do not gain a **Power Bonus** from the Success of the Fusion
- Fusion has its **Stamina Upkeep** reduced to 1.
This process results in an EX Fusion, a new unique Fusion seperate from your
traditional *Metamorian Fusion* result with the other creature, if one exists. This
Fusion has a melding of **Equipment** of the Fusees and you may choose what *Armor*
is melded into your form, if more than one set would be available.
:
:
:
 {width:325px,mix-blend-mode:multiply}
{{artist,position:relative,top:-20px,left:10px,margin-bottom:-30px
##### EX Gogeta
[ruga-rell](https://www.deviantart.com/ruga-rell/art/Vegeku-EX-Gogeta-706331519)
}}
\column
The EX Bands have an additional feature, an even larger, more encompassing fusion
known as a *Maxi Fusion.* As an Action on your turn you may ready your Action to
preform a Maxi Fusion. To complete the Maxi Fusion at least 2 others, but no more
than 4, who are wearing *EX Bands* can ready their Action to join, or initiate if
at 3-5 members, the *Maxi Fusion*.
{{artist,position:relative,top:-20px,left:10px,margin-bottom:-30px
##### Maxi Pinich
[nikolas180](https://www.deviantart.com/nikolas180/art/Maxi-Pinich-954598089)
}}
\page
## [Dragon Balls](#p3)
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.
### Using the Dragon Balls
On your turn, so long as you are within 10 feet of a *Set of Dragon Balls* and can
speak the *Language* of their creator; you may forgo your Action, Bonus Action, and
Movement for the round to activate the **Dragon Balls** and make your available
wish(s).
### Dragon Ball Limitations
All dragon balls share a few limitations:
- Can not bring someone back to life from a natural death
- Can not kill someone or force actions onto someone stronger then the balls'
creator
- Can not make someone a god
:
Additional *Limitations* can vary from set to set.
### Dragon Ball Types
#### Red Star Balls
*Red Star Dragon Balls* are the most commonly found kind of **Dragon Balls.** A set
of *Red Star Dragon Balls* can be used a number of times equal to their maker's
*Proficiency Bonus* before they become inert or create *Shadow Dragons* to expel
the negative energy. A set of *Red Star Dragon Balls* can create one of two kinds
of **Wishing Dragons**, listed below:
\column
 {width:480px,mix-blend-mode:multiply}
{{artist,position:relative,top:-0px,left:10px,margin-bottom:-30px
##### Shenron (Wishing Dragon)
[Maxiuchiha22](https://www.deviantart.com/maxiuchiha22/art/Shenron-render-Super-
Dragon-Ball-Z-767628711)
}}
\page
# [Optional Content](#p3)
Throughout the course of the creation of this system several official expansions
have been released. I recommend joining the [Discord
Server](https://discord.gg/GCJTVxecQv) to make sure you stay up to date on new
content!
## [Bio-Android](https://homebrewery.naturalcrit.com/share/VVCdUuzNZpqI)
Contains:
{{note
##### Where's the rest?
Don't worry everyone, not only will all Official Expansions be updated to meet our
new standards but they will be compiled into collections. For now please hang tight
and await the updated and upcoming *Shonen Jump+ Collection* and the *Super Smash
BroZ Collection*!!
:
For now please defer to the [Discord Server](https://discord.gg/GCJTVxecQv) to find
your favorite **Expansions**!
}}