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HB DungeonsandDragonballZV3.5

Dungeons and DragonballZ V3.5 is a homebrew tabletop RPG that combines elements of Dungeons and Dragons 5e with the Dragon Ball universe, featuring unique mechanics and character options. The system has evolved since 2015 and includes contributions from a community of over 100 members, emphasizing a colorful combat and transformation system. The document serves as a manual for gameplay, character creation, and additional content, while acknowledging the original rights of the franchises involved.

Uploaded by

awsomesauceHD
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views266 pages

HB DungeonsandDragonballZV3.5

Dungeons and DragonballZ V3.5 is a homebrew tabletop RPG that combines elements of Dungeons and Dragons 5e with the Dragon Ball universe, featuring unique mechanics and character options. The system has evolved since 2015 and includes contributions from a community of over 100 members, emphasizing a colorful combat and transformation system. The document serves as a manual for gameplay, character creation, and additional content, while acknowledging the original rights of the franchises involved.

Uploaded by

awsomesauceHD
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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```metadata

title: Dungeons and DragonballZ V3.5


description: ''
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB

```

{{frontCover}}

# Dungeons and Dragonballz V3.5


## Dungeons and Dragons 5e Replacer
___

{{banner D&DBZ 5e}}

{{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This Version is out of date.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*

![cat
warrior](https://media.discordapp.net/attachments/1093593211697643570/1106652800408
113222/DDBZ_Logo_Asset.png?width=567&height=401) {width:200px;margin-left:-
50px,mix-blend-mode:multiply}
}}

![background image](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2Ffightersgeneration.com%2Fnf4%2Fart%2Fdbf-compilation-
art.jpg&f=1&nofb=1&ipt=e4f369d0afe3cd0b31fb10e6e920ac7d202975dc3e2f74dada71eb8a6612
5851&ipo=images){position:absolute,bottom:0,left:0,height:110%}

\page

# Note from the Author & Special Thanks

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

![cat warrior](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) {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

- ##### [{{ Chapter 1:System rules}}{{ 4}}](#p4)


- ###### [{{ Unshown Rules}}{{ 4}}](#p4)
- ###### [{{ Stamina}}{{ 5}}](#p5)
- ###### [{{ Statistics}}{{ 6}}](#p6)
- ###### [{{ Skills}}{{ 8}}](#p8)
- ###### [{{ New Conditions}}{{ 8}}](#p8)
- ##### [{{ Chapter 2: Character Creation}}{{ 11}}](#p11)
- ###### [{{ Setting Up a Character}}{{ 11}}](#p11)
- ###### [{{ 1st level and beyond}}{{ 13}}](#p13)
- ##### [{{ Chapter 3: Races and Subraces}}{{ 14}}](#p14)
- ###### [{{ Player Races}}{{ 14}}](#p14)
- ##### [{{ Humanoid Races}}{{ 15}}](#p15)
- ###### [{{ Beastmen}}{{ 15}}](#p15)
- ###### [{{ Ceralians }}{{ 16}}](#p16)
- ###### [{{ Earthling }}{{ 17}}](#p17)
- ###### [{{ Konatsian }}{{ 18}}](#p18)
- ###### [{{ Mashin-jin }}{{ 19}}](#p19)
- ###### [{{ Ogre }}{{ 20}}](#p20)
- ###### [{{ Saiyans }}{{ 21}}](#p21)
- ###### [{{ Shinling }}{{ 24}}](#p24)
- ##### [{{ Alien Races}}{{ 25}}](#p25)
- ###### [{{ Alien }}{{ 25}}](#p25)
- ###### [{{ Android }}{{ 26}}](#p26)
- ###### [{{ Arcosian }}{{ 27}}](#p27)
- ###### [{{ Chronin }}{{ 28}}](#p28)
- ###### [{{ Demon}}{{ 29}}](#p29)
- ###### [{{ Greys }}{{ 31}}](#p31)
- ###### [{{ Majin }}{{ 32}}](#p32)
- ###### [{{ Namekian }}{{ 34}}](#p34)
- ###### [{{ Neko Majin}}{{ 36}}](#p36)
- ###### [{{ Sateery }}{{ 37}}](#p37)
- ###### [{{ Sekhmen-jin }}{{ 38}}](#p38)
- ###### [{{ Yardratian }}{{ 39}}](#p39)
- ##### [{{ Subraces }}{{ 40}}](#p40)
- ###### [{{ Speedster }}{{ 40}}](#p40)
- ###### [{{ Cyborg}}{{ 41}}](#p41)
- ###### [{{ Hybrids}}{{ 42}}](#p42)
- ###### [{{ Optional: Reincarnation}}{{ 42}}](#p42)
- ##### [{{ Chapter 4: Classes}}{{ 43}}](#p43)
- ###### [{{ Agent}}{{ 44}}](#p44)
- ###### [{{ Blaster}}{{ 48}}](#p48)
- ###### [{{ Bruiser}}{{ 50}}](#p50)
- ###### [{{ Elite}}{{ 52}}](#p52)
- ###### [{{ Hero}}{{ 55}}](#p55)
- ###### [{{ Magus}}{{ 58}}](#p58)
- ###### [{{ Martial Artist}}{{ 63}}](#p63)
- [{{ Martial Arts Maneuvers}}{{ 65}}](#p65)
- ###### [{{ Mystic}}{{ 68}}](#p68)
- ###### [{{ Prodigy}}{{ 71}}](#p71)
- ###### [{{ Punisher}}{{ 74}}](#p74)
- ###### [{{ Warrior}}{{ 78}}](#p78)
- ##### [{{ Chapter 5: Training }}{{ 81}}](#p81)
- ###### [{{ Training Arcs}}{{ 81}}](#p81)
- ###### [{{ Training Boons}}{{ 82}}](#p82)
- ###### [{{ Ordeals}}{{ 83}}](#p83)
- ###### [{{ Trained Feature Lists }}{{ 84}}](#p84)
- [{{ Mortal}}{{ 84}}](#p84)
- [{{ Alien}}{{ 86}}](#p86)
- [{{ Divine}}{{ 88}}](#p88)

\column

- ##### [{{ Chapter 6: Forms}}{{ 91}}](#p91)


- [{{ Earthlings }}{{ 92}}](#p92)
- [{{ Androids }}{{ 92}}](#p92)
- [{{ Arcosian }}{{ 93}}](#p93)
- [{{ Namekians }}{{ 94}}](#p94)
- [{{ Saiyans }}{{ 95}}](#p95)
- [{{ Ceralian }}{{ 101}}](#p101)
- [{{ Majin }}{{ 101}}](#p101)
- [{{ Mashin-Jins }}{{ 102}}](#p102)
- [{{ Non-Race Specific }}{{ 103}}](#p103)
- ##### [{{ Chapter 7: Character Custimization }}{{ 110}}](#p110)
- ###### [{{ Multiclassing}}{{ 110}}](#p110)
- ###### [{{ Feats}}{{ 111}}](#p111)
- [{{ Non-race Specific D&DBZ Feats}}{{ 111}}](#p111)
- [{{ Altered dnd 5e feats }}{{ 113}}](#p113)
- [{{ Saiyan Feats}}{{ 119}}](#p119)
- [{{ Arcosian Feats}}{{ 124}}](#p124)
- [{{ Android Feats }}{{ 124}}](#p124)
- [{{ Shinling Feats }}{{ 124}}](#p124)
- [{{ Mashin-jin Feats }}{{ 124}}](#p124)
- [{{ Chronin Feats }}{{ 124}}](#p124)
- [{{ Demon Feats }}{{ 124}}](#p124)
- [{{ Majin Feats}}{{ 125}}](#p125)
- [{{ Namekian Feat}}{{ 125}}](#p125)
- [{{ Neko Majin Feat}}{{ 125}}](#p125)
- [{{ Earthling Feats}}{{ 125}}](#p125)
- [{{ Trained Feature Feats}}{{ 126}}](#p126)
- ###### [{{ Heroic Features }}{{ 127}}](#p127)
- ##### [{{ Chapter 8: Techniques}}{{ 132}}](#p132)
- ##### [{{ Techniques}}{{ 132}}](#p132)
- ###### [{{ Melee Techniques}}{{ 134}}](#p134)
- [{{ Rank 1 }}{{ 134}}](#p134)
- [{{ Rank 2}}{{ 136}}](#p136)
- [{{ Rank 3 }}{{ 138}}](#p138)
- [{{ Rank 4 }}{{ 140}}](#p140)
- ###### [{{ Weapon Techniques }}{{ 142}}](#p142)
- [{{ Rank 1 }}{{ 142}}](#p142)
- [{{ Rank 2 }}{{ 143}}](#p143)
- [{{ Rank 3 }}{{ 145}}](#p145)
- [{{ Rank 4 }}{{ 146}}](#p146)
- ###### [{{ Ki Techniques }}{{ 147}}](#p147)
- [{{ Rank 1 }}{{ 147}}](#p147)
- [{{ Rank 2 }}{{ 149}}](#p149)
- [{{ Rank 3 }}{{ 152}}](#p152)
- [{{ Rank 4 }}{{ 157}}](#p157)
- ###### [{{ "Other" Ki Techniques }}{{ 161}}](#p161)
- ###### [{{ Stances}}{{ 165}}](#p165)
- ##### [{{ Chapter 9: Equipment }}{{ 166}}](#p166)
- ###### [{{ Starting Equipment}}{{ 166}}](#p166)
- ###### [{{ Wealth}}{{ 166}}](#p166)
- [{{ Armor }}{{ 167}}](#p167)
- [{{ Weapons }}{{ 169}}](#p169)
- [{{ Laser Weapons}}{{ 172}}](#p172)
- ###### [{{ Consumables and Restoratives }}{{ 173}}](#p173)
- ###### [{{ Adventuring Gear }}{{ 174}}](#p174)
- ###### [{{ Magic Items }}{{ 178}}](#p178)
- ###### [{{ Dragon Balls }}{{ 180}}](#p180)
- ##### [{{ Optional Content }}{{ 181}}](#p181)
}}

\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.
:
:
:
:
:
![cat warrior](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) {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
![cat
warrior](https://media.discordapp.net/attachments/1093593211697643570/1106652800408
113222/DDBZ_Logo_Asset.png?width=567&height=401) {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**.

Its many uses include the following:


- You may gain 10 extra *Movement Speed* per **Stamina** used.
- You may add an extra attack to your *Attack Action* or *Ki Blast Action* for 1
**Stamina** per extra attack. The number of attacks made this way on your turn can
not exceed your *Proficiency Bonus*.
- Many **Forms** use **Stamina** as their *Upkeep Cost*.
- You can use **Stamina** to do **Manuevers**

### 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.*

#### Burst Attack


As a Reaction when you would target a creature with an **Attack** or
**Technique**, you may spend Stamina equal to half of the *Upkeep Cost* of a
***Form*** of your choice (minimum 1 **Stamina**). You immediately go into the
**Form** of your choice, gaining the benefits of the **Form** until the end of your
turn.

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.
![cat warrior](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%2Fdcjzsxu-0acbd3df-092b-4d9f-a449-10410edae18d.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNqenN4dS0wYWNiZDNkZi0wOTJiLTRkOWYtYTQ0OS0xMDQxMGVkYWUxOGQucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.jseRyXYLjjyvK4rSbofioClb6yJGnAPUrEZ8sGgR9Nc
&f=1&nofb=1&ipt=ce9260e1113c9511ca9cd7b0f511d9d0257506add0658eeca24b6540b4e4f706&ip
o=images) {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

#### Spike and Follow Up


##### Spike
As an Action, you can spend 2 **Stamina** to make a quick knockback attack. A
target in your *Melee Range* must make a *Dexterity Saving Throw* against your
**Melee Technique Save DC** or take your *Unarmed Strike Damage Die* and be
*Launched* 10 feet in a direction of your choice.
##### Follow Up
By expending your Reaction and an additional 2 **Stamina** after a successful
*Spike*, you may immediately appear next to them in the nearest unoccupied space
and repeat *Spike*. You may continue to expend **Stamina** after each additional
successful use of *Follow Through* to repeat this to a maximum number of *Spike*
equal to your *Proficiency Bonus*, with the DC lowering by 1 each time.

{{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.
}}

#### Tag Team Attack


As an Action on your turn when you are 5 feet from an ally who is *Charging* a
**Technique**, you may spend 5 **Stamina** to begin charging a **Technique** of the
same *Type* to add to theirs. Your ally's **Technique** is known as the *Lead
Technique.* You must stay within 5 feet of the *Lead Technique* for the duration of
their *Charge*.

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

#### Power Strike


As an Action you may spend **Stamina** and make a *Combo Attack Roll* on a target
within your *Melee Range*. The target must make a *Strength Saving Throw* against
your **Melee Technique Save DC** or be *Launched* 10 feet per **Stamina** spent
upon using the **Maneuver**, half on a successful saving throw.

#### Wild Sense


As a Reaction to being forced to make a *Dexterity Saving Throw* you can spend 3
**Stamina** to push your reflexes into overdrive, avoiding all damage and effects
when passing *Dexterity Saving Throws* until the start of your next turn.

## 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.

**God Ki** can be used for a multitude of uses:


- It can be used in place of 200 **Ki** on a **Technique**. This **Technique**
ignores resistance and turns immunity into resistance. All **Ki** over the cost of
the technique is converted into overcharge damage.
- Overcharge is calculated at +1 Damage for every 5 **Ki** over the cost.
- You may spend 1 **God Ki** as an action to end a condition on you.
- You may spend 1 **God Ki** to declare an attack as a hit before you roll the
attack roll.
- You may spend 1 **God Ki** to declare your attack as a *Critical Hit* if the
attack lands. You must declare this before the attack is rolled. If the Attack Roll
is a *Critical Hit* the attack deals 3x damage instead of 2x.
- You may spend 1 **God Ki** to regain 15 **Stamina**.
- You may spend 1 **God Ki** to automatically pass a *Skill Check* or a *Saving
Throw*.

***When you obtain your first God Ki your Ability Score Maximum increases by 2.***

#### Basic Ki Blasts

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:

##### Power Overload Chart


| Amount over Threshold | Effect |
|:------------------|:-----:|
| 1 | You take 2 points of **Destruction Damage**|
| 2 | You take 1d4 **Destruction Damage** |
| 3 | You take 1d6 **Destruction Damage** |
| 4 | You take 1d8 **Destruction Damage** |
| 5 | You take 1d10 **Destruction Damage** |
| 6 | You take 1d12 **Destruction Damage** |
| 7+ | You take an additional 1d6 **Destruction Damage** for each
additional **Power** above 6|

##### Non-affected sources of **Power**


Some sources of **Power** are not used for **Power Overload** calculation. These
sources are:
- Power gained for the duration of **Burst Attack**
- Power gained from the *Light or Heavy-weight Conditions*
- Static Power granted from the *Fusion Dance* or *Potara Earrings.*

\page

### Ability Score Improvements


When you gain an *Ability Score Improvement* you gain 3 points to allocate into
your **Ability Scores** or you may spend 2 points to obtain a Feat.
### Static Bonus
Occasionaly through ***Forms*** or ***Racial Features*** you will gain a **Static
Bonus** to a type of technique or attack. This grants you +1 to Attack Rolls and
**Saving Throw DCs** with those kinds of Attacks Rolls and **Techniques**.
### Saving Throws
You gain a bonus to all *Saving Throws* that you do not have proficiency in equal
to half of your *Proficiency Modifier*.
### Temporary Resources
Through certain **Conditions, Features, and Techniques** you may gain **Temporary
HP, Ki, or Stamina.** These Resources are unique and distinct from your standard
**HP, Ki, and Stamina** for the sake of any feature determining your total amount.

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.

### Spirit (Wis)


The *Spirit Skill* is how much of your Ki’s strength that you are able to bring to
bear at a given time.
Spirit can be used in situations such as:

#### 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.

#### Passive Ki Stealth


Your proficiency with *Spirit* allows you to prevent it from leaking out through
daily activity.
- You have a *Passive Ki Stealth* of 8 + *Wisdom Modifier* + *Proficiency Modifier*
(if proficient in the *Spirit Skill*).
- Creatures with **Ki Sense** can sense you without a **Ki Sense Check** if their
*Passive Perception* is equal to or greater than 10 + *Your Passive Ki Stealth*.

### Ki Control (Wis)


*Ki Control* is the fine motor control of your energy and your ability to shape and
form your ki into the outside world. *Ki Control* can be used in situations such
as:
- Ki Sense/Ki Stealth
- Can be used in place of Concentration for **Techniques**
- Directing your Ki inside and outside of your body
- Any check that is based on your ability to manipulate or shape your ki energy

### Technology (Int)


The *Technology Skill* is your ability to comprehend and work on advanced
technologies in the galaxy and can be used in a variety of ways:
- Hacking into a computer
- Constructing machines
- Piloting functions on spaceships

## 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.*

### Frozen in Time


When ever a creature is in a state outside of time or has time frozen for them
gains the *Frozen in Time Condition.* Targets that are *Frozen in Time* suffer the
following effects:
- The creature gains the *Incapacitated Condition*, can’t move or speak, and is
unaware of its surroundings.
- *Movement Speed* becomes 0
- *Attack Rolls* against the target have Advantage
- The effected target can not take Actions or Reactions
- The effected target fails all *Strength* and *Dexterity Skill Checks and Saving
Throws*
- The creature is immune to poison and disease, although a poison or disease
already in its system is suspended, not neutralized.

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.

### Full-Bodied Spirit


You're dead. It happens to everyone someday but you must have been really special
to keep your body in the afterlife. Above your head floats a halo and you are
virtually immune to fatigue.
- You double your **Maximum Stamina** and **Health** while in the *Other World* and
halve it while in the *Land of the Living*.
- If you die while under this Condition, your Soul is destroyed and can not be
revived by any means short of the *Super Dragon Balls*.

\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.

If an already exhausted creature suffers another effect that causes *Exhaustion*,


its current level of *Exhaustion* increases by the amount specified in the effect’s
description.

Finishing a long rest reduces a creature’s *Exhaustion* level by 1, provided that


the creature has also ingested some food and drink.

### 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:

- Increase your Power by 2


- increase your movement speed by 10 feet
- Increase your AC by 1
- You gain 5 *Temporary* **Stamina**

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F1c
%2F04%2F80%2F1c04803aebfbe070a5dfa590d5adfd66.png&f=1&nofb=1&ipt=5afac1294bd3e4d15d
4546102f500ef0d97ddaf693b05d3bb8575cd8ba830e26&ipo=images) {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

#### Heavy Weight


While you are weighed down or in high gravity your strength and speed are reduced.
For each rank of Heavy Weight you gain the following negatives:

- Decrease your Current *Strength Score* by 1


- Decrease your Current *Dexterity Score* by 1
- Decrease your Current *Movement Speed* by 5 feet
- Decrease your Current **Power** by 1
- This can result in a negative Power Bonus

#### Light Weight


Those that train for high gravity or are born on naturally stronger planets in
terms of gravity. For each rank of Light Weight you gain the following bonuses:

- Increase your Current and Maximum *Strength Score* by 1


- Increase your Current and Maximum *Dexterity Score* by 1
- Increase your Current *Movement Speed* by 5 feet
- Increase your Current **Power** by 1

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F9d
%2Fe4%2F89%2F9de4897143104d1b1b226d8ed9df16ec.png&f=1&nofb=1&ipt=346a5a979d667f9232
ae861ee1ebb0cb2456a63bd0d2ab44dd0d8d013c05f28b&ipo=images) {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

# [Chapter 2: Character Creation](#p3)


## Setting Up a Character
This is typically the first step in any tabletop RPG or D&D-styled game. Use your
imagination to think up what type of character you want to be in this world. Make
sure it remains mostly thematic in regards to the setting, as this isn't a standard
D&D campaign.

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***.

### 1. Choosing Your Race


Races in the Dragon Ball world are very unique and each exhibit many different
abilities and defining traits. Deciding your race can be pretty important to
describing your character's appearance and abilities, as well as occasionally
defining their goals. Humanoid races are easily the most common to find when
exploring the Galaxies, although you may sometimes find individuals or communities
of non-humanoid living in distant galaxys, typically far away from other
civilizations.

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.

### 2. Choosing Your Class


Every fighter is unique in the world of dragon ball due to the combative nature of
the universe though choosing a class will help you define your character. A class
will determine your prominent talents and skills, allowing your character to hone
and grow their abilities throughout the adventure. For example, a Bruiser may focus
mainly on fighting while Agents can be useful in performing specifics tasks outside
of combat that may benefit the group, such as navigating spacecraft and
understanding complex machinary. While having an all-around useful character is
important, sometimes it doesn't hurt to have a character that tends to be extremely
good at only one thing, so long as they benefit the group and feel fun to play. A
well-rounded party can make the journey far more enjoyable in the long-run.

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.

### 3. Determining Your Ability Scores


The six abilities that are prevalent in every D&D campaign and determine your
character's skills are: Strength, Dexterity, Constitution, Intelligence, Wisdom,
and Charisma. When you calculate the number of each ability score, you will need to
list them on your character sheet.

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.

#### Ability Scores And Modifiers


|Ability Score | Modifier |
|:------------------|:-----:|
| 1 | -5 |
| 2-3 | -4 |
| 4-5 | -3 |
| 6-7 | -2 |
| 8-9 | -1 |
| 10-11 | +0 |
| 12-13 | +1 |
| 14-15 | +2 |
| 16-17 | +3 |
| 18-19 | +4 |
| 20-21 | +5 |
| 22-23 | +6 |
| 24-25 | +7 |
| 26-27 | +8 |
| 28-29 | +9 |
| 30 | +10 |

\page

### 4. Describing Your Character


First, hopefully you've already decided on a name for your character. If not, try
to think of something you like the sound of. If you can't think of anything, feel
free to look up D&D name generators online. Then, start to really develop their
personality and appearance in your head.

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.

#### Building Your Background

While normal 5e backgrounds serve the purpose that you need from them, they have
issues sometimes fitting in the world of dragon ball. You can alternatively build
your own background by doing the following:

- Gain 2 **Skill Proficiencies** of your choice.


- Gain proficiency in 2 *Toolkits* or *Languages* of your choice.
- Gain 1 **Heroic Feature** or 1 **Feat** that you fit the requirements for.
- gain one rank 2 ***Techniques*** or two rank 1 ***Technique*** that you fit the
requirements for.
### Race, Subrace, and Ability Scores
It is important to take into consideration how your race and *Ability Scores* can
impact your character's appearance and personality. Some Dragonball races may be
noticeably Alien when compared to others, some may be tinier on average, and some
may have very distinguishable traits.

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.

### 5. Getting Equipped


***Class*** and **Background** will typically decide what equipment your character
starts with. Your equipment includes weapons, armor, tools, trinkets, clothing, and
other gear. Look at ***Chapter 9: Equipment*** to record this information on your
character sheet.

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.

Further information on starting gold based on class is detailed in Chapter 9.


Weapons in the Dragon Ball world include various types of firearms such as pistols,
rifles, and just as frequently very high-tech weaponry such as Blasters. The most
common weapons you will find are guns like pistols and rifles, and melee weapons
such as Swords and warhammers.

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.

Armor Class without armor is normally equal to 10 + Dexterity Modifier + (Half of


your proficiency modifier rounded up). Certain classes might change how this is
calculated. Additionally, wearing armor or using shields will alter the Base or
Modifier value of your AC.

Be sure to write down all of these values on your character sheet for easy access
and to remember them for combat encounters.

## 1st level and beyond


By exploring the Dragon Ball World and fighting your way through various forces,
your characters will start to develop new strategies and grow stronger over time.
Each time a major advancement occurs, either due to reaching a specific number of
Experience Points or reaching a Milestone in the story, you will gain a Character
Level.

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.

##### Character Advancement


| Experience Points | Level | Proficiency Bonus |
|:------------------|:-----:|:-----------------:|
| 0 | 1 | +3 |
| 300 | 2 | +3 |
| 900 | 3 | +3 |
| 2,700 | 4 | +4 |
| 6,500 | 5 | +4 |
| 14,000 | 6 | +4 |
| 23,000 | 7 | +5 |
| 34,000 | 8 | +5 |
| 48,000 | 9 | +5 |
| 64,000 | 10 | +6 |
| 85,000 | 11 | +6 |
| 100,000 | 12 | +6 |
| 120,000 | 13 | +7 |
| 140,000 | 14 | +7 |
| 165,000 | 15 | +7 |
| 195,000 | 16 | +8 |
| 225,000 | 17 | +8 |
| 265,000 | 18 | +8 |
| 305,000 | 19 | +9 |
| 355,000 | 20 | +9 |
\column
### Level Tiers during the Adventure
During the journey, the DM may decide to structure the pacing and level advancement
throughout the adventure to give the feeling of progression to players. By deciding
level tiers for certain areas in the world, it will be easy to balance enemies and
NPCs in ways that align with player progression.

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.
:
![cat warrior](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) {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 and Aliens


The races in the world of Dragon Ball are colorful and varied but can usually be
split into 2 groups: Humanoids and Aliens.

#### 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 |

}}

:
![cat warrior](https://2.bp.blogspot.com/-P4uWdJnjJBE/WiEYUAa2v1I/AAAAAAAAO0s/
8iyVmcBLROEZ71VKz2eA6BUVQgcayU0UgCLcBGAs/w0/Dbsupergroup.png) {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

#### Animal Nature


You have the ability to comprehend and verbally communicate with beasts for the
duration. The knowledge and awareness of many beasts is limited by their
intelligence, but at minimum, beasts can give you information about nearby
locations and monsters, including whatever they can perceive or have perceived
within the past day. You might be able to persuade a beast to perform a small favor
for you, at the GM's discretion.
#### Predator or Prey
**Choose 1**
##### Predator
You have advantage on *Unarmed Strikes* and *Weapon Attack Rolls* against a
creature if at least one of your allies is within 5 feet of the creature you are
targeting.
##### Prey
You can take the **Dash, Dodge, or Disengage Actions** as a Bonus Action on your
turn.

#### Animal Biology


**You must choose 1**

Your animal nature has resulted in you taking the distinct form of a family of
animals, granting you certain features.

##### Mammalian
You have a set of powerful claws. Your *Unarmed Strikes* can deal *Slashing
Damage*.
##### Fish
You are capable of breathing air as well as underwater. You also gain a 30 foot
*Swim Speed* that increases by 15 feet each time your **Ki Rank** increases.
##### Avian
You are a master of arial combat. You 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.
:
![cat warrior](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) {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

Wisdom +2, Dexterity +1

#### 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

### Racial Features


#### Ceralian Focus
As a Bonus Action on your turn you may spend 1 **Stamina** to gain advantage on all
*Ranged Weapon Attack Rolls* and *Basic Ki Blasts* until the end of your next turn.
You may do this a number of times equal to your *Proficiency Bonus* per Long Rest.

#### Tenacity
Once per Long Rest when you would hit 0 **HP** you instead drop to 1.

#### Sharpshooter
You *Basic Ki Blast* has it’s Damage Die increased by 2 steps
(1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc) and it's range is doubled. Each time your **Ki
Rank** increases, increase the range by an additional 30/90 feet.

This does not effect **Techniques**.


#### Red Eyes Of The Ceralian
Ceralians are born with a strange quirk, a single hyper-evolved red eye. You gain
access to the *Red Eye* **Forms** as laid out in the **Forms Chapter**.
#### Hyper Reflexes
Your brain is evolved to take on more information than others. You have 2 Reactions
per round.
:
:
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3eb70ccc-
e7ad-4e1a-87fa-f97df9ef1c52/deb0wxv-00e9754a-0aab-4a89-b073-826619a83b7d.png/v1/
fill/w_1600,h_3663,strp/granola_dragon_ball_super_by_saodvd_deb0wxv-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MzY2MyIsInBhdGgiOiJcL2ZcLzNlYjcwY2NjLWU3YWQtNG
UxYS04N2ZhLWY5N2RmOWVmMWM1MlwvZGViMHd4di0wMGU5NzU0YS0wYWFiLTRhODktYjA3My04MjY2MTlhO
DNiN2QucG5nIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.fuQ5Y4VqAcv92eNZ9BDaap0KtIC1TAtPXxrvYXJDU-M) {width:180px,mix-blend-
mode:multiply}

{{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

#### Master of Many


Due to their wide range in variety amongst your race, you gain a free proficiency
in any *Skill* or any *Tool* of their choice. You gain an additional *Skill* of
your choice at levels 7 and 13. If you choose a *Skill* you already have
proficiency in you gain *Expertise* in it.

#### Power-Up Proficiency


Due to their adaptive nature Earthlings have a 2nd **Power-Up Slot**.
:
:
:
:
:
![cat warrior](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) {width:390px,mix-blend-
mode:multiply}

{{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**

### Physical Description


Konatsians are shown to look similar to Human-type Earthlings, but with large
pointed ears and unique hair styles. Extraordinary members of the race, such as
Tapion, are able to utilize ki and other energies. It can also be shown that a
select few are excellent swordsmen and are able to use magic and advanced
technology.
### History
The Konatsians once waged war against power hungry aliens known as the Kashvar, who
re-awakened the ancient monster Hirudegarn. This war caused nearly half of the
Konatsians to perish, until eventually an enchanted sword, and two ocarinas are
found. With these, Tapion, his brother Minotia, and a powerful wizard defeated
Hirudegarn, and the creature's two halves were sealed inside of the brothers.
Tapion and Minotia then were in turn sealed into enchanted music boxes themselves,
and sent into space, were they drifted for a thousand years, until being found by
Hoi.
### Society
The konatsian's are a mixed bag of progress, with both medievil architechture and
space grade technology.
### Racial Traits
#### Ability Score Increase
Increase all **Ability Scores** by 1 <u>OR</u> increase 2 by 1 and gain a **Feat**.
#### Speed
Your *Base Movement Speed* is 30
#### Language
You can speak Common and one additional *Language* of your choice
#### Skills
You gain the *Athletics* and *Arcana Skills*.
### Racial Features
#### Space Knights
Due to your upbringing on the fringes of the ancient and modern worlds has left you
with a very unique set of skills. You gain proficiency in *Martial Weapons* and the
*Technology Skill*.

\column
#### Magical Upbringing
You gain access to 1 branch of magic of your choice as if through the *Mysticism*
***Class Feature***.

#### Magic Blood


You have advantage on *Saving Throws* against being *Charmed*, and magic can't put
you to sleep or *Enrage* you.

#### Superiority: Weapon


You are naturally adept at Weapon combat. You gain +1 *Static Bonus* added to all
*Martial* and *Simple Weapon Attacks* and **Weapon Techniques**. This increases to
+2 at **Level 7**, +3 at **Level 13**, and +4 at **Level 19**.

#### Heroic Nature


At **Level 1** you gain a single **Heroic Feature**. This does not count as gaining
a **Heroic Feature** as a **Class Feature**.
:
:
![cat warrior](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
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InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ClhOhrh3MHRYF9oBTmZRpC-
aParHm1tt2JLSfB6Gh24&f=1&nofb=1&ipt=50b79a625b8d03c73ef58d953ca7d8975c29c03734b3620
a97a4adb3507d33f7&ipo=images) {width:375px,mix-blend-mode:multiply}

{{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.

### Racial Traits


#### Ability Score Increase:
Wisdom +2, Charisma +1

#### 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

You have *Resistance* to *Fire* and *Necrotic Damage* as well as Advantage on


*Spell Saving Throws*. Whenever you use the **Block Manuever** your *Resistance*
becomes *Immunity* and you pass all *Spell Saving Throws* for the duration.

\column

#### Infernal Legacy


You slowly unlock the full power of the *Demon Realm*. You gain access to *Mashin-
jin* **Feats**.

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.

#### Demonic energy


Due to the strange energy flowing through you, creatures without **God Ki** treat
your *Passive Ki Stealth* and *Ki Stealth Checks* as 5 higher than it would
actually be.

You gain the **Fiend Tag** and count as a *Kai* for the purpose of features such as
the *Potara Earrings*.

#### Demonic Bloodline


You hold the blood of the great old one Sesa and have access to *Mashin-jin*
**Forms** as laid out in the ***Forms Chapter***.

#### Energy of the Demon Realm


When you use your Action to take the *Attack Action* or use a **Technique**, you
may also expend your Bonus Action to empower it with demonic energy. Change the
*Damage Type* of the attack you are using to *Necrotic Damage*.

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/ddngsnr-0da58637-79a7-4ec6-8d1b-ad33e4538957.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGRuZ3Nuci0wZGE1ODYzNy03OWE3LTRlYzYtOGQxYi1hZDMzZTQ1Mzg5NTcucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.aCzbmBRuGp6vBYnjtTU_IZ-
PIi659FGbxtvUbGCtHk0) {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.**

#### Ogre Stamina


Your unique biology makes you longer winded than most species. You gain +1
**Stamina** at **Level 1** and everytime you **Level Up**.

#### Ogre's Endurance


As an Action on your turn, you may spend **Stamina** to gain Xd12 **Temporary HP**
where X is equal to the **Stamina** spent. This **Temporary HP** disappears after 1
hour or whenever you gain another source of **Temporary HP**.

\column

#### Superiority: Unarmed


You are naturally adept at hand-to-hand combat. You gain +1 *Static Bonus* added to
all *Unarmed Strikes* and **Melee Techniques** . This increases to +2 at **Level
7**, +3 at **Level 13**, and +4 at **Level 19**.

#### Battle Cry


Ogres have a natural ability to inspire anger and aggression from those near them.

You gain the following **Omni Technique** and it's rank matches your **Ki Rank**:

##### Battle Cry


*Rank X Omni Technique*

**Cost:** :: 1 Stamina
**Casting Time:** :: 1 Bonus Action
**Range:** :: 30 Feet
**Duration:** :: Special

You attempt to compel a creature into a duel. One creature that you can see within
range must make a *Wisdom Saving Throw*. On a failed save, the creature is drawn to
you, compelled by your aggressive demand. For the duration, it has Disadvantage on
*Attack Rolls* against creatures other than you, and must make a *Wisdom Saving
Throw* each time it attempts to move to a space that is more than 30 feet away from
you; if it succeeds on this *Saving Throw*, this **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*.

![Ogres](http://i.imgur.com/TWW4eQF.jpg) {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**.

#### Saiyan Genetics

Your Saiyan genes vary slightly the mix of Saiyans following the tournament of
power. Regardless of your choice, you are eligeble for *Super Saiyan God* **Form**
and it's ritual. You gain access to *Saiyan* **Feats** and you must choose your
bloodline from the following list:

- Universe 7 "The Kaleidoscope of Transformaions"


- Universe 6 "Masters of Super Saiyan"
- Mutant Saiyan "Explosive Power"
- Ancient Saiyan "Power of Legends"

\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.

###### Saiyan Tail


Long enough to be wrapped around one's waist. It cannot lift anything over 10
pounds, and is susceptible to pain.

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***.

###### Saiyan Pride


Due to your indomitable spirit and pride you have advantage on saves against being
*Charmed* or *Frightened*. You can not be put to sleep by magical means.
:
:
![cat warrior](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) {width:300px,mix-blend-mode:multiply}

{{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.**

###### Super Saiyan Superiority


Saiyans in Universe 6 got to live a much more peaceful lifestyle, this peace and
happiness evolved the saiyans into having higher S-cell counts than Universe 7
Saiyan.

- If you have the **Super Saiyan** feature you 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**.
:

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fstatic.wikia.nocookie.net%2Fp__%2Fimages%2F4%2F49%2FCabba_DBS_official.png
%2Frevision%2Flatest%3Fcb%3D20210726120105%26path-prefix
%3Dprotagonist&f=1&nofb=1&ipt=14c88aa733eac183fb0786fbdb2e61dfda4ba15a6aa50e6d16e1d
68515fafd4e&ipo=images) {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.

###### S-Cell Overload


If you have the *Super Saiyan* ***Racial Feature*** you gain the *Mutant Saiyan*
**Forms** instead.

###### Uncontrollable Saiyan Power


You possess an overly powerful *Great Ape* **Form**.
- You gain the *Saiyan Tail* **Feature** from *Universe 7 Saiyans*.
- You automatically fail all checks to control the *Great Ape* **Power-Up** but
gain an additional +1 Power while in a **Oozaru** *family* ***Form***.
- If *Ozaru Fury* is used in Conjunction with a *"Berserk Super Saiyan"* ***Form***
you have disadvantage on your *Berserk* saving throw.
- Whenever you have the *Enraged* condition you automatically fail all *Berserk*
Saving Throws.

###### Unstoppable Force


- You gain an additional +1 **Stamina** at **Level** 1 and everytime you level up.
- Whenever you have the *Enraged* condition you automatically fail all *Berserk*
Saving Throws.
- You can not gain any **Forms** from the *Great Ape* **Family**.

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals
%2F74%2Fe8%2F14%2F74e814f016f4334c4b82192b802fa52c.png&f=1&nofb=1&ipt=8911e128ee227
23aef61b4a274377607d536e687a6b2e99816b56d5dd9dc1bfe&ipo=images) {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**.

###### Ancient Power


If you have the *Super Saiyan* ***Racial Feature*** you gain the *Ancient Saiyan*
**Forms** instead.

###### Prehensile Tail


You have a tail identical to *"Saiyan Tail"* but without the weakness to grappling
and the *Great Ape* **Power-Up**.
###### Nose For Battle
Saiyans in ancient times were blessed with the ability to "sniff out" strong foes.
Due to their lack of understanding of true Ki capabilities, this was done in a much
more true sense. You can sniff out creatures with a Power Level that are not
*Concealing* their Ki.

As an Action on your turn, make a *Wisdom (Perception) Check* at Advantage to


*Sense Ki* at a **Continental Scale**. 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 remain on the same Continent as you, or the equivalent
distance.
:
You may use this **Feature** at any time and it is not effected by **Ki
Exhaustion**.
:

![cat warrior](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) {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**

### Physical Description


Shinling are mostly short humanoids, each with a differing skin coloration, and
long, pointed ears. From there, depending on which fruit the individual is born
from, their appearances can differ. Shinling born from the ordinary fruit of the
World Tree wear black hats with antennas coming out of them and seem to have no
hair on their heads and lack noses.
Shinlings are genderless and have extraordinarily long lifespans. Those born of an
ordinary fruit can live upwards of 75,000 years. Those born of a golden fruit can
live much longer, as the Elder Kaiōshin was several million years old.

### History
The Shinlings are a sparse race. At any time, not counting the Shinling acting as
Kaiō or Kaiōshin, there are approximately eighty Shinlings living on their
homeworld. Shinlings are born from special fruit that grows on the World Tree on
their homeworld. The tree produces two types of fruits: an "ordinary fruit", which
brings forth Shinlings who have the potential to become Kaiō, and a rare "golden
fruit", which produces Shinlings capable of becoming Kaiōshin. Occasionally, there
are delinquent Shinling born with evil hearts, and they would become the Makaiō (or
Mashin-jin)

### Society
In their homeworld, they live leisurely lives, studying various things at a school-
like castle. When a Kaiō passes away, they choose among them by lottery who will
take over that Kaiō's place and become the new Kaiō.
### Racial Traits
#### Ability Score Increase:
Wisdom +2, 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

You have *Resistance* to *Radiant Damage* as well as Advantage on *Spell Saving


Throws*. Whenever you use the **Block Manuever** your *Resistance* becomes
*Immunity* and you pass all *Spell Saving Throws* .

\column

#### Divine Legacy


You slowly unlock the full power of the *Divine Realm*. You gain access to *Shin-
jin* **Feats**.

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.

#### Angelic Energy


Due to the strange energy flowing through you, creatures without **God Ki** treat
your *Passive Ki Stealth* and *Ki Stealth Checks* as 5 higher than it would
actually be.

You gain the **Celestial Tag** and count as a *Kai* for the purpose of features
such as the *Potara Earrings*.

#### Divine Talent


At **Level 1** you add the *Kaio-Ken* **Forms** to your **Learnable Technique
List**, but *Kaio-Ken!* and *Kaio-Ken x4!* become **Ki Rank 2**.

#### Energy of the Divine Realm


When you use your Action to take the *Attack Action* or use a **Technique**, you
may also expend your Bonus Action to empower it with divine energy. Change the
*Damage Type* of the attack you are using to *Radiant Damage*.

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dcofeqa-ff0df168-ded7-4544-806a-c43c44935156.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGNvZmVxYS1mZjBkZjE2OC1kZWQ3LTQ1NDQtODA2YS1jNDNjNDQ5MzUxNTYucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.hsrdw-
4VatpTrJhHfBfq7DE890TcyY4TM0cA0krzAPI) {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**

*Based on suggestion by @Wood Man on discord*

*For specific alien races for the main manual please submit your ideas to the
discord*

### History
Aliens are wide spread and varied with almost no 2 races appearing again.
### Physical Description
Humanoid, marshmallow-like, or fruit shaped; Aliens come in all shapes and sizes.
### Society
Aliens are spread across the stars and universes and most of them are normally not
too special.
### Racial Traits

#### Ability score increase


Any one **Ability Score** +2, Any one **Ability Score** +1

#### 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

#### Alien Ability


Choose one *Damage Type* from the list below, this can not be changed later. You
gain the option to change the *Damage Type* of your **Techniques/Spells**, *Unarmed
Strikes*, and *Basic Ki Blasts* to this *Damage Type*.
- Fire
- Cold
- Lightning
- Thunder
- Force
- Psychic
- Poison

#### Alien Skill


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**.

#### Maximum Power


You gain the *Full Power* **Transformation** at **Level 5** and the *Super Full
Power* **Transformation** at **Level 10**.

#### Alien Battle Instincts


Once per Short or Long Rest, you can enter the *Enraged Condition* as a Bonus
Action on your turn. Each time you use this after the first you gain 1 **Rank of
Exhaustion**.

:
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dd62vqo-c38a0087-5880-4c19-9c1b-24f43154918f.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGQ2MnZxby1jMzhhMDA4Ny01ODgwLTRjMTktOWMxYi0yNGY0MzE1NDkxOGYucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.EIzswn7MDtGHML7WzyCcfRrMhLtFhwuRTxjmn3hV
oVc) {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

#### Diagnostics and Soft Reset


As an Android you do not need to sleep and can not be forced to fall asleep by any
means.

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.

#### Modular Stamina Engine


They actually did it, they made a perfect generator! You regain 1 **Stamina** at
the start of every round. You may take the *General Upgrade* **Feat** and use every
point to increase this bonus by 1 a single time.

#### Upgrade Compatibility


You are more than a simple machine. You gain the *Construct* **Tag** and can not
gain the *Ki Control* **Heroic Feature** through **Training** or **Level Up.**

Additionally you begin with the *Arm Missle* **Technique** and it's **Ki Rank** is
equal to your own.

##### Arm Missile


*Rank ? Melee Technique*
___
- **Casting Time:** :: 1 action
- **Range:** :: 120 feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

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*.
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2Fimg1.wikia.nocookie.net%2F__cb20140428163324%2Fp__%2Fprotagonist%2Fimages
%2F2%2F24%2FAndroide-
16.png&f=1&nofb=1&ipt=0471a9d0ec343a92ad6a169643312476233ee4873f204ddedd21ddc3c303b
3a2&ipo=images) {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*.

#### Alien Brain


You are a long living species and as such have a inherently different brain
structure. You have advantage on all *Intelligence, Charisma, and Wisdom Saving
Throws* against magic.

#### Exoskeleton
Due to your bone-like exoskeleton, you gain a bonus to your **AC** equal to your
**Ki Rank.**

#### Frozen Fury


Once per Long Rest, when you use a **Technique** of any type you may choose to gain
a +3 *Static Bonus* to that casting.
#### Gates of Power
Arcosions have a strange life span, being born into their final form before
descending into a weakened state until they can handle the full force of their own
power. You gain access to *Arcosion* **Feats** and Arcosion **Forms** as laid out
in the ***Forms*** chapter.
:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2F2static.fjcdn.com%2Fpictures
%2FDragon_ce12fc_5694823.jpg&f=1&nofb=1&ipt=cceb560de893bf77834bfd240c53e7593ee1a30
5bc4417207c788cee1cc8d08a&ipo=images) {width:220px,mix-blend-mode:multiply}

{{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

#### Ability score increase


Wisdom +2 or Dexterity +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 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.

#### Nomadic Tendencies


Due to generations of lonely upbringing and long lifespans, Chronins gain an
additional 1 **Training Boon** when **Training Solo**.

#### Millenial Learning Curve


Chronins have unique brain chemistry to support their extremely long lifespans of
thousands of years, due to this they are able to compartmentalize specific
knowledge so that it can be remembered and improved on easily.

At **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.
:
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dcein81-5f2cb676-7e1f-4d49-90a2-6087848abb1b.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGNlaW44MS01ZjJjYjY3Ni03ZTFmLTRkNDktOTBhMi02MDg3ODQ4YWJiMWIucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Neu6wvzK9NAT8g5m-
Hu3uVZynojiaAuQsi1tMhlEDHc) {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

#### Ability score increase


Any one **Ability Score** +2, Any one **Ability Score** +1

#### 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.

#### The Weight of Heaven and HFIL


You carry on your shoulders the metaphysical weight of the realms as a curse, this
however has only served to strengthen you.. You gain the **Infernal Tag** and at
**Levels 5, 10, 15, and 20** you gain the *Weight Training* **Feat.** If you
already have the *Weight Training* **Feat** to its maximum, than you gain the
*Weight Acclimation* **Feat** instead.

#### Hellish Resistance


You gain Resistance to 1 *Damage Type* of your choice, this can not be changed
later.

#### Hellish Fortitude


You have improved durability due to your unnatural body. All **Hit Die** you gain
are increased by 1 step.

(1d6>1d8>1d10>1d12>2d6)

![cat warrior](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2Ffc09.deviantart.net%2Ffs70%2Ff
%2F2014%2F031%2F4%2F0%2Fwodsouls_demon_race_by_0some_weirdguy0-
d74lr7x.png&f=1&nofb=1&ipt=58dc9778949ec568743f31a8adceefff7126645601bcda53c55979db
6d22533d&ipo=images) {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

#### Demonic Ability


You possess an ability of your choice based on your hellish nature.
##### Dark Magic
You gain access to 1 branch of magic of your choice as if through the *Mysticism*
***Class Feature***, additionally you may use *Constitution* as your *Spell Casting
Modifier* for the *Mysticism* ***Class Feature***.
##### Demonic Wings
You possess a pair of bat-like wings that protrude from your back granting you a
*Fly Speed* of 15x your **Ki Rank.**
##### Elementalist
Choose one *Damage Type* from the list below, this can not be changed later,
anytime you cast a **Technique** you may spend **Stamina** equal to it's **Rank**
to change it's *Damage Type* to your chosen *Damage Type*.

- 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.

##### Hardened Body


You are naturally tougher than others, you gain a bonus to **AC** equal to your
**Ki Rank.**
##### Unstable Biology
You have the ability to break down your physical structure on a whim to avoid harm.
Your **Wild Sense Manuever** can now be used on *Strength* and *Constitution Saving
Throws* as well to completly ignore effects on a success, if there would still be
an effect.

\column

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fstatic.wikia.nocookie.net%2Fanicrossbr%2Fimages%2Fb%2Fb8%2FRend.png%2Frevision
%2Flatest%3Fcb%3D20160914114205%26path-prefix%3Dpt-
br&f=1&nofb=1&ipt=31ed63d1910faed00d653a670ec52583bff942b54f7a898323ee1148d78de54d&
ipo=images) {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

#### Ability score increase


Constitution +2 or Strength +2, Wisdom +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 *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.

#### Combative Nature


Once per Long Rest, you may initiate a **Clash** without spending **Stamina** or
**Ki**. This becomes once per Short Rest at **level 10**.

#### Maximum Power


You gain the *Full Power* **Transformation** at **Level 5** and the *Super Full
Power* **Transformation** at **Level 10**.

\column

#### Destructive Strikes


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.

#### Meditative State


As an Action on your turn, you may enter a special meditation stance to regain 10x
your **Ki Rank** in **Ki**. You may extend this meditation into your Bonus Action
to gain an additional 50% of that amount.
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dd4isoi-6174b27e-c1ed-4f87-ad23-9b1025de60bd.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGQ0aXNvaS02MTc0YjI3ZS1jMWVkLTRmODctYWQyMy05YjEwMjVkZTYwYmQucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8S3eqwAe9guGOZyKGO5envb2h6i6AL8-
yetWUXhF9bQ) {width:465px;margin-left:-90px,mix-blend-mode:multiply}

{{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.

### Racial Traits


#### Ability Score Increase:
Constitution +2 or Charisma +2, Dexterity +1

#### 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

### Racial Features


#### Form Fit
You can squeeze through a space as narrow as 1 inch wide, leaving behind all items
that can not also fit. You also have Advantage on all *Skill Checks* you make to
initiate or escape a *Grapple Check*.

#### Magical Stretch


Your putty-like body gives you *Resistance* to *Nonmagical Bludgeoning, Piercing,*
and *Slashing Damage*. Your *Unarmed Strikes/Weapon Attack Rolls* and **Melee/Melee
Weapon Techniques** all gain an additional 5 feet of the *Reach Property* equal to
a third of your *Proficiency Bonus*, rounded up.

#### Magical Nature


You have Advantage on all *Intelligence, Charisma*, and *Wisdom Saving Throws*
against magic.

#### Majin Regenerate


Your body is capable of reconstructing itself. As an Action you can heal yourself
an amount equal to Ki points spent. You can spend **Ki** when you would hit 0
**HP** equal to the amount of *Damage* that would put you below 1, to instead drop
to 1 **HP**.

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.

![cat warrior](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) {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

#### Majin Absorption


At **Level 10**, Majins have access to the legendary power of Majin Buu himself.
Candy Beam is added to your **Learnable Technique List**, and it's **Ki Rank**
matches your own, and you can benefit from its second ability.

##### Candy Beam


*Rank X Ki Technique*
___
- **Ki Cost:** 30 Ki
- **Range:** 60 Feet
- **Duration:** 1 Minute (concentration)
- **Type:** Omni

Target one object or creature in your range, they must make a *Constitution Saving
Throw*, turning the object or target (and all of their equipment) into a choice of
food of your choice on a failure. Creatures affected by this have their *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:

- You learn all **Techniques** and *Languages* of the assimilated,. If the


assimilated has more *Mastery Ranks* in a **Technique** that you know, you gain
those *Mastery Ranks*.
- If they have any **Ability Scores** higher than yours you may add +1 to those
**Ability Scores**, this may increase it above your *Ability Score Maximum*.
- If none of their **Ability Scores** surpass yours you gain +1 to whichever
**Ability Score** was their highest.
- You gain visual quirks resembling the entities that you assimilated.
- You may only gain this benefit a number of times equal to your *Constitution
Modifier*.

\column
![cat warrior](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) {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

### Racial Features


#### Namekian Biology
Namekians do not eat and survive only off of water. Due to this liquid nature
namekians are able to stretch thier limbs for combat and utility purposes.

Your *Unarmed Strikes*, *Melee Weapon Attacks* and **Melee/Melee Weapon


Techniques** gain 5 feet of the *Reach Property* equal to your **Ki Rank**. When
you make a *Grapple Check* you count as 1 *Size Category* larger for each rank of
*Reach Property*.

#### 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.

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/ddadn4p-9899158c-77a8-4cf8-af39-2d5e11488d64.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGRhZG40cC05ODk5MTU4Yy03N2E4LTRjZjgtYWYzOS0yZDVlMTE0ODhkNjQucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.qpPV0P5D6mUXnE5QAz9TE8s29AlXea17nISzs9QY
1Fs) {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

#### Namekian Fusion


Namekians have the unique ability to assimilate others of their race into
themselves to become what is known as a Super Namekian. As an Action you may fuse
with one willing Namekian that you can touch. Once you Fuse with another namekian
you gain these benefits:
- You gain the *Super Namekian* **Transformation** and the ability to learn
*Namekian Split*.
- You learn all **Techniques** and *Languages* of the assimilated. If the
assimilated has more *Mastery Ranks* in a **Technique** that you know, you gain
those *Mastery Ranks*.
- If they have any **Ability Scores** higher than yours you may add +1 to those
**Ability Scores**, this may increase it above your *Ability Score Maximum*.
- If none of their **Ability Scores** surpass yours you gain +1 to whichever
**Ability Score** was their highest.
- You may only assimilate a number of Namekians equal to your *Constitution
Modifier*.
- You gain the **Fusion Tag** and lose all benefits from this feature that you have
gained if you ever lose this Tag, expelling those you have fused with in this
manner in the proccess.

#### True Namekian Split


Namekians have the ability to permenantly split themselves into 2 diametricly
opposed people.
At an action on your turn, you may split into 2. **Class Levels, HP, KI,** and
**Stamina** are split as evenly as possible amoung the now 2 unique entities.

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

##### Dragon Clan


Those attuned to the spirit of Zalama the dragon god. these namekians are
spiritually gifted and some even manage to emulate Zalama himself by creating
Dragon Balls.
- Increase *Intellegence* and *Wisdom Scores* by 1
- Dragon's Blessing
- A Dragon Namekian can use his natural energy to repair his body at an
alarming rate. As an action you may heal yourself 1 **HP** for every 1 **Ki** you
spend.
- As an Action you may regenerate a limb that you have lost for 15 **Ki**.
- A Dragon Namekian is even capable of healing others with a touch. As an action
you may heal a creature that you can touch for 1 **HP** for every 2 **Ki** you
spend.

##### Dark Namekian


These Namekians are hardier than most and are usually demonized in Namekian Society
due to their duller colors and lack of distinct Namekian abilities. Dark Namekians
have mastered their own regenerative capability, some say they evolved purely to
combat the raging discrimination they once faced.
- Increase *Constitution Score* by 2
- Demonic Regeneration
- You may heal yourself as an Action or Bonus Action, 2 **HP** for every 1
**Ki** spent.
- You can use an action and 5 **Ki** to regenerate a lost limb.

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fpm1.narvii.com
%2F6572%2Fd5667e582e45fb730aa0a3f598a00beba9de64b4_hq.jpg&f=1&nofb=1&ipt=9e5ae77521
b6cc0e70f28a3b43acc55e626a3fdb4cecc9841b12f3be6fd77bbc&ipo=images)
{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

#### Ability score increase


*Charisma* +2, *Constitution* **or** *Wisdom* +1

#### 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.

At **Level** 10 you also gain the *Polymorph* **Spell** as if through the


*Mysticism* **Class Feature**.
:
These **Spells** can only target yourself.
\column
#### Mystical Mimicry
You're ability to shape shift is so incredible that it allows you to mimic
another's very DNA.

As a Reaction to seeing a creature activate a **Form** you may memorize that


**Form** for your own use, even if it is a **Racial Form**. You must have **God
Ki** to copy a **Godly Form.**
:
You keep this specific **Form** and may activate it at a later form, if you were to
use this **Feature** again you may replace your current memorized **Form**, ending
the **Form** if it was active.

#### Natural Innocence


Your soul is bright and shining, even the most evil of Neko Majin radiates joy. You
have advantage on all *Saving Throws* against being *Berserk, Charmed, or
Frightened*.

#### Small but Legendary


At **Level 1** you gain a single **Heroic Feature**. This does not count as gaining
a **Heroic Feature** as a **Class Feature**.
:
:

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fpm1.narvii.com%2F7822%2F227fbe1fbb47a7d805eb9ba48f8e0806a7f9d961r1-340-
407v2_hq.jpg&f=1&nofb=1&ipt=f03eb80d124912d10c01c2a98cdc7f3adc2a26304b2e51be2c93123
ffeb69205&ipo=images) {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***.

#### Energy Thief


As an Action, you may radiate a 10 foot radius of Stamina draining energy. This
radius increases by 10 feet each time your *Proficiency Bonus* increases. This
**Feature** requires concentration to maintain and cost at least 20 **Ki**.

Whenever a creature enters this space or begin/ends it's turn in the radius you
absorb 1 Stamina per 20 ki spent to maintain this feature.

All **Stamina** gained in this way over your maximum becomes **Temporary Stamina**.

#### Maximum Power


You gain the *Full Power* **Transformation** at **Level 5** and the *Super Full
Power* **Transformation** at **Level 10**.

\column

#### Magical Weakness


You have *Resistance* to *Ki Damage* but have *Disadvantage* on all *Saving Throws*
from **Spells**.

#### Absorbitive biology


Your body is naturally capable of gaining power from those you can eat. You can eat
a creature of medium size only if they are willing, unconcious, paralyzed, or
otherwise incapacitated.

- You learn all **Techniques**, **Trained Features**, and *Languages* of the


assimilated. If the assimilated has more *Mastery Ranks* in a **Technique** that
you know, you gain those *Mastery Ranks*.
- If they have any **Ability Scores** higher than yours you may add +1 to those
**Ability Scores**, this may increase it above your *Ability Score Maximum*.
- If none of their **Ability Scores** surpass yours you gain +1 to whichever
**Ability Score** was their highest.
- You gain visual quirks resembling the entities that you assimilated.
- You gain the **Fusion Character Tag** and lose all benefits from this feature
that you have gained if you ever lose this **Tag**, coughing up those you have
assimilated if it is lost.

You may only gain this benefit a number of times equal to your *Constitution
Modifier*.
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F6fc82fe7-e04c-4d7f-9ed3-
3e3df6a42b38%2Fddgldmj-13264d78-e691-416f-93d3-08d43f754838.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzZmYzgyZmU3LWUwNGMtNGQ3Zi05ZWQzLTNlM2RmNmE0MmIzO
FwvZGRnbGRtai0xMzI2NGQ3OC1lNjkxLTQxNmYtOTNkMy0wOGQ0M2Y3NTQ4MzgucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.jPGlPGIZXNnlsTxUdQhFDMSbEeBhNskFMqocnOL6N1g
&f=1&nofb=1&ipt=4373c1f2573543c6337c405d7e6451a3d5f28c311948c7f14228d15edb2625bd&ip
o=images) {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

#### Ability score increase


Dexterity +2 or Strength +2, Constitution +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 *Survival* and *Acrobatics Skills*.
### Racial Features
#### 9 Lives
You are extremely hard to kill, you gain proficiency in *Dexterity Saving throws*.
If you already have that proficiency you may choose 1 *Saving Throw* that you do
not already have proficiency in.

#### Predatory Combat


Your predatory nature shines when in combat. Your *Unarmed Strikes* can deal
*Slashing Damage* and have their *Unarmed Strike Damage Die* increased by 1 step.
On your turn if you take the *Attack Action*, *Ki Blast Action* or use a
**Technique** that deals damage before you move or take any other action you gain
+1 Power until the start of your next turn.

\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*.

#### Predatory Rage


As a Bonus Action on your turn you can enter the *Enraged Condition*, this
condition lasts for a number of rounds equal to your *Proficiency Bonus*.

You may use this feature once per Long Rest, each additional time you choose to use
this feature you gain 2 *Ranks of Exhaustion*.

#### Cat Nap


*@DomDom suggested*

Sleep is good, especially for you. Once per day, when you take a Short Rest you
restore full **Stamina** instead of half.
:
:
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/3eb70ccc-
e7ad-4e1a-87fa-f97df9ef1c52/da9k83j-0fff6aaa-3010-4e83-a08d-a463ede4f372.png/v1/
fill/w_1024,h_1751,strp/beerus_and_champa_by_saodvd_da9k83j-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTc1MSIsInBhdGgiOiJcL2ZcLzNlYjcwY2NjLWU3YWQtNG
UxYS04N2ZhLWY5N2RmOWVmMWM1MlwvZGE5azgzai0wZmZmNmFhYS0zMDEwLTRlODMtYTA4ZC1hNDYzZWRlN
GYzNzIucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ._qfGkg5-v6z9ppBN79_lQ96Rhzo4-M_uS5ZMsI2xqaM) {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**.

#### Spirit Control


At **Level 1** you gain 1 *Spirit Control* **Trained Feature** of your choice. You
also gain an additional *Spirit Control* **Trained Feature** each time your **Ki
Rank** increases.
#### Powerful Energy
You *Basic Ki Blast* has it's *Damage Die* increased by 1 step.
(1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc)

#### Masters of Spirit


You have spent your life in tune with your own spirit and due to this you can
manipulate it with little effort.

You gain the option to reduce the casting time of any *Spirit Control* **Trained
Feature** you use by 1 step.

(Action>Bonus Action>Reaction)
:
:
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/03856934-
d68d-45a3-b893-78c49adbd617/dbch9e0-e57acd15-4161-481a-95b4-81d2adc919ce.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzAzODU2OTM0LWQ2OGQtNDVhMy1iODkzLTc4YzQ5YWRiZD
YxN1wvZGJjaDllMC1lNTdhY2QxNS00MTYxLTQ4MWEtOTViNC04MWQyYWRjOTE5Y2UucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.FB5im8T91NfBzrVxcQO00w2gzfNAY9d_KdUeEwlC
0Vw) {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".

### Sub-race features


#### Like the Wind

While you are taking the *Dash Action* you are unaffected by *Difficult Terrain*.

#### Quicker then the rest


Your *Base Walk Speed* is 2x your race’s *Base Walk Speed* and you can *Dash* as a
Bonus Action on your turn. While you are under the effects of the *Dash Actin*, 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.
#### Speed Force

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**.

##### Speed Force Power-Ups


You move faster than anyone else and nothing can get in your way. You gain *Mach 1*
at **Level 3** and it **Ranks Up** each time your **Ki Rank** increases. You do not
lose access to previous Power-Ups.

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**

###### Mach 100


- You gain +2 *Static Bonus* to *Melee/Melee Weapon Attack Rolls* and *Melee/Melee
Weapon* **Techniques**.
- Quadruple 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 gain an additional Reaction each round.
- You do not provoke *Attacks of Opprotunity.*
- 4 **Stamina Upkeep**

###### Light Speed


- You gain +2 *Static Bonus* to *Melee/Melee Weapon Attack Rolls* and *Melee/Melee
Weapon* **Techniques**.
- Quintuple (5x) your *Walk* and *Fly Speed*.
- You gain an additional 2 attacks as part of the *Attack Action* or when making
*Basic Ki Blasts* as an Action.
- You gain an additional Reaction each round.
- You do not provoke *Attacks of Opprotunity.*
- 6 **Stamina Upkeep**
:
![cat
warrior](https://i.pinimg.com/564x/9f/1f/8a/9f1f8ae20fb66ae556a4f1d31591b5a0.jpg)
{width:350px,mix-blend-mode:multiply}

{{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.

#### Cybernetic Features


##### Battery Powered
You do not suffer negative effects from not eating. You are incapable of regaining
**Ki** from a **Technique** or **Item**, instead have a 4 **Ki** per round regen,
this increases by 4 again at **Levels 4, 7, 10, 13, 16,** and **19.**

##### Infinite Stamina Engine


You regain 1 **Stamina** at the start of each of your turns as your internal core
gives you energy constantly. This can not be improved in any way.

##### Artificial Limitation Remover


Increase 2 *Ability Score Maximums* of your choice by 2.
:
![cat
warrior](https://i.pinimg.com/564x/1b/eb/a9/1beba9c3872e77126396da5af2949d4c.jpg)
{width:200px,mix-blend-mode:multiply}

{{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.

##### Big Gete Star Cloning

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**.

##### Draining Grapple


Whenever you have a target *Grappled* you may use your Bonus Action to drain 1d4
**Stamina** from the target.
\page

#### Neo-Mutant Features (WIP)


##### Liquid Metal Form
As an Action on your turn while you are making contact with metal outside of your
own body you may sink into it, gaining a 60 foot movement speed while you are in
this form. While in this form you can not be seen and you have *Advantage* on *Ki
Stealth Checks* while submerged in the material.

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.

Returning to your original form does not require spending **Stamina**.

*Weapon Attacks Rolls* and **Techniques** made with weapons made by this feature
gain a *Static Bonus* equal to your **Ki Rank**.

##### 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.

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fvignette.wikia.nocookie.net%2Fdragonball%2Fimages%2F8%2F89%2FHyper_Rildo.png
%2Frevision%2Flatest%2Fscale-to-width-down%2F305%3Fcb%3D20170824231332%26path-
prefix
%3Dfr&f=1&nofb=1&ipt=e22c6508dc421f3ae7568dd98d3acbc5ba6c18b401ace8f240c9bd4ad31355
55&ipo=images) {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:

### Explosive Temper


Your DNA is strong but slightly unstable. Your anger can get ahead of you sometimes
but it certainly can come in useful on the battlefield. Once per long rest you may
enter the *Enraged Condition* as a Bonus Action.

![Gohan](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-a2e7-
4b45-83ec-311e72e82900/dckq5bv-a0f47e54-e354-4f57-98a3-f301e8098113.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwic3ViIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsImF1ZCI6WyJ1cm46c2VydmljZTpmaWxlLmRvd25sb2FkIl0sIm9iaiI6W1t7InBhdGgiOiIvZi
84NGRjMTNiNy1hMmU3LTRiNDUtODNlYy0zMTFlNzJlODI5MDAvZGNrcTVidi1hMGY0N2U1NC1lMzU0LTRmN
TctOThhMy1mMzAxZTgwOTgxMTMucG5nIn1dXX0.15SB1pHWfYevV2vuBkCfmWrEw_EGaqnnDtDa05mWnrQ)
{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.
:
:
:
:

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dcm7oa0-1ef2f6f0-e0da-41db-8b6b-61e478dac5a8.png/v1/
fill/w_1024,h_640,strp/
z_fighters___android_saga_render___db_burst_limit_by_maxiuchiha22_dcm7oa0-
fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NjQwIiwicGF0aCI6IlwvZlwvODRkYzEzYjctYTJlNy00Yj
Q1LTgzZWMtMzExZTcyZTgyOTAwXC9kY203b2EwLTFlZjJmNmYwLWUwZGEtNDFkYi04YjZiLTYxZTQ3OGRhY
zVhOC5wbmciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRp
b25zIl19.tgfCWYXgSCobv0qk6gvcZap85wMdqxEnC18_MruzXkk) {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

> ##### Standard 5e Classes


> This system is a REPLACEMENT for dnd 5e and as such you should only use races and
classes from this book.

\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 |
}}

### Tech-Savvy Soldiers


A Konatsian ducks around a corner, arming a bomb from his bag. He never was much
for the powerful sorceries some of his peers could do but it didn't bother him
much, he could do enough with the metal in his hands.

"Three against one, maybe you all actually stand a chance." The young ceralian
takes a deep breath to steady himself, it's been a long time since he had odds
stacked against him this far. He throws a small device on the ground that slows the
attackers before picking them apart with deadly efficiency.
Agents are quick thinkers and even quicker doers. Armed with impressive combat
abilities and gadgets that allow them greater flexibility and versatility.

### Class Features


As an **Agent** you gain the following features:

#### Hit Points

##### Hit Dice


1d10 per **Agent** level
##### Hit Points at first level
10 + *Constitution Modifier*

\column
##### Hit Points gained upon level up
1d10 (or 6) + *Constitution Modifer*
#### Ki Points

##### Ki Modifier
+1

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fpm1.narvii.com
%2F6349%2Fde86cf7b69d211c4c6a3bcbd195e7ceda05fcf11_hq.jpg&f=1&nofb=1&ipt=98bd821250
61194d7d30e2be59a37f07a6ba3676949e9bd3fbff2f414d90ca4e&ipo=images)
{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**.

### 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.
### 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**.

The list of Magic Schools includes:


- Conjuration
- Necromancy
- Evocation
- Abjuration
- Transmutation
- Divination
- Enchantment
- Illusion

### Fighting Style


You adopt a particular style of fighting as your specialty. Choose one of the
following options. You can't take a *Fighting Style* option more than once, even if
you later get to choose again.
#### Ranged
You gain a +2 *Static Bonus* to *Ranged Weapon Attack Rolls* and *Basic Ki Blast*s.
#### Blind Fighting
You have *Blindsight* with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or
in darkness. Moreover, you are aware of any invisible creatures within that range,
unless the creature successfully hides from you using *Stealth*.

\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*.

#### 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*.

\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.

#### CQC Specialist


The *Damage Die* for your *Close Quarter's Combat* **Class Feature** is increased
by 1 step.

(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

### Ability score increase/Feat


When you reach **4th Level**, and again at **8th, 10th, 12th, 16th,** and **19th
Level**, you have 3 points to distribute into your **Ability Scores**. 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. The number of attacks increases to three
when you reach **13th Level** in this class.
### Jack of All Trades
Starting at **5th Level**, you can add half your *Proficiency Bonus*, rounded down,
to any *Skill Check* you make that doesn't already include your *Proficiency
Bonus*.

### Battery Pack


At **9th Level** you have built a small fusion battery to fuel your *Gadgets*
**Class Feature**. You have a secondary pool of **Stamina** equal to your
*Proficiency Bonus* that can only be used to cast spells through your *Gadgets*
**Class Feature**. This battery refills on a Short or Long Rest.
### Engineering
At **9th Level** you have become adept at tinkering with your *Gadgets*, you can
now master **Spells** learned through your *Gadgets* **Class Feature** as if they
were **Techniques**.
### Empowered Gadgets
You have learned to tap into your own power to fuel your gadgets. At **15th Level**
you may now add your **Power Bonus** to **Spells** you know through your *Gadgets*
**Class Feature**.
### Reliable Talent
By **17th Level**, you have refined your chosen skills until they approach
perfection. Whenever you make an *Ability Check* that lets you add your
*Proficiency Bonus*, you can treat a d20 roll of 9 or lower as a 10.
### Quantum Battery
You have finally perfeted your fusion battery. At **20th Level**, your *Battery
Pack* **Class Feature** now has a pool of **Stamina** equal to double your
*Proficiency Bonus* that can only be used to cast **Spells** through your *Gadgets*
**Class Feature**. This battery refills on a short or long rest.

\column
![cat
warrior](https://i.pinimg.com/originals/08/ab/0e/08ab0e880407e2716b0c8e54dd1c6ed5.p
ng) {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.

An Android locks on to it's target, charging it's cannons. A large barrage of ki


blasts tears through the battle field leaving nothing in his wake.

Blasters are long range masters, capable of destructive ki blasts while spending
little to no energy. Accross the far reachs of space you will not find any with
more raw destructive power.

### Class Features


As a **Blaster** you gain the following features:
#### Hit Points

##### Hit Dice


1d8 per **Blaster** Level
##### Hit Points at first level
8 + Constitution Modifier
##### Hit Points gained upon level up
1d8 (or 5) + Constitution modifer

\column
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/ddd5k2a-45db51bc-f718-4f4b-bf9d-0351810f4d8a.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGRkNWsyYS00NWRiNTFiYy1mNzE4LTRmNGItYmY5ZC0wMzUxODEwZjRkOGEucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.pF1t8n0QgKpCR_F0MBdNqhiF-
NdJasUvnEhVdrB3ovs) {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

### Ki Enhanced Abilities


You have learned to supercharge your attacks with your ki making your attacks hit
with unearthly force. Wearing *Armor* does not affect this **Feature**. You gain
the following benefits when unarmed:
- You can use a d4 in place of your *Unarmed Strike's Damage Die*. This die
increases as you gain **Blaster Levels**, as shown on the table above. You may use
*Wisdom* as your *Modifier* for *Unarmed Strikes*.
- Your *Basic Ki Blast Damage Die* increases as you gain **Blaster Levels**, as
shown on the table above.

### Defensive Aura


Your ki forms an invisible barrier around your body, softening impacts and
shielding you from energy.

While wearing no *Armor* and not wielding a *Shield*, your **AC** equals 10 +
double your *Wisdom Modifier*+ half of your *Proficiency Bonus* (rounded up).

When you are wearing *Armor* you may use your *Wisdom* in place of *Dexterity* for
**AC Calculation**.
### Heroic Feature
Gain 2 features from the **Heroic Features List**. Every time you get this **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 **7th Level** it recharges on a Short Rest.


At **13th Level** you recover 4d12 + *Wisdom Modifier* **Ki**.
### Ki Blast Proficiency
At **3rd Level** whenever you take the *Ki Blast Action* you may fire an additional
*Basic Ki Blast* as part of that Action.

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.

### Signature Move


At **10th 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 designate 2 additional **Techniques** to gain this


benefit.
### Attack Style
At **11th Level** you choose a single type of **Ki Technique**: *Blast, Beam,
Barrage*, or *Omni*. **Ki Techniques** of that type have their range doubled and
gain one round of **Charge**.
### Ki Master
At **20th Level** once per Long Rest, when you hit enter *Ki Exhaustion* you may
instead choose to regain half of your **Maximum Ki** as **Temporary Ki**. This
**Temporary Ki** lasts for 1 minute of combat before dispelling. You may not gain
**Temporary Ki** in any way while this **Feature** is ongoing.

\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|
}}

### Big and Burly


A grey flare's his energy eager to take every shot flying his way, once the barrage
ends it's his chance to close the distance and once he did that, the fight was
over.

A young Saiyan roars in excitement, this was the first time he had fought all out
in months, too bad none of them could deal any serious damage against him.

Bruisers are terrors of the battlefield, capable of resisting attacks and dishing
out incredible melee damage. Many bruisers become seen as paragons of pure
strength.

### Class Features


As a **Bruiser** you gain the following features:

#### Hit Points

##### Hit Dice


1d12 per **Bruiser** level

##### Hit Points at first level


12 + *Constitution Modifier*
##### Hit Points gained upon level up
1d12 (or 7) + *Constitution Modifer*

\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*.

### Block Breaker


Starting at **7th Level**, once per Long Rest, when a target attempts to **Block**
a *Melee Attack* or **Melee/Melee Weapon Technique** you may expend your reaction
to power through, negating their **Block**.

You gain an additional use of this **Feature** at **11th Level** and it recharges
on a Short Rest at 15th Level.

### Brutal Critical


Beginning at **9th Level**, you can roll one additional weapon damage die when
determining the extra damage for a **Critical Hit** a *Melee Attack* or
**Melee/Melee Weapon Technique**.

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.

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/ddhgiz4-30e91247-74eb-4f8e-a656-b9435e21a455.png/v1/
fill/w_894,h_894,strp/
bojack_full_power_render__db_legends__by_maxiuchiha22_ddhgiz4-pre.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MjA0OCIsInBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNG
I0NS04M2VjLTMxMWU3MmU4MjkwMFwvZGRoZ2l6NC0zMGU5MTI0Ny03NGViLTRmOGUtYTY1Ni1iOTQzNWUyM
WE0NTUucG5nIiwid2lkdGgiOiI8PTIwNDgifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.XXQloUGbLm-4BfUhN-M-ZRRcCtwhAe5-uLn7_ONNkZA) {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
}}

### Make every strike count


The grizzled human tightens his gi and begins scanning the glowing opponent in
front of him, he was going to prove that Super Saiyans are nothing against the
skilled. A flash of yellow almost too fast to follow streaks toward him, with one
quick strike the opponent flickers out like a candle. The fight was over as quickly
as it began.

Elites are masters at using their few abilities to the fullest. Capable of learning
many skills and landing devestating strikes, Elites exsist in all groups across the
universe.

### Class Features


As an **Elite** you gain the following features:

#### Hit Points

##### Hit Dice


1d8 per **Elite** level
##### Hit Points at first level
8 + *Constitution Modifier*
##### Hit Points gained upon level up
1d8 (or 5) + *Constitution Modifer*

\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*

##### Saving Throws:


You gain proficiency in *Dexterity* and *Intelligence Saving Throws*
##### Skills:
You gain any 5 *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*
- *Light Battle Armor* and a *Dagger*
- A pouch containing 150,000 Zeni

### Critical Blow


Beginning at **1st Level**, you know how to strike subtly and exploit a foe’s
distraction. Once per turn, you can deal an extra 1d6 *Damage* to one creature you
hit with an attack if you have advantage on the *Attack Roll*. The attack must use
an *Unarmed Strike*, a *Finesse/Ranged Weapon Attack Roll*, or a *Basic Ki Blast*.

You don’t need Advantage on the *Attack Roll* if another enemy of the target is
within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
Disadvantage on the *Attack Roll*.

The amount of the extra damage increases as you gain levels in this class, as shown
in the *Critical Blow* column of the **Elite Table**.

### Close Quarters Combat


You have traditional close quarter combat training, gain the following benefits
when unarmed :

- You can use a d4 in place of the 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.

### Decisive Action


Starting at **2nd Level**, your quick thinking and agility allow you to move and
act quickly. You can take the *Dash, Disengage,* or *Hide Action* as a Bonus
Action.
### 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 Increase/Feat


When you reach **4th Level**, and again at **8th, 10th, 12th, 16th,** and **19th
Level**, you have 3 points to distribute into your **Ability Scores**. 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 may make an additional attack as part of your
*Attack Action*.
### Uncanny Dodge
Starting at **5th Level**, when an attacker that you can see hits you with an
attack, you can use your reaction to halve the attack’s damage against you. You may
use this **Feature** a number of times equal to 1/3 of your *Proficiency Bonus*,
rounded up, per Long Rest.

### Reliable Talent


By **11th Level**, you have refined your chosen skills until they approach
perfection. Whenever you make an *Ability Check* that lets you add your
*Proficiency Bonus*, you can treat a d20 roll of 9 or lower as a 10.

\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

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dcn48i3-2144b60d-db34-4e8b-81e1-34857f7701c5.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
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kwMFwvZGNuNDhpMy0yMTQ0YjYwZC1kYjM0LTRlOGItODFlMS0zNDg1N2Y3NzAxYzUucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.QwIRJ_3JxEzqMOyL9MxvqZ5rKdFo-
CSZf4mAkWTNkhg) {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 |
}}

### Super Fighting Heroes

A purple alien walks before his men eying each of them before their upcoming
battle. "Alright men, prepare yourself to engage and steel your hearts!" The
captain strikes an excentric pose that seems to encourage his team before leading
them into yet another successful mission.

Heroes are leaders that have learned that the only way to success is through your
team. Leading with the ability to buff their allies and inspire them to greater
heights, heroes are always welcome on a battlefield.

### Class Features


As a **Hero** you gain the following features:

#### Hit Points

##### Hit Dice


1d8 per **Hero** level

##### Hit Points at first level


8 + *Constitution Modifier*
##### Hit Points gained upon level up
1d8 (or 5) + *Constitution Modifier*
#### Ki Points

##### 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

### Bolster allies

As a Bonus Action choose a number of creatures equal to or less than your *Charisma
Modifier*, within 120 feet who can see or hear you. They gain 1d8 + your *Charisma
Modifier* + your **Hero** level 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.

### Heroic Inspiration


You can inspire others through stirring words or music. As a Bonus Action on your
turn, choose one creature other than yourself within 60 feet of you who can hear
you. That creature gains one **Heroic Inspiration Die**, a d6.

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**.
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2Forig02.deviantart.net%2Ff4eb%2Ff%2F2017%2F051%2Fc
%2F2%2Fginyu_force_by_alexiscabo1-
dazrsaq.png&f=1&nofb=1&ipt=c97cf64a994c7622676f2c183a7d4a5815c252903cd4b0111b1873fb
50f8f76d&ipo=images) {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:

#### Pose of Valor


Targets gain +2 to their *Strength Ability Score and Maximum* and +1 *Static Bonus*
to *Melee Attacks Rolls* and *Unarmed Strikes*.
- Static Bonus increases to +2

#### Pose of Grace


Targets gain +2 to their *Dexterity Ability Score and Maximum* and double their
*Base Fly* and *Walk Speed*.
- Your *Movement Speed* can not be lowered by any means.

#### Pose of Vitality


Targets gain +2 to their *Constitution Ability Score and Maximum* and +1 *Static
Bonus* to **Beam** **Techniques**.
- *Static Bonus* increases to +2
#### Pose of Acuity
Targets gain +2 to their *Intelligence Ability Score and Maximum* and +1 *Static
Bonus* to **Omni Techniques**.
- *Static Bonus* increases to +2

#### Pose of Clarity


Targets gain +2 to their *Wisdom Ability Score and Maximum* and +1 *Static Bonus*
to **Blast Techniques**.
- *Static Bonus* increases to +2

#### Pose of Hope


Targets gain +2 to their *Charisma Ability Score and Maximum* and a +1 to all
*Saving Throws*.
- *Saving Throw* bonus increases to +2

\page

### 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/ Feat
When you reach **4th Level**, and again at **8th, 12th, 16th,** and **19th Level**,
you have 3 points to distribute into your **Ability Scores**. 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**, and again at **11th** and **17th Level**, you may make
an additional attack as part of your *Attack Action*.

### Unifying Presence


At **6th Level** your unifying presence enhances the party’s ability to resist all
manner of external attacks. As a Reaction to you or a creature that you can see
making a *Saving Throw*, a number creatures of your choice (including yourself) up
to your *Charisma Modifier* may add your charisma bonus to that *Saving Throw*. You
can use this **Feature** after the rolls are made but not after the results are
said. You must wait until you finish a Long Rest before you can use it again.

### Signature Move


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*.

\column
![cat warrior](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) {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 |
}}

### Bursting with power


A demon chants a quick hex in the middle of his duel, it explodes with so much
negative energy that it leaves his opponent fumbling for the rest of their
encounter.

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:

#### Hit Points

##### Hit Dice


1d8 per **Magus** level
##### Hit Points at First Level
8 + *Constitution Modifier*

##### Hit Points gained upon Level Up


1d8 (or 5) + *Constitution Modifier*

\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

### 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**.
### 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

### Magic Infusion


Whenever you cast a **Technique** you may expend a use of *Mysticism: Burst* and
choose a **Spell** that you know that deals damage, replace the *Damage Type* of
the **Technique** with the *Damage Type* of the **Spell**.

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**.
:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F736x%2F5e%2Fcb%2F1b
%2F5ecb1b0b0909c06424521c5570e1cab7.jpg&f=1&nofb=1&ipt=9e4c4ac8eb72bb7e2c92d2456210
b936860ce2b2855f352b020a261c28afa770&ipo=images) {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

### Fighting Style


You adopt a particular style of fighting as your specialty. Choose one of the
following options. You can't take a Fighting Style option more than once, even if
you later get to choose again.
#### Ranged
You gain a +2 *Static Bonus* to *Ranged Weapon Attack Rolls* and *Basic Ki Blast*s.

#### Blind Fighting


You have *Blindsight* with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or
in darkness. Moreover, you are aware of any invisible creatures within that range,
unless the creature successfully hides from you using *Stealth*.

#### 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*.

#### 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.

#### 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**.

\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*.

### 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 increase/Feat


When you reach **4th Level**, and again at **8th, 12th, 16th,** and **19th Level**,
you have 3 points to distribute into your **Ability Scores**. 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**, and again at **11th Level**, you may make an additional
attack as part of your *Attack Action*.

### Esoteric Arts


At **7th Level**, your magical capability has begun to manifest in strange and
unique ways. You gain one of the following benefits of your choice, at **13th** and
**17th Level**, you may gain an additional *Esoteric Art* of your choice or gain
the improved version of one that you have already chosen.

#### Arcane Bolt


You may change the *Damage Type* of your *Basic Ki Blasts* to a *Damage Type* of
your choice.
##### Advancement
You may now also change the *Damage Type* of your **Techniques** to the **Damage
Type** you chose.

\column

#### Arcane Shield


You gain a single *Damage Resistance* of your choice, this can not be changed
later.

##### 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.

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fstatic.wikia.nocookie.net%2Fdragonball%2Fimages%2F2%2F26%2FZahha.png%2Frevision
%2Flatest%3Fcb%3D20180427201307%26path-prefix
%3Dit&f=1&nofb=1&ipt=f925dc6bf256d4fe10a9ba4617a7561570ffbbad3b00979c5012cd43993479
b9&ipo=images) {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.

#### Spacial Distortions


You have the ability to slip in and out of reality to travel distances instantly.
As a Bonus Action on your turn you may spend **Stamina** to *Teleport* 15 feet per
**Stamina** spent. You may not spend more **Stamina** in this way than your
*Proficiency Bonus.*

##### 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.

![cat warrior](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%2Fdd651ng-c0fd263c-8da7-471b-a50d-a91eaa0261fe.png%2Fv1%2Ffill
%2Fw_640%2Ch_640%2Cstrp
%2Fdabura__xeno__render__sdbh_world_mission__by_maxiuchiha22_dd651ng-fullview.png
%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NjQwIiwicGF0aCI6IlwvZlwvODRkYzEzYjctYTJlNy00YjQ1L
TgzZWMtMzExZTcyZTgyOTAwXC9kZDY1MW5nLWMwZmQyNjNjLThkYTctNDcxYi1hNTBkLWE5MWVhYTAyNjFm
ZS5wbmciLCJ3aWR0aCI6Ijw9NjQwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnM
iXX0.-
0Dp3VBRZlcwkjMq9tvzm5ymPlMr0bWFSq2h86mMbd4&f=1&nofb=1&ipt=534b60fc90f65dc5b95a2d9a7
907a1382f0d1330f115c109c083720788d98d45&ipo=images) {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
}}

### Masters of the Ring


The young saiyan takes a breath listening to the crowd roaring in his ears, he was
back and ready to claim the title this year. The bell rings and he rockets forward,
throwing kicks and jabs with seemingly reckless abandoned before landing a spinning
kick that launches his opponent outside of the ring, he may not have been as strong
but none of these humans could match his skill.

Martial artists are second to none when it comes to their skill in close ranged
combat, boasting speed and skill to trip, disarm, and generally control the
battlefield around them.

### Class Features


As a **Martial Artist** you gain the following features:

#### Hit Points

##### Hit Dice


1d8 per **Martial Artist** Level
##### Hit Points at first level
8 + *Constitution Modifier*
##### Hit Points gained upon level up
1d8 (or 5) + *Constitution Modifier*
\column

#### Ki Points

##### Ki Modifier
+2

![cat warrior](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) {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

### 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**.
### Unarmored Defense
While wearing no *Armor* and not wielding a *Shield*, your **AC** equals 10 + your
*Dexterity Modifier* + your *Proficiency Bonus*.

\column

### Combat Superiority


Starting at **2nd Level**, you learn three **Matial Arts Maneuvers** of your
choice. Many **Matial Arts Maneuvers** enhance an attack in some way. You can use
only one **Matial Arts Maneuver** per attack. You learn two additional **Matial
Arts Maneuvers** of your choice at **7th, 10th,** and **15th Level**. Each time you
learn new **Matial Arts Maneuvers**, you can also replace one **Matial Arts
Maneuver** you know with a different one.
:
**Matial Arts Maneuvers** will be detailed at the end of this chapter.

#### Superiority Dice


You have four *Superiority Dice*, which are d8s. A *Superiority Die* is expended
when you use it. You regain all of your expended *Superiority Dice* when you finish
a Short or Long Rest. You gain another *Superiority Die* at **7th Level** and one
more at **15th Level**.

#### Saving Throws


Some of your **Matial Arts Maneuvers** require your target to make a saving throw
to resist the **Matial Arts Maneuver's** effects. The *Saving Throw DC* is
calculated as follows:
:
**Matial Arts Maneuver Save DC** = 8 + your *Proficiency Bonus* + your *Strength*
or *Dexterity Modifier* (your choice)

### Unarmored Movement


Starting at **2nd Level**, your speed increases by 10 feet while you are not
wearing armor or wielding a shield. This bonus increases when you reach certain
monk levels, as shown in the Monk table.

Additionally, you gain the ability to move along vertical surfaces and across
liquids on your turn without falling during the move.
### Heroic Features
Gain 2 features from the **Heroic Features List**. Every time you get this **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*.

### Know Your Enemy


Starting at **7th Level**, if you spend at least 1 Minute observing or interacting
with another creature outside combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if the creature is your equal,
superior, or inferior in regard to two of the following characteristics of your
choice:
- *Strength Ability Score*
- *Dexterity Ability Score*
- *Constitution Ability Score*
- **AC**
- Current **HP**
- Total **Class Levels**, if any
- **Martial Artist Class Levels**, if any

### Mind Over Matter


At **9th Level**, you have learned to use your superior state of mind to push your
body beyond it's limitations. When you are at 0 **Stamina** you may spend **Hit
Die** in place of any **Stamina Upkeep**.

### Superiority Improvement


At **10th Level**, your *Superiority Dice* turn into d10s. At **18th Level**, they
turn into d12s.

### Signature Move


At **11th 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*.
## 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

### Bait and Switch


When you're within 5 feet of a creature on your turn, you can expend one
*Superiority Die* and switch places with that creature, provided you spend at least
5 feet of movement and the creature is willing and isn't *Incapacitated*. This
movement doesn't provoke *Attacks of Opprotunity*.

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*.

### Commander's Strike


When you take the *Attack Action* on your turn, you can forgo one of your attacks
and use a Bonus Bction to direct one of your companions to strike. When you do so,
choose a friendly creature who can see or hear you and expend one *Superiority
Die*. That creature can immediately use its Reaction to make one *Weapon Attack* or
*Unarmed Strike*, adding the *Superiority Die* to the attack's *Damage Roll*.

### Commanding Presence


When you make a *Charisma (Intimidation),* a *Charisma (Performance),* or a
*Charisma (Persuasion) Skill Check*, you can expend one *Superiority Die* and add
the *Superiority Die* to the *Skill Check*.

### Disarming Attack


When you hit a creature with a *Weapon Attack* or *Unarmed Strike*, you can expend
one *Superiority Die* to attempt to disarm the target, forcing it to drop one item
of your choice that it's holding. You add the *Superiority Die* to the attack's
*Damage Roll*, and the target must make a *Strength Saving Throw*. On a failed
save, it drops the object you choose. The object lands at its feet.

### Distracting Strike


When you hit a creature with a *Weapon Attack* or *Unarmed Strike*, you can expend
one *Superiority Die* to distract the creature, giving your allies an opening. You
add the *Superiority Die* to the attack's *Damage Roll*. The next *Attack Roll*
against the target by an attacker other than you has Advantage if the attack is
made before the start of your next turn.

\page

### Evasive Footwork


When you move, you can expend one *Superiority Die*, rolling the die and adding the
number rolled to your **AC** until you stop moving.

### Feinting Attack


You can expend one *Superiority Die* as a bonus action on your turn to *Feint*,
choosing one creature within 5 feet of you as your target. You have Advantage on
your next *Attack Roll* against that creature this turn. If that attack hits, add
the *Superiority Die* to the attack's damage roll.

### Goading Attack


When you hit a creature with a *Melee Weapon Attack* or *Unarmed Strike*, you can
expend one *Superiority Die* to attempt to goad the target into attacking you. You
add the *Superiority Die* to the attack's Damage Roll, and the target must make a
Wisdom Saving Throw. On a failed save, the target has Disadvantage on all Attack
Rolls against targets other than you until the end of your next turn.

### Grappling Strike


Immediately after you hit a creature with a *Melee Attack* on your turn, you can
expend one *Superiority Die* and then try to grapple the target as a Bonus Action
(see the Player's Handbook for rules on grappling). Add the *Superiority Die* to
your *Strength (Athletics) Check*.

### Lunging Attack


When you make a *Melee Weapon Attack* or *Unarmed Strike* on your turn, you can
expend one *Superiority Die* to increase your reach for that attack by 5 feet. If
you hit, you add the *Superiority Die* to the attack's *Damage Roll*.

### Maneuvering Attack


When you hit a creature with a *Weapon Attack* or *Unarmed Strike*, you can expend
one *Superiority Die* to maneuver one of your comrades into a more advantageous
position. You add the *Superiority Die* to the attack's *Damage Roll*, and you
choose a friendly creature who can see or hear you. That creature can use its
Reaction to move up to half its speed without provoking *Opportunity Attacks* from
the target of your attack.

\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*.

### Precision Attack


When you make a *Weapon Attack* or *Unarmed Strike* against a creature, you can
expend one *Superiority Die* to add it to the *Attack Roll*. You can use this
maneuver before or after making the attack roll, but before the results are
determined.

### Pushing Attack


When you hit a creature with a weapon attack*Weapon Attack* or *Unarmed Strike*,
you can expend one *Superiority Die* to attempt to drive the target back. You add
the *Superiority Die* to the attack's *Damage Roll*, and if the target is no larger
than one *Size Category* larger than you, it must make a *Strength Saving Throw*.
On a failed save, you push the target up to 15 feet away from you.

### Quick Toss


As a Bonus Action, you can expend one *Superiority Die* and make a ranged attack
with a *Weapon* that has the *Thrown Property*. You can draw the weapon as part of
making this attack. If you hit, add the *Superiority Die* to the weapon's *Damage
Roll*.

### Rally
On your turn, you can use a Bonus Action and expend one *Superiority Die* to
bolster the resolve of one of your companions. When you do so, choose a friendly
creature who can see or hear you. That creature gains **Temporary 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*.

### Sweeping Attack


When you hit a creature with a *Weapon Attack* or *Unarmed Strike*, you can expend
one *Superiority Die* to attempt to damage another creature with the same attack.
Choose another creature within 5 feet of the original target and within your reach.
If the original *Attack Roll* would hit the second creature, it takes damage equal
to the number you roll on your *Superiority Die*. The damage is of the same type
dealt by the original attack.

### Tactical Assessment


When you make an *Intelligence (Investigation)*, an *Intelligence (History)*, or a
*Wisdom (Insight) Check*, you can expend one *Superiority Die* and add the
*Superiority Die* to the *Ability Check*.
### Trip Attack
When you hit a creature with a *Weapon Attack* or *Unarmed Strike*, you can expend
one *Superiority Die* to attempt to knock the target down. You add the *Superiority
Die* to the attack's *Damage Roll*, and if the target is no more than one *Size
Category* larger than you, it must make a *Strength Saving Throw*. On a failed
save, you knock the target prone.

\column
![cat warrior](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) {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
}}

### Arcane Arsenals


A Shin-ling takes a deep breath before attempting his latest spell, he had never
healed a wound this severe before and he prayed he had the strength left in him to
pull it off.

A rampaging Great Ape tears through the city before him, oblivious to the attempts
to stop him. Before long a young Konatsian appears in front of him, and then
another, and another, until the air around him is filled with dozens of the same
man. The Ape swings and roars as he seemingly can't make contact with the bug-like
threats surrounding him. While the Ape is destracted it takes no effort at all to
sneak up behind him and remove his tail.

Mystics are as varied as the spells they can cast and thrive on their versatility
and ability to almost magically restore themselves on the fly.

### Class Features


As a **Mystic** you gain the following features:

#### Hit Points

##### Hit Dice


1d6 per **Mystic** level

\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**.
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fvignette.wikia.nocookie.net%2Fdragonball%2Fimages%2F9%2F9c%2FChamel.png
%2Frevision%2Flatest%3Fcb%3D20180412005111%26path-prefix%3Dpt-
br&f=1&nofb=1&ipt=37ac1bf781468898c30f4206cf9c2e4a31d54d76e795de6725d0026fab57070b&
ipo=images) {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**.

The list of Magic Schools include:


- Conjuration
- Necromancy
- Evocation
- Abjuration
- Transmutation
- Divination
- Enchantment
- Illusion

### Mystical Aura

Your natural magic has permeated into your aura bolstering your defense. While not
wearing *Armor* your **AC** is equal to 10 + double your *Charisma Modifier* + half
of your *Proficiency Bonus*, rounded up.

### Magyk Conversion

At **2nd Level**, as an Action on your turn you may convert **Ki** into **Stamina**
at a rate of 10 **Ki** per **Stamina**.

### 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 **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.

\page

### Magyk Power


At **6th Level** your **Power Bonus** now benefits your **Spells** and you can
*Master* **Spells** learned through the *Mysticism* **Class Feature** as if they
were **Techniques**.

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.

### Signature Move

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
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fvignette.wikia.nocookie.net%2Fdragonball%2Fimages%2F0%2F0e%2FSalsa_(Artwork).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 |
}}

### Single Minded Fighters


An ogre cracks his knuckles as his vision narrows on his target before him, he's
not as fast or as skilled as the Martial Artist before him and yet he isn't
nervous. As the fight begins the ogre finds himself slacking in comparison, unable
to land blows before slowly but surely he has understood his opponents moves. After
a long drawn out fight the Martial Artist is no longer able to keep up with the
improvement he's seeing and eventually loses the fight.

Prodigies are incredibly fast learners, able to adapt and improve to face any foe
in their path. Prodigies work best when they have a goal in mind, learning and
picking away at bigger, tougher threats.

### Class Features


As a **Prodigy** you gain the following features:

#### Hit Points

##### Hit Dice


1d10 per **Prodigy** level

\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

### Inner Strength


You have a naturally stronger inner fire. You gain an additional 1 **Stamina** at
the **1st Prodigy Level** and every time you gain an additional **Prodigy Level**.
### Combat Potential
Your unnatural power and reaction speed gives you an edge when using unarmed
strikes.

You gain the following benefits when unarmed:


- You can use a d6 in place of the normal *Damage Dice* with *Unarmed Strikes*.
This die increases as you gain **Prodigy** levels, as shown on the table above.

### Combat instincts


Your natural aptitude for battle helps you quickly assess combat and respond.

When you are not wearing armor your **AC** is 10+ *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**.

### Targeted Assault


Beginning at **2nd Level** as a Bonus Action on your turn, you may spend 1
**Stamina** and target one creature you can see, all *Attack Rolls* made using your
*Attack Action* or your *Ki Blast Action* gain a *Static Bonus* against them equal
to your **Ki Rank** for the next minute, until you change your target, or end this
Feature as a *Bonus Action* on your turn.

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**.

### Ability Score Improvement/Feat


When you reach **4th Level**, and again at **8th, 12th, 16th,** and **19th Level**,
you have 3 points to distribute into your **Ability Scores**. 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**, and again at **11th** and **17th Level**, you may make
an additional attack as part of your *Attack Action*.

### Adrenaline Spike


At **6th Level**, you regain 1d4 **Stamina** whenever you land a *Critical Hit* or
reduce a creature to 0 **HP**.

### Overwhelming Might


Beginning at **9th Level**, your tenacity can wear down the most potent foes. When
you hit a creature with a *Melee Weapon Attack* or *Unarmed Strike*, the creature
takes an extra 1d8 damage if it’s below its **Hit Point Maximum**. You can deal
this extra damage only once per turn. At 13th level this damage becomes 2d8.
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F2c
%2Fc4%2F92%2F2cc49209c2b40b9cf2f4f81f0798dc03.png&f=1&nofb=1&ipt=2838c75e36895f6469
20422f8309840028da2273544efa68890e776fdcf07247&ipo=images) {width:350px,mix-blend-
mode:multiply}

{{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*.

### Deep Reserves


At **18th Level**, when you start combat at less than full **Stamina** you
replenish 4 **Stamina**.

### Unleashed Abilities


At **20th Level** as an action you can push past your limits. For the next minute
or until you reach 0 **HP** or **Stamina** you gain 5 **Temporary Stamina** at the
start of each of your turns. Any unused **Temporary Stamina** is replaced by the
next set of 5. You may use this **Feature** an amount of times equal to
*Constitution Modifier* per long rest.

\column

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F0b
%2F61%2F85%2F0b61855cce3ace0f6fd491250fddc5b4.png&f=1&nofb=1&ipt=d3f37a26fc45cf14dd
9e849f1ef5d38d48d6382725eb7ceecbd172959fe98712&ipo=images) {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 |
}}

### Unstoppable Combatants


His tail has been cut off, he was almost bisected, nearly blinded, and yet the
arcosian had not fallen. He gritted his teeth and stood once more ready to put his
all into the next strike.

The old sateery was beaten but not broken. He shot an empowered ki blast to remove
1 from the equation so he could weaken the nearest combatant, he knew they would
never take him out before he drank them dry.

A Punisher's name is a double-edged sword for they can take punishment just as
easily as they can inflict it. A Punisher will never back away from a challenge but
may not always appear to be on the winning side until the end of the fight.

### Class Features


As a **Punisher** you gain the following features:

#### Hit Points

##### Hit Dice


1d8 per **Punisher** level
##### Hit Points at First Level
8 + *Constitution Modifier*
##### Hit Points gained upon Level Up
1d8 (or 5) + *Constitution Modifier*
#### Ki Points

##### 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

### Crushing Strength


Your incredible strength places you beyond others in raw might.

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**.
:
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/ddhl8l5-a8038429-6f65-4aba-923d-a8ab3e61a79f.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGRobDhsNS1hODAzODQyOS02ZjY1LTRhYmEtOTIzZC1hOGFiM2U2MWE3OWYucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.3K4am30hx522kedfql_jlsDc62ZRPE09f8dnD52I
1p8) {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.

### Fighting Style


You adopt a particular style of fighting as your specialty. Choose one of the
following options. You can't take a Fighting Style option more than once, even if
you later get to choose again.
#### Ranged
You gain a +2 *Static Bonus* to *Ranged Weapon Attack Rolls* and *Basic Ki Blast*s.

#### Blind Fighting


You have *Blindsight* with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or
in darkness. Moreover, you are aware of any invisible creatures within that range,
unless the creature successfully hides from you using *Stealth*.

#### 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*.

#### 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*.

#### 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.

#### 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**.
#### Controlled Strength
Your *Crushing Strike* **Class Feature** and **Melee Techniques** can now be
calculated with *Dexterity* instead of *Strength*.

\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*.

### 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 increase/Feat


When you reach **4th Level**, and again at **8th, 12th, 16th,** and **19th Level**,
you have 3 points to distribute into your **Ability Scores**. 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**, and again at **11th Level**, you may make an additional
attack as part of your *Attack Action*.

### Signature Move


At **7th 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 **15th Level** you may designate 2 additional **Ki Techniques** to gain this
benefit.

### Combat Proficiency


At **9th Level**, choose one class of **Technique**: Beam, Blast, Barrage, Omni, or
Melee. You gain +1 *Static Bonus* this type of **Technique**. At **13th Level**
this becomes +2 and at **17th Level** you get to pick a second type of ki attack to
gain this bonus as well.

\page

### Empowered Smite


Starting at **11th 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 3d8 for 1 **Hit Die**,
plus 2d8 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.

### Unbridled Grit


At **20th Level** as a Bonus Action on your turn, you may spend **Stamina** to gain
**Temporary HP** equal to 10x the **Stamina** spent, to a max of your *Proficiency
Bonus* in **Stamina**.
:
:
:
:
:
:
:
:
:
:
{{wide

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/8fa95eaa-
c69a-46e1-972e-407bd253beb8/d4ndd11-77eb6637-047b-4016-8140-b3295a57f25e.png/v1/
fill/w_869,h_920/dbkai___super_saiyan_trunks_vs_frieza_render_by_xsaiyan_d4ndd11-
pre.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MzE3MiIsInBhdGgiOiJcL2ZcLzhmYTk1ZWFhLWM2OWEtND
ZlMS05NzJlLTQwN2JkMjUzYmViOFwvZDRuZGQxMS03N2ViNjYzNy0wNDdiLTQwMTYtODE0MC1iMzI5NWE1N
2YyNWUucG5nIiwid2lkdGgiOiI8PTI5OTgifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.qiW2Y0FVm14dKXHNkVWvErU8E4U4-oR3lo3ya-Q5cDw) {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 |
}}

### Confidant and Dependable


The young Human looks around at his group, he wasn't as skilled as his friend the
Martial Artist, nor was he as clever and quick-witted as the Agent, and he truly
was not as dominant in combat as the Punisher but after taking time to assess
himself he relized he never lacked when needed.

Warriors are magnificent generalist with good ki and unarmed combat with the
freedom to grow and develop themselves as they see fit.

### Class Features


As a **Warrior** you gain the following features:

#### Hit Points

##### Hit Dice


1d10 per **Warrior** level
##### Hit Points at first level
10 + *Constitution Modifier*

##### Hit Points gained upon level up


1d10 (or 6) + *Constitution Modifier*

\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

### 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 **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**.

### Unarmored Defense


While wearing no *Armor* and not wielding a *Shield*, your **AC** equals 10 + your
*Dexterity Modifier* +your *Proficiency Bonus*.
### Second Wind
At **2nd Level**, you have a limited well of stamina you can draw upon to protect
yourself from harm. On your turn, you can use a Bonus Action to regain **HP** equal
to 1d10 + your **Warrior Level**. Once you use this **Feature**, you must finish a
Short or Long Rest before you can use it again. At **13th Level** this increases to
2d10 + your **Warrior Level**.
### Fighting Style
At **2nd Level**, you adopt a particular style of fighting as your specialty.
Choose one of the following options. You can't take a Fighting Style option more
than once, even if you later get to choose again.
#### Ranged
You gain a +2 *Static Bonus* to *Ranged Weapon Attack Rolls* and *Basic Ki Blast*s.

\column

#### Blind Fighting


You have *Blindsight* with a range of 10 feet. Within that range, you can
effectively see anything that isn't behind total cover, even if you're blinded or
in darkness. Moreover, you are aware of any invisible creatures within that range,
unless the creature successfully hides from you using *Stealth*.

#### 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*.

#### 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*.

\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.

#### CQC Specialist


The *Damage Die* for your *Close Quarter's Combat* **Class Feature** is increased
by 1 step.

(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.
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/4805bb10-
2561-4f69-b899-a4f774a82de4/de1fl15-ca484f66-60bd-410e-8dba-97f12425d4d2.png/v1/
fill/w_1920,h_2688/beat_ssb_render_1__alt_1__by_ssjrose890_de1fl15-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MjY4OCIsInBhdGgiOiJcL2ZcLzQ4MDViYjEwLTI1NjEtNG
Y2OS1iODk5LWE0Zjc3NGE4MmRlNFwvZGUxZmwxNS1jYTQ4NGY2Ni02MGJkLTQxMGUtOGRiYS05N2YxMjQyN
WQ0ZDIucG5nIiwid2lkdGgiOiI8PTE5MjAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.fvb2us1IdRkPBl8Vl2VYjgfH8JQyy5RN-jGbmnno4B8) {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

# [Chapter 5: Training ](#p3)

Training is an integral part of character development in Dragon Ball. While


constant short bursts of training will add up to growth, diligent training for a
longer period of time will boost your character significantly.

## 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**

### Solo Training


*"There is no better master of me than myself"*
:
Training alone allows you to develop your own style more effectively. When training
alone you gain the following benefits:

- 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.

![cat warrior](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%2Fdcp0y69-819deb89-e260-4b06-b2d7-a95b95cf8d3f.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNwMHk2OS04MTlkZWI4OS1lMjYwLTRiMDYtYjJkNy1hOTViOTVjZjhkM2YucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.VMR7LQVDbho8tYI8E34AUHrWuUFXMhrcnUa1GePkRTo
&f=1&nofb=1&ipt=5d5a2f158b78ab1fc75d129e5bd4ea8c55e8fc5c48ae6e340586840eb726e3d3&ip
o=images) {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*.

When training with a partner you gain the following benefits:


- You gain 4 **Training Boons**, gaining an additional one for each 2 additional
training partners.
- Any 2 people in a **Training Arc** together like this may partner together and
each expend **Training Boons** as listed below to teach something from one partner
to the other:
:
- 1 **Training Boon**: 1 **Technique** that they fit the *Requirements* for.
- 2 **Training Boons**: 1 Mortal **Trained Feature**
- 3 **Training Boons**: 1 Alien **Trained Feature**

### Trained By A Master


*“Yes, We’ll spend this hour on good old napping. Work hard, Study well and eat and
sleep plenty… that’s the turtle hermit way to learn!”*
:
Training under a master is the most effective way to learn. A master must be above
your current level by 3 levels. While training under a master you gain the
following:

- You gain 6 **Training Boons**.


- You may spend 2 **Training Boons** to gain a *Mortal* **Trained Feature** that
your *Master* knows
- You may spend 3 **Training Boons** to gain a *Alien/Divine* **Trained Feature**
that your *Master* knows
- You may spend 2 **Training Boons** to gain a **Technique** that is a single
**Ki Rank** higher than you are, so long as you fit any other **Requirements**.

\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.

### Gaining Additional Boons

#### Optional Rule: Training Boon Exchanges


Whenever you gain an **Ability Score Improvement** you may replace the amount of
points you may allocate into an equal amount of **Training Boons**.

You may also replace gaining a **Heroic Feature** upon **Level Up** with gaining 2
**Training Boons**.

#### 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.

#### Time Chambers


Chambers of time dialation that stretch the passing of time into incredible lengths
and comes in multiple variations. Each *Time Chamber* has a different amount of
time covered and bonuses gained.

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.

##### Kami's Lookout


This massive white expanse is filled with heightened gravity and chaotic weather. A
single day in the outside world is 1 year inside this *Time Chamber*. You also
benefit from *Extreme Conditions* for each **Training Arc** spent in this Chamber.

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.

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F236x%2F62%2F1b
%2F47%2F621b47891c35477d7ccdcaa62c878cb1.jpg&f=1&nofb=1&ipt=82cfb41420412238f0802ba
06c482ba532e5ecfdd51827b9dc3682c81c12f606&ipo=images) {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.

### Ordeal Examples


#### Milk Run
The essence of the *Milk Run* is simple, your task is to deliver all of the milk in
to the population of an island in a single day on foot. By spending 1 day you may
attempt 3 consecutive **DC 15** *Athletics Checks* to succeed this task.

#### Korrin's Tower


Before you stands a tower ascending to the heavens and your job is to climb to the
top and meet this land's guardian. By spending 1 day you may attempt 5 consecutive
**DC 15** *Athletics Checks* to succeed this task.

#### Snake Way


Crossing *Snake Way* is not easy, factoring multiple aspects, the main two factors
being your body’s fortitude and your mind’s will to persevere. You must roll a **DC
15** *Constitution Saving Throw* and a **DC 10** *Charisma Saving Throw*. On a
failure from either, you end up in HFIL(Hell) as your legs give out from weakness
of body or spirit.

#### Pulling the Z-Sword


Lodged and sealed in an indestructable stone collumn, removing the *Z-Sword* is a
herculean task of almost divine proportions. To succeed in removing the sword you
must succeed in 3 **DC 20** *Athletics Checks* or take 1 *Rank of Exhaustion* on a
failure as you end up slipping off the blade with skinned hands.
:
You may add half of your current **Power Bonus** to this *Athletics Checks*.

#### Training to Wield the Z-Sword


**Attuning** to the *Z-Sword* is an **Ordeal** by itself. This 8 hour *Ritual*
leaves you with 1 *Rank of Exhaustion.*

\column
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2F1.bp.blogspot.com%2F-gaDh5OJCrUQ%2FTvpLNvp3foI%2FAAAAAAAAAUM%2FvFvfyIEKIYY
%2Fs1600%2FMystic_Z_Sword_Gohan_by_dbzataricommunity.png&f=1&nofb=1&ipt=7c3c64d379e
73d6eb5cb56dab559c35651c35d3d152e0b1fe51b3292021be406&ipo=images) {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

## [Trained Feature Lists](#p3)


Occasionally you will see abilities that are so alien and unique that under normal
circumstances they would never be developed through training and growth, in
situations like these it is prudent to seek out outside help from a Master.
**Trained Features** come in 3 different categories: *Mortal, Alien, and Divine*.

- *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

#### [Crane School](#p3)

##### Crane Style Disciple


The **AC Bonus** from the *Crane Style* **Stance** is increaesd by 1.

##### Assassin Techniques


A number of times equal to your *Proficiency Bonus* you may replace the *Damage
Type* of a **Technique** to *Ki Damage.*

##### Sky Dancing


You immediately gain 1 rank of the *Ki Flight* **Heroic Feature**. This can raise
you above the normal maximum for *Ki Flight.*

##### Phycic Prowess


You have learned to use your energy as an extension of your body. You may make
*Grapple Checks* instead of dealing damage with your *Basic Ki Blast.* To maintain
the *Grapple* on a target you must maintain *Concentration* and use *Spirit*
instead of *Athletics* when making contested *Grapple Checks* with the target.

\column

#### [Turtle School](#p3)

##### Mafuba
The ancient method of sealing evil passed throughout the generations. You gain the
*Evil Containment Wave* **Technique.**

###### Evil Containment Wave


*Special Rank Technique*
___
- **Casting Cost:** 5 **Hit Die**, this can reduce you below zero **Hit Die**
- **Casting Time:** 1 Action
- **Prerequisites:** 1 Jar (or any other sealable container) and 1 Sealing Tag that
cost 10,000 Zeni each
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Omni

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.

##### Turtle School Spirit


You have learned to put your entire spirit into an attack. Once per Long Rest you
may grant yourself Advantage on a **Clash**.

##### Turtle Style Disciple


The *Static Bonus* from the *Turtle Style* **Stance** is increased by 1.

\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**.

##### Spirit Control Cloning


As an Action on your turn, you may create a number of clones up to your *Proficieny
Bonus* for 2 **Stamina** per clone. These clones dissipate as a free action
whenever you choose or after 1 minute passes. These clones are extensions of you
and share all of your current **Resources, Features, Forms,** and *Conditions.* At
the end of your turn you may have any number of clones move up to your *Movement
Speed* and take a single Action or Bonus Action that you can take.
##### Forced Spirit Fission
You have the ability to revert energy back to it's original form. In practice this
is usually used to seperate fusions and release stolen energy.

As a Reation you when land an *Unarmed Strike* or **Melee Technique** or as an


Action when you can touch someone, You may spend **Stamina** to do one of the
following additional effects at the end of your attack:

- 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

##### Ki Sense Amplification


You have Advantage on *Sense Ki Checks* and can *Sense Ki* 1 range step higher then
usual.
- *Continent > Planet > Solar System > Galaxy > Universe*

##### Size Manipulation


You may cast the Enlarge/Reduce Spell on **yourself** as a Bonus Action on your
turn. This **Spell** is cast as if through the *Mysticism* **Class Feature**.

##### Spirit Amplification


Whenever you use your Action for *Basic Ki Blasts* or **Ki Techniques**, you may
spend **Stamina** to give yourself a *Static Bonus* equal to the **Stamina** spent,
max of 10.

##### Spirit Calm


You gain a 1d4 bonus to all *Charm* and *Berserk Saving Throws*. You may *Master*
this feature like a ***Technique*** once at **Ki Rank 2, 3,** and **4** increasing
the Die size by 1 step each time.

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.

##### Spirit Conversion


As an Action, you may artificially create **Stamina** for 15 **Ki** per **Stamina**
that you create.
##### Spirit Power
You gain a *Static Bonus* to *Basic Ki Blasts* and **Ki Techniques** equal to your
**Ki Rank**.

##### Spirit Restoration


You can use your mastery of *Spirit Control* to stimulate the body's healing
process through ki. As an Action you may touch yourself or another creature, you
and/or the creature being healed may spend **Ki** to restore 2 **HP** per **Ki**
spent collectively.
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F736x
%2Fb9%2F86%2Fb5%2Fb986b595ceb41605048c63e821938b0b.jpg&f=1&nofb=1&ipt=5aeeb3df82225
648c655cb3a16d649ad1b0bf68cf2d9ab880a89215c274222b6&ipo=images) {width:210px,mix-
blend-mode:multiply}

{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Yardrat Vegeta
[p_eso](https://www.pinterest.com/pin/698550592187713740/)
}}

\page
### Alien

#### [Time Skip](#p3)


*Remade on suggestion of @Burkmeister*
:

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.

##### Time Storage


The user can hold a maximum number of *Time Points* equal to half of their
*Proficiency Bonus*, rounded up. *Time Points* can be recharged at a rate of 1
**Stamina** per *Time Point*. As an Action you may convert up to as many
**Stamina** into Time Points as you can hold.

Whenever you are under the effects of a *Time Skip* you may not create *Time
Points* or use another **Time Skip Feature**.

##### Time Skip Features


You gain access to these **Features** whenever you reach the **Time Point Cost**
for that feature.
###### Time Skip
*1 Time Point*
:
The user’s first steps to chrono mastery, the user stops time for brief moments. As
a Bonus Action on your turn or as a **Clash** to any **Technique** you may spend
*Time Points* to give all creatures but you the *Frozen in Time Condition* as well
as grant you additional *Movement Speed* and *Action Economy*.

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:

- 1 *Time Point*: 1 Bonus Action & 10 Feet of Movement


- 2 *Time Points*: 1 Action & 20 Feet of Movement
- 3 *Time Points*: 1 Action and 1 Bonus Action & 30 Feet of Movement

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

###### Time Blink


*2 Time Points*
:
Whenever you would use your Movement for your turn you may spend your Reaction to
vanish from the timestream momentarily. You do not provoke *Attacks of
Opprotunity* until the end of your turn.

###### Removed From Time


*3 Time Points*
:
The user can remove himself from the prime material plane, temporarily allowing
attacks to pass right through you. You are still visible and can still be seen and
heard.

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.

###### Time Cage


*3 Time Points*
:
Choose 1 creature or object within 60 feet. They must make a *Charisma Saving
Throw* against your **Omni Save DC** or gain the *Frozen in Time* **Condition**
until the start of your next turn.

###### Chronal Mastery


*5 Time Points*
:
The user has complete mastery over time itself. As an Action you may touch 1
creature, completely reverse the last round of combat for the target. This reverses
death, expended **Resources** such as **HP, Ki,** and **Stamina**, as well as
limited use **Features**.

If used outside of combat the effect's scope increases to up to 1 minute.

:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F33dd9c90-f5f5-4007-b65f-faafd849b52a
%2Fdbk208j-006fda46-f57a-414b-a9b7-b0a105928e4d.jpg%2Fv1%2Ffill
%2Fw_894%2Ch_894%2Cq_70%2Cstrp%2Fhit___time_skip_by_akaggi_dbk208j-pre.jpg%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzMzZGQ5YzkwLWY1ZjUtNDAwNy1iNjVmLWZhYWZkODQ5YjUyY
VwvZGJrMjA4ai0wMDZmZGE0Ni1mNTdhLTQxNGItYTliNy1iMGExMDU5MjhlNGQuanBnIiwiaGVpZ2h0Ijoi
PD0xMDI0Iiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uud2F0ZXJtYXJ
rIl0sIndtayI6eyJwYXRoIjoiXC93bVwvMzNkZDljOTAtZjVmNS00MDA3LWI2NWYtZmFhZmQ4NDliNTJhXC
9ha2FnZ2ktNC5wbmciLCJvcGFjaXR5Ijo5NSwicHJvcG9ydGlvbnMiOjAuNDUsImdyYXZpdHkiOiJjZW50Z
XIifX0.CraD3wod_4R8P5Tg8p7k5sxAjB4sRa1stV84be4SIos&f=1&nofb=1&ipt=50126f39fa66a4a8f
2d018cdf90c4f90cb5475ddf630ef9a313b16ab9c40ed30&ipo=images) {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.

###### No one's Trained!

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.

###### Self Taught! Kinda....


Due to the strange nature of this feature it is possible for 2 people to be
instructed on how to use this feature and then have a **Training Arc with a
Partner** together to fully learn the feature together for the cost of 2 Training
Boons each.

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.
:

![cat warrior](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) {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.*
:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2Fimg2.wikia.nocookie.net%2F__cb20130511183315%2Fdoblaje%2Fes%2Fimages%2Fa
%2Fa1%2FDende_DBZ_Battle_of_Gods.png&f=1&nofb=1&ipt=8f749c9e6615c61126327ff6b5aef99
41011c1ab936765fbbfea17ba4bbc532e&ipo=images) {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

#### [North Kaio](#p3)


A lover of comedy and martial arts, the North Kaio is keen to train anyone who's
company he can enjoy, though he is usually still very happy to see them leave.

##### Fist of the God King


While perhaps arrogantly named, the Kaio-Ken is an incredibly powerful ability that
quickly and forcibly multiplies the user's abilities while tearing the body apart
with the backlash.

You gain the *Kaio-Ken!* **Power-Up**.

##### Spirit Bomb

"Give me strength, from the forests, and rushing brooks and streams. For people
everywhere who can't protect themselves... for the animals of the wild, and for
life it's self. Give me strength for them. Thank you."

You gain the *Spirit Bomb* **Technique**.


:
:
:
:
:
:
:
:
:

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dchf9sr-57137898-5a32-4b9f-bac8-defd8ab0decf.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGNoZjlzci01NzEzNzg5OC01YTMyLTRiOWYtYmFjOC1kZWZkOGFiMGRlY2YucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.W1x1KD8jTxMBVadJeuIpMeomYTkfFsKRuTgu2ACl
S70) {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

#### [Supreme Kai](#p3)


Someone who undergoes the complete training by a *Supreme Kai* gains the following
abilities.

##### Kai-Kai
For 7 **Stamina** you may cast the *Teleportation* **Spell** with Advantage on your
*Destination Roll*. This may move you between the *Other World*, *Mortal Realm*,
and *Land of the Kais* but not between *Universes*.

##### Kaio Healing


You have a pool of healing power that replenishes when you take a Long Rest. With
that pool, you can restore a total number of **HP** equal to *Proficinecy Bonus* x
10. You may, as an Action on your turn, place your hand on a creature and heal them
any number of **HP** in your pool that you choose.

You may increase this pool by 5 **HP** for the cost of one **Training Boon.**

##### Divine Energy


You gain the **Celestial Tag** and all creatures without the **Celestial** or
**Infernal Tag** or access to **God Ki** treat your *Passive Ki Stealth* and *Ki
Stealth Checks* as 5 higher than it would actually be.

You also count as a **Supreme Kai** for sake of the *Potara Earrings*.

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dd5bqot-7c1fb0dd-e13a-433d-a5b5-b09d2a1b4ecc.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGQ1YnFvdC03YzFmYjBkZC1lMTNhLTQzM2QtYTViNS1iMDlkMmExYjRlY2MucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Qv-
S6ZWeUIxU_2IF5MlcOf4Q8V2x8yS9B48ak6SShlI) {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**.
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fstatic.wikia.nocookie.net%2Fdragonball%2Fimages%2F9%2F94%2FUltra_Ego_Vegeta.PNG
%2Frevision%2Flatest%3Fcb
%3D20220328144600&f=1&nofb=1&ipt=e9777d83eb73c690591d57d6d6d8fae0b3f3f0e486779df3e9
0ee15667629889&ipo=images) {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.**

:
:

:
![cat
warrior](https://i.pinimg.com/564x/94/92/ee/9492ee3afedbf3f6c593c9d016af2f58.jpg)
{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.

Bonus damage added by **Transformation** and **Power-Ups** without a listed damage


type deal the same damage as the attack or ability that you used.

If you gain the ability to use a **Transformation** as a **Power-Up**, it has its


stamina cost reduced by 1 (minimum of 1 per round) if used as a **Transformation**.

### Power-Ups
**Power-Ups** are abilities that don’t fundamentally change a character or their
physiology. A **Power-Up** takes a Bonus Action to activate.
:
**Power-Ups** from *Attuned Items* do not use your **Power-Up Slot**.

### Combination Forms


A **Combination Form** is a powerful ability gained through feats that allow you to
use more than a single **Form** in a **Transformation or Power-Up Slot**.
**Combination Forms** are treated as their own unique **Form** when determining
ruling and **Heroic Feature** interations.

**Combination Forms** can come in the form of **Combination Transformation or


Combination Power-Up** but can benefit from their own **Heroic Features** like any
other **Form.**

\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.

### Upkeep and Activation


To force your body to take on drastically increased abilities is a taxing endeavor,
draining your **Resources** in one way or another. **Forms** in this chapter will
list an **Upkeep** that must be expended upon activating the **Form** and at the
start of each turn to maintain them. If you are ascending from one Form in a
specific family to another, you must only pay the difference in **Upkeep** or
**Activation Costs.** Decending **Forms** in the same manner does not require
spending the **Upkeep** or **Activation Costs** when you change **Forms**.
Anytime you would be forced to pay an **Upkeep** cost you may choose to deactivate
the **Form** instead of pay the cost.
:
Certain **Forms** have a unique listed **Activation Cost** that differs from their
**Upkeep.**

\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.**

##### Super Earthling


*Power-Up*

You push your body to an extreme size to give you extra strength, you are treated
as one size category larger when determining carrying capacity.

- +1 ***Power Bonus***
- Increase all *Movement Speeds* by 5 ft.
- 1 **Stamina Upkeep**

**Rank 2 Power-Up**

##### Earthling Potential


*Power-Up*

Release your inner potential

- +2 ***Power Bonus***
- Increase all *Movement Speeds* by 10 ft.
- 2 **Stamina Upkeep**

**Rank 3 Power-Up**

![cat warrior](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-
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%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNrOG5pNy1jYjQ5MTMwMi1hZGFiLTQzNTQtYTc0Mi02OGNhYjEyNmNiMzIucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.PCex7BzIGOzkeHsCSvToFwgodYJSkdMyFztjOcq9JKo
&f=1&nofb=1&ipt=113a9654b38ffa83995b6f872df5e1a8fdcda2f0428daf2d49733bc772ba8bd9&ip
o=images) {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)

#### Upgraded Potential

***Android Transformations can be unlocked instead of gaining the benefits of the


“General Upgrade” feat. Androids have no forms in a Family.***

##### Capacity Breaker


*Power-Up*

Push your regulators to their limits.

- +1 ***Power Bonus***
- You deal +1d4 to all *Damage Rolls*
- Increase all *Movement Speeds* by 5 feet
- 1 **Stamina Upkeep**

##### Overdrive
*Power-Up*

Set your regulators to dangerous levels.


- +2 ***Power Bonus***
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speeds* by 25 feet
- 3 **Stamina Upkeep**

#### God Forms

##### Super Android


*Godly Transformation*

Through extreme modifications or merging of other technologies, you can temporarily


become more than your original design.

- +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**

##### Ultimate Android


*Godly Power-Up*

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

##### Second Form


*Transformation*

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**

**Gained at Level 5**

##### Third Form


*Transformation*

The arcosian’s body elongates to that of a Xenomorph.

- +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**

**Gained at Level 10**

##### Fourth Form


*Transformation*

The arcosian shrinks down to their true form.

- +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**

**Gained Level 15**

##### 100% Power Fourth Form


*Transformation*

The user pushes their body to their unaided maximum

- +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**

**Gained at Level 15**

\column
##### Fifth Form
*Transformation*

The arcosian’s body changes into a large armored form

- +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**

**Unlocked as if it is a Rank 4 technique.**

#### [Royal Forms](#p3)

##### Golden form


*Power-Up*

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**

##### Obsidian form


*Power-Up*

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**.

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F736x%2F04%2F1b%2F3b
%2F041b3b224fb5a9d65e9da858d1b13ce0.jpg&f=1&nofb=1&ipt=4e50283fd742ff40b49494198074
9d9b70f2f76b1134572bd3da8123bd60c752&ipo=images) {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)

***Namekians have no forms in a Family.***


##### Super Namekian
*Transformation/Power-Up*

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**.

**Obtained after merging with at least 1 other Namekian**

##### Titan Namekian


*Power-Up*

Grow massive to overwhelm the enemy.


- At **Level 5** you may become a *Large* category, this increases to *Huge* at
**Level 10** and *Gargantuan* at **Level 20.**
- +1 **Bulk** and **Power Bonus** per each Size Category above your original size.
- 2 **Stamina Upkeep** per *Size Category* raised.

##### Namekian Split


***Power-Up***
:
2 **Stamina Upkeep** per split created.
:
The user draws from the power of those assimilated and expels a clone of himself
fueled by them. Each clone has the same Ability Scores as the user but shares the
user’s health and ki. Each split has its turn immediately following the caster.

You may create a number of clones equal to the number of Namekians you have
assimilated to a max equal to half your proficiency bonus rounded up.

- This is learned as a **Rank 2 Technique** if *Super Namekian* is known.

\column

#### [God Forms](#p3)

##### Orange Namekian


*Godly Transformation*

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**

##### Red-Eyed Namekian


*Godly Power-Up*

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**

![cat warrior](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) {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
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OC5wbmciLCJ3aWR0aCI6Ijw9MzYwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnM
iXX0.ZBqUSSOqd7cuD-
VIAxuYyXtauO7mnIDvw7XJamd3qvQ&f=1&nofb=1&ipt=93a6000debdc44f2403e68d2db67b38b561263
9fe2c554e80be7ee366bd463d0&ipo=images)
}}

\page

### [Saiyans](#p3)

#### [Oozaru](#p3)

##### Great Ape (Power-Up)


*Power-Up*

When the light of a full moon or another similar celestial body hits a Saiyan’s
eyes when they have a tail they 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.

##### Golden Great Ape


The primal rage of the great ape goes beyond regular control when combined with
Super Saiyan. Regardless of whether or not you have “Saiyan Elite” you are unable
to control your actions, instead attacking the nearest threat or wildly rampaging.

If you are **Level 10** and over with access to *Great Ape* and *Super Saiyan 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

##### Oozaru's Fury


*Power-Up*

Gained by the “Blood of the Great Ape” feat


The power of the great ape form was perfected in the normal body. The Saiyan’s hair
spikes up but retains its natural color while their eyes turn golden. The Saiyan’s
body also bulks up considerably, this however doesn’t affect their speed.

- Your *Unarmed Strike* and *Melee Technique Damage Die* are increased by 1 step.
- +1 Rank of **Bulk**
- You gain the ***Empowered*** Condition.
- 2 **Stamina Upkeep**

##### Wrath of the Saiyans


*Power-Up*

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**

##### Super Saiyan 4


*Transformation*

In this form, the Saiyan’s hair color differs, the same goes for the tail and the
body is covered in red fur. A Saiyan in this form also possesses a shadow trim
around their eyes and over the eyelids that varies in color, such as crimson.

- +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

#### [Super Saiyan](#p3)

##### Super Saiyan 1


*Transformation*

The Saiyan’s hair turns blonde and stands on end and their eyes turn a vivid shade
of emerald while a golden aura flows upward from them.

- +1 **Power Bonus**
- You deal +1d4 to all *Damage Rolls*
- Increase all *Movement Speed* by 10 ft.
- 1 **Stamina Upkeep**

##### Super Saiyan 2


*Transformation*

The Saiyan’s hair appears to grow thicker than the SSJ 1 form and lightning begins
to arc around them occasionally. Their aura is enough to levitate small rocks.

- +2 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 20 ft.
- 2 **Stamina Upkeep**

##### Super Saiyan 3


*Transformation*

The Saiyan’s hair lengthens to their waist and they take on a more Neanderthal
look, their foreheads protrude and they lose their eyebrows, and lightning is
almost always sparking around them slightly. When a Saiyan takes this form for the
first time the world itself seems to take heed, the clouds in the sky will
culminate above you, and lightning strikes occasionally.

- +3 **Power Bonus**
- You deal +1d8 to all *Damage Rolls*
- Increase all *Movement Speed* by 35 ft.
- 3 **Stamina Upkeep**

![cat warrior](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) {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

#### [Super Saiyan Grades](#p3)


*U6/U7 Saiyan Power-Ups*

Some Saiyans who spend their time perfecting their Super Saiyan abilities found
strange mutations of the form without touching on the likes of Super Saiyan 2.
These became known as the transformations of the first stage. These forms can be
unlocked as if they were a technique upon level-up or training once Super Saiyan is
unlocked. These are Power-Ups that can only be activated with Super-Saiyan 1
active. 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**

***The Combination Form of *Super Saiyan 1* and *Grade 4* can be activated as a


*Bonus Action*.***

\page

### Mutant Saiyan

#### [Super Saiyan Berserk](#p3)

##### Berserker Super Saiyan


*Berserker Transformation*

With the spark of your S-cells and the flood of legendary power, your mind seems
ready to slip. Almost doubling in body mass with stark white eyes, your bright
emerald hair spikes out in wild directions.

- 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**

##### Controlled Super Saiyan


*Transformation*

- +2 **Power Bonus**
- You deal +1d4 to all *Damage Rolls*
- Increase all *Movement Speed* by 15 ft.
- 2 **Stamina Upkeep**

##### Berserker Super Saiyan 2


*Berserker Transformation*

Your emerald hair now stands straight up as lightning crackles around you almost
exploding out of your enlarged frame. Every step sounds like distant thunder.

- 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**

**Gained at Level 10**

##### Controlled Super Saiyan 2


*Transformation*
- +3 **Power Bonus**
- Increase all *Movement Speed* by 25 ft.
- You deal +1d6 to all *Damage Rolls*
- +1 Rank of **Bulk**
- 3 **Stamina Upkeep**

\column

##### Berserker Super Saiyan 3


*Berserker Transformation*

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**

**Gained at Level 15**

##### Controlled Super Saiyan 3


*Transformation*

- +4 **Power Bonus**
- Increase all *Movement Speed* by 25 ft.
- You deal +1d8 to all *Damage Rolls*
- +2 Ranks of **Bulk**
- 4 **Stamina Upkeep**

##### Full Power Super Saiyan


*Transformation*

Your true power has been unleashed and oddly enough it finally feels natural.
You’re brilliant emerald eyes and hair shine with an almost unceasing brilliance.

- +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**

**Gained at Level 20**


:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F85%2F52%2F7f
%2F85527f1695f3cbcea3f4843cbf546e3f.jpg&f=1&nofb=1&ipt=70bf884491d0993ed9de02abbde4
dae3392d53ca523640a3b253ce0ec6524d5b&ipo=images) {width:350px,mix-blend-
mode:multiply}

{{artist,position:relative,top:-20px,left:10px,margin-bottom:-30px
##### Broly (Full Power Super Saiyan)
[Pintrest](https://www.pinterest.com/pin/730849845762682367/)
}}
\page

#### [Legendary Grades](#p3)


*Mutant Power-Ups*

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**.

##### Legendary Grade 2

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**

##### Legendary Grade 3

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

##### Legendary Grade 4

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
![cat warrior](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) {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

### [Ancient Saiyan](#p3)

#### [Ancient Saiyan Power](#p3)

##### Burst of Potential


*Power-Up*

The ancient Saiyan draws from their reserves of latent energy. A bestial scream
erupts from them as their ki explodes outwards.

- +1 **Power Bonus**
- Increase all *Movement Speed* by 10 ft.
- 1 **Stamina Upkeep**

**Gained at Level 3**

##### Draw from the S-cells


*Power-Up*

The Saiyan pulls power from their S-cells without tapping into the super Saiyan
transformation, though their aura still shines with a golden hue.

- You deal +2 to all *Damage Rolls*


- Increase all *Movement Speed* by 5 ft.
- 1 **Stamina Upkeep**

**Gained at Level 5 but is gained earlier if the “S-cell Awakening” feat is taken**

##### Timeless power


*Power-Up*

This is the true raw power of the ancient Saiyans, their bodies bulk slightly like
super Saiyans but otherwise look like their base form. Their ki rises off them like
steam and they have been known to growl like animals.

- +2 **Power Bonus**
- Increase all *Movement Speed* by 15 ft.
- You deal +1d4 to all *Damage Rolls*
- 2 **Stamina Upkeep**

**Gained at level 10**


\column
![cat warrior](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) {width:460px;margin-
top:100px,mix-blend-mode:multiply}

{{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

#### [Ancient Super Saiyan](#p3)

##### Pure Super Saiyan


*Transformation*

The ancient saiyan’s more powerful version of super Saiyan, the Saiyan’s eyes turn
a shining emerald, and their hair spikes up and turns such a deep gold it appears
to be solid gold. Their aura is enough to levitate small rocks.

- +1 **Power Bonus**
- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 10 ft.
- 2 **Stamina Upkeep**

##### Legendary Super Saiyan


*Transformation*

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.

- Increase your **Power Bonus** by your **Ki Rank**


- You deal +1d6 to all *Damage Rolls*
- Increase all *Movement Speed* by 25 ft.
- 3 **Stamina Upkeep**

##### Super Saiyan 3 Full Power


*Transformation*
You gain the full strength of your dark ki combined with your Super Saiyan State.
Awakening an enhanced version of Super Saiyan 3 with red eyes as opposed to blue
eyes and a darkened ki. You must have the “Dark Ki” Power-Up Active in order to
transform

- +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

### [Saiyan God Form](#p3)

#### Super Saiyan God


*Godly Power-Up*

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.

##### Super Saiyan God Evolution


*Godly Power-Up*

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**

###### Divine Saiyan Forms


Occasionally a Saiyan is born with divine blood or one can be created through body
snatching. Regardless when these holy or infernal Saiyans reach the level of the
gods their forms are slightly altered.
When a creature with the Celestial or Fiend tags uses Super Saiyan God they gain an
additional +1 Power and have the color of their hair and aura slightly altered.
This change in color overrides all Super Saiyan Transformations.

These forms appear pink for Celestials and blood red for Infernals.

\page
### [Ceralian](#p3)
#### Red Eye

##### Red Eye Activation


*Power-Up*

You have learned to actively harness your hyper-evolved eye. Your view is now
slightly telescopic allowing you to aim and even snipe with your energy attacks.

- +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**

**Gained at Level 5**

##### Red Eyed Focus


*Power-Up*

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**

**At level 10 this Power-Up replaces “Red Eye Activation”**

##### Double Red Eye Activation


*Transformation*

You have awakened the power of Ceralians in both of your eyes.

- +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**

**Gained at Level 15**

\column

### [Majin](#p3)

***Majins have no forms in a Family.***

##### 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.

**Gained at Level 10**

![cat warrior](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%2Fddmjugz-1ab68bd1-e893-405b-ac48-bc07103ef58e.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGRtanVnei0xYWI2OGJkMS1lODkzLTQwNWItYWM0OC1iYzA3MTAzZWY1OGUucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.GvVv-
HkzrfuMI_3et56euqKTW00PVtbbKR5upJLig74&f=1&nofb=1&ipt=9b422d65b6b61000b6c5947f12d98
cb0303130b63f860b7cdcba9c39b4201366&ipo=images) {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)

***Mashin-jin Power-Ups are learned as techniques by a Mashin-jin.***

#### Energy of Sesa's Family

##### Dark energy


*Rank 2 Power-Up*

Your aura flares a deep blackish red and your eyes glow white. While you have this
form active your alignment actively shifts 1 step down. (Good 》 Neutral 》Evil)

- +2 **Power Bonus**
- 1 **Stamina Upkeep**

##### Flowing Dark Energy


*Rank 3 Power-Up*

Your aura flares a deep blackish red and your eyes glow white. While you have this
form active your alignment actively shifts 1 step down. (Good 》 Neutral 》Evil)

- +3 **Power Bonus**
- You deal +2d4 to all *Damage Rolls*
- 2 **Stamina Upkeep**

##### Demon god’s Mantle


*Rank 4 Power-Up*

You gain a coat of demonic energy as you draw directly upon your connection to
Sesa.

- +3 **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**

#### Body of Sesa's Family

##### Demon Form


*Transformation*

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**

**Gained at Level 15**

\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**
:
![cat warrior](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) {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

### [Non-Race Specific](#p3)


#### [Kaioken](#p3)
*Power-Up*

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**

![cat warrior](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%2Fdd2jmqh-c48c835c-0c89-42a1-b19d-6db36c4ceb46.png%2Fv1%2Ffill
%2Fw_437%2Ch_608%2Cstrp%2Fgoku_kaioken_render__xkeeperz__by_maxiuchiha22_dd2jmqh-
fullview.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NjA4IiwicGF0aCI6IlwvZlwvODRkYzEzYjctYTJlNy00YjQ1L
TgzZWMtMzExZTcyZTgyOTAwXC9kZDJqbXFoLWM0OGM4MzVjLTBjODktNDJhMS1iMTlkLTZkYjM2YzRjZWI0
Ni5wbmciLCJ3aWR0aCI6Ijw9NDM3In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnM
iXX0.cqW58fg_j3o-kelVlCK4bLmZ_8j2wNuyfP-
o7fJ2dv8&f=1&nofb=1&ipt=41d1d03e45fb2e404716345a2616019c971f10dd8b133b19e64ac49349d
c5f26&ipo=images) {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

#### [Full Strength](#p3)

##### Full Power


*Transformation*

This Transformation can be learned by anyone as a **Rank 3 Technique.** You buff


your body through energy manipulation and fight disregarding the energy drain.

- +2 **Power Bonus**
- You gain +1 to your **AC.**
- +1 *Rank of Bulk*
- 3 **Stamina Upkeep**

##### Super Full Power


*Transformation*

This Transformation can be learned by anyone as a **Rank 4 Technique** if you have


“Full Power”.

- +3 **Power Bonus**
- You gain +2 to your **AC.**
- +2 *Ranks of Bulk*
- 4 **Stamina Upkeep**

#### [Four Witches](#p3)


##### Four Witches Technique
*Power-Up*

This Transformation can be learned by anyone as a **Rank 2 Technique.** You grow an


additional set of arms out of your back, granting you benefits in combat.

- 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

#### [Potential Unlock](#p3)


*Transformation/Power-Up*

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**

##### Tier 3 (Ultimate Form)

- +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**

##### Tier 4 (Bestial Potential)


*Godly Transformation*
:
You have begun to pull out the full potential of the god ki inside you. The user’s
hair or defining feature becomes white and your eyes turn white.

- +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

#### [Majin Mark](#p3)

##### Majin Mark


*Power-Up*

A power-up fueled by dark magic and mind control.

- +1 **Power Bonus**
- Increase all *Movement Speed* by 10 ft.
- At the start of your turn, you gain 2 **Stamina**

**This Power-Up is considered active until dispelled.**

The giver of this mark may attempt to control the afflicted a number of times per
day equal to their **Wisdom Modifier**. While under control the giver can decide
how much control to leave to the afflicted even to the point of fully controlling
them until the afflicted can pass the wisdom save. The afflicted make the save once
every number of rounds equal to the giver’s **Wisdom Modifier**

##### Deep Control

A power-up fueled by dark magic and mind control at 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**.

![cat warrior](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=imageshttps://s-media-cache-ak0.pinimg.com/736x/4a/
81/79/4a8179462cfdf39054a418efd4cb743e.jpg) {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**

#### [Pure Progress](#p3)


##### Pure Progress
**Power-Up**
:
Your power grows to adapts to the enemy to the best of your ability:
- +1 **Power Bonus** at the start of your turn, to a maximum to half your
*Proficiency Bonus*, rounded down
- Your *Unarmed Damage Die* becomes equal to the highest *Unarmed Strike or Weapon
Damage Die* from a hostile creature that targets you, reverting back at the end of
this **Form**
- Increase all *Movement Speed* by 5 ft. per every **Power** you have from this
**Form**
- Your **Stamina Upkeep** equal your **Ki Rank**

\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**

![cat warrior](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) {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

###### Dark Corruption


*Rank 4 Ki Technique*

**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

#### [Ultra Instinct](#p3)


The ultimate technique is built off of practice, mastery, and Combat Instinct. This
form is not unlocked by any natural means and requires extensive training by an
angel or incredible circumstances to unlock. Regardless of how it is first obtained
your first step of mastery is *Ultra Instinct Omen*.

##### Ultra Instinct Omen


*Godly Transformation*

The ultimate defensive ability, though incomplete. The user’s body will react to
protect itself without the consent or thought of the user. This ability was once
thought impossible to mortals.

- +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.

##### Complete Ultra Instinct


*Godly Transformation*

The ultimate defensive ability, finally complete, the user’s body will react to
protect itself without the consent or thought of the user. This ability was once
thought impossible even by the gods.

- +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

##### True Ultra Instinct


*Godly Transformation*

You have taken Ultra Instinct to its natural conclusion using not only your combat
knowledge and training but who you are as a person, a fighter, and 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.
}}
![cat
warrior](https://i.pinimg.com/originals/dc/55/37/dc55375025223fa815a0b22328c474de.p
ng) {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

#### [Ultra Ego](#p3)


##### Ultra Ego Omen
*Godly Transformation*

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*:

***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*.
:
:
![cat warrior](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) {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
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S04N2ZhLWY5N2RmOWVmMWM1MlwvZGY4NnFndC0yZjUzZmEwNi0xZmE3LTQxNjMtYjZhZi0yZDllMTBhM2Ux
NTQucG5nIiwid2lkdGgiOiI8PTE2MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9
ucyJdfQ.OsKwuqCsLOODxKMTOUC__PLwYjjXcxUIcQNxB8zNJLY&f=1&nofb=1&ipt=2c073b181e11067f
1628151323092568462fc9a7f7ded902be835b83cb34cb12&ipo=images)
}}
\column

##### Ultra Ego


*Godly Transformation*

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

##### Burning Ultra Ego


*Godly Transformation*

When your body and mind are in sync with only 1 objective ahead “Destroy”. You may
enter a transformation of Destruction called Ultra Ego, ultimately characterized by
its ability to grow in power as your fighting spirit grows.

- +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.

*Destruction Damage* can not be reduced by any means.


}}
:

![cat warrior](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%2Fdeu3yh9-939f0b40-bb1f-4e3b-bfef-22a38d982ccf.png%2Fv1%2Ffill
%2Fw_894%2Ch_894%2Cstrp
%2Ftoppo__god_of_destruction__render__db_legends__by_maxiuchiha22_deu3yh9-pre.png
%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MjA0OCIsInBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0N
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ypE2C3zM&f=1&nofb=1&ipt=ee930830394529cc94db7afc42be326b073e20048c9fb442faeee43cc6f
56f94&ipo=images) {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

# [Chapter 7: Character Custimization](#p3)

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.

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fimg00.deviantart.net%2Fbaf9%2Fi%2F2013%2F174%2Fe%2Fe
%2Fgohan_training_ssj_render_by_luishatakeuchiha-
d6ab2l7.png&f=1&nofb=1&ipt=407a6c782ac717a0335dca6bc63e7b15de05a3cbed403976417a2e68
88fb6f27&ipo=images) {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

##### Multiclassing Prerequisites


{{column:
| Class | Ability Score Minimums |
|:---------------| --:|
| Agent | Intelligence of 15 |
| Blaster | Wisdom of 15 |
| Bruiser | Strength and Constitution of 15 |
| Elite | Dexterity of 15 |
| Hero | Charisma of 15 |
| Magus | Charisma and Dexterity of 15 |
| Martial Artist | Dexterity and Wisdom of 15 |
| Mystic | Charisma of 15 |
| Prodigy | Strength and Dexterity of 15 |
| Punisher | Constitution and Charisma of 15 |
| Warrior | Strength and Dexterity of 15 |

}}
### 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).

### Unarmored Defense


If you already have an Unarmored Defense feature, you can't benefit from it more
than once, only relying on the highest Unarmored Defense available.

### Unarmed Combat


If you already have an Unarmed Combat feature of some sort, you must decide which
of the Unarmed Combat Features you will use; they will **not** mix.

### Signature Move


If you already have the Signature Move Feature, you still benefit from additional
instances of Signature Move.

### Fighting Style


If you already have the Fighting Style feature you may never choose the same
fighting style more than once even if you were to gain another instance of Fighting
Style.

\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.

Additionally, many of these feats require certain unique prerequisites to be met


before unlocking them, unless your class or race tells you otherwise. These
prerequisites may be in the form of ability score minimums, already having certain
feats unlocked, or being a certain race.

### [Non-race Specific D&DBZ Feats](#p3)

#### Unyielding Stamina

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*.

#### Mystic Studies


*This **Feat** may be taken once per **Ki Rank***
:
**Must have the "Mysticism" class feature**

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**.

#### Divine Resilience


**Requires God Ki**

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.

#### Weight Training


*This **Feat** may be taken once per **Ki Rank***
:

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:

- Your Duel-Wielding bonus to **AC** increases to +2.


- You can hold an additional offhand weapon with another appendage or with your
mouth, and it doesn't have to be light. You can't make attacks with it.
- Choose one one-handed weapon you are proficienct with held in either hand during
your turn, you may combine attacks made with that weapon with your third weapon to
increase the chosen weapon's damage dice by one stage for the remainder of your
turn. For example, a d4 damage die made with the weapon would become a d6 to hit, a
d6 would become a d8, a d8 would become a d10, and a d10 would become a d12. The
maximum the damage dice can increase to is a d12.
- You can draw or stow three one-handed weapons when you would normally be able to
draw or stow only two.

#### Self Conscious


**Prerequisites: 20+ Wisdom**

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**.

#### Fighting Adaptability


**Prerequisites: 20+ Constitution**

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*.

Modifications that have limited uses recharge at dawn.


:
Modification options include:

##### Adrenaline Injector


*Requires: **Battery Pack Class Feature***
:
You can now use your **Battery Pack Class Feature** as if it were **Stamina**.
##### Buster Plates
You have installed new armor plating to reduce impacts. You may reduce all
*Bludgeoning, Slashing, and Piercing Damage* by an amount equal to your
*Intellegence Modifier.*
##### Combat Systems
You gain one rank of the *Light-Weight Condition.*
##### Defensive AI
You have developed an artifical intellegence that is design to help get you out of
dange in combat. A number of times per day equal to half of your *Intellegence
Modifier* per day you may use **Wild Sense** without expending ***Stamina***.
##### Deflectors
You have installed new energy shields to dispel attacks. You may reduce all *Fire,
Cold, Lightning, Radiant, and Ki Damage* by an amount equal to your *Intellegence
Modifier.*
##### Energy Overload
As an action on your turn you may enter the *Super-Charged Condition* for a number
of rounds equal to your *Intellegence Modifier.*
##### Enviroment Suit
You can breathe in space or underwater for a number of hours per day equal to your
*Intellegence Modifier.*

\column

##### Light Weight Polymer

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.

(Heavy > Medium > Light)


:
Strength Requirements for this armor also drop by 3, minimum 10.
##### Scanners
You have made a **Rank 2 Scouter** a part of the equipment. This scouter does not
explode if it scans above it's rank.

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.*
:
![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/208cb6e0-
41bb-4bcd-a2f5-695a03fb3a51/dderh0e-1c85ee60-7dfe-4165-bdf8-04dd9dd5d591.png/v1/
fit/w_828,h_1138/what_if___bulmasuit_by_malikstudios_dderh0e-414w-2x.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
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xXC9tYWxpa3N0dWRpb3MtNC5wbmciLCJvcGFjaXR5Ijo5NSwicHJvcG9ydGlvbnMiOjAuNDUsImdyYXZpdH
kiOiJjZW50ZXIifX0.Ki_rbkSpzLSF5BpFQZkyyrK4CLk8e2b6k9gOBxu66V0) {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)
}}

#### Ultimate Form


**Requires: Ki Rank 3**

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

## [Altered dnd 5e feats](#p3)

### 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:

- You can't be surprised while you are conscious.


- You gain a +5 bonus to initiative.
- Other creatures don't gain advantage on attack rolls against you as a result of
being unseen by you.

### Athlete
You have undergone extensive physical training to gain the following benefits:

- Increase your Strength or Dexterity score by 1, to a maximum of your current


Ability Score Maximum.
- When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet
on foot, rather than 10 feet.

\column

### Chef
Time and effort spent mastering the culinary arts has paid off. You gain the
following benefits:

- Increase your Constitution or Wisdom score by 1, to a maximum of your current


Ability Score Maximum.
- You gain proficiency with cook’s utensils if you don’t already have it.
- As part of a short rest, you can cook special food, provided you have ingredients
and cook's utensils on hand. You can prepare enough of this food for a number of
creatures equal to 4 + your proficiency bonus. At the end of the short rest, any
creature who eats the food and spends one or more Hit Dice to regain hit points
regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can cook a number of
treats equal to your proficiency bonus. These special treats last 8 hours after
being made. A creature can use a bonus action to eat one of those treats to gain
temporary hit points equal to your proficiency bonus.

### Firearm Expert


Thanks to extensive practice with Firearms, 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:

- Increase your Strength or Constitution by 1, to a maximum of your current Ability


Score Maximum.
- Once per turn, when you hit a creature with an attack that deals bludgeoning
damage, you can move it 5 feet to an unoccupied space, provided the target is no
more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack
rolls against that creature are made with advantage until the start of your next
turn.
\page

### Defensive Duelist


Prerequisite: Dexterity 13 or higher

- 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.

### Dungeon Delver


Alert to the hidden traps and secret doors found in many dungeons, you gain the
following benefits:

- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks


made to detect the presence of secret doors.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- Travelling at a fast pace doesn't impose the normal -5 penalty on your passive
Wisdom (Perception) score.

### Durable
Hardy and resilient, you gain the following benefits:

- Increase your Constitution score by 1, to a maximum of your current Ability Score


Maximum.
- When you roll a Hit Die to regain hit points, the minimum number of hit points
you regain from the roll equals twice your Constitution modifier (minimum of 2).

### Fighting Initiate

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.

### Great Weapon Master


You've learned to put the weight of a weapon to your advantage, letting its
momentum empower your strikes. You gain the following benefits:

- 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.

### Heavily Armored


You have trained to master the use of heavy armor, gaining the following benefits:

- Increase your Strength score by 1, to a maximum of your current Ability Score


Maximum.
- You gain proficiency with heavy armor.

### Heavy Armor Master


You can use your armor to deflect strikes that would kill others. You gain the
following benefits:

- Increase your Strength score by 1, to a maximum of your current Ability Score


Maximum.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage
that you take from nonmagical attacks is reduced by 3.

### Keen Mind


You have a mind that can track time, direction, and detail with uncanny precision.
You gain the following benefits.

- Increase your Intelligence score by 1, to a maximum of your current Ability Score


Maximum.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.

\page
### Lightly Armored
You have trained to master the use of light armor, gaining the following benefits.

- Increase your Strength or Dexterity score by 1, to a maximum of your current


Ability Score Maximum.
- You gain proficiency with light armor.

### 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.

### Magic Initiate


Choose a class: Mystic or Agent. You learn two cantrips of your choice from a
branch of Magic that is available to them

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:

- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth)


checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have
a Dexterity of 16 or higher.

### Mobile

You are exceptionally speedy and agile. You gain the following benefits:

- Your speed increases by 10 feet.


- When you use the Dash action, difficult terrain doesn't cost you extra movement
on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity
attacks from that creature for the rest of the turn, whether you hit or not.

### Moderately Armored


You have trained to master the use of medium armor and shields, gaining the
following benefits:

- Increase your Strength or Dexterity score by 1, to a maximum of your current


Ability Score Maximum.
- You gain proficiency with medium armor and shields.

### Observant
Quick to notice details of your environment, you gain the following benefits:

- Increase your Intelligence or Wisdom score by 1, to a maximum of your current


Ability Score Maximum.
- If you can see a creature's mouth while it is speaking a language you understand,
you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence
(Investigation) scores.
\page

### Piercer
You have achieved a penetrating precision in combat, granting you the following
benefits:

- Increase your Strength or Dexterity by 1, to a maximum of your current Ability


Score Maximum.
- Once per turn, when you hit a creature with an attack that deals piercing damage,
you can re-roll one of the attack’s damage dice, and you must use the new roll.
- When you score a critical hit that deals piercing damage to a creature, you can
roll one additional damage die when determining the extra piercing damage the
target takes.

### Polearm Master


You gain 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:

- Increase the chosen ability score by 1, to a maximum of your current Ability


Score Maximum.
- You gain proficiency in saving throws using the chosen ability.

### Savage Attacker


Once per turn when you roll damage for a melee weapon attack, you can reroll the
weapon's damage dice and use either total.

\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.

### Shield Master


You use shields not just for protection but also for offense. You gain the
following benefits while you are wielding a shield:

- 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:

- Increase one ability score of your choice by 1, to a maximum of your current


Ability Score Maximum.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that
skill, which means your proficiency bonus is doubled for any ability check you make
with it. The skill you choose must be one that isn't already benefiting from a
feature, such as Expertise, that doubles your proficiency bonus.

### 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:

- Increase your Strength or Dexterity by 1, to a maximum of your current Ability


Score Maximum.
- Once per turn when you hit a creature with an attack that deals slashing damage,
you can reduce the speed of the target by 10 feet until the start of your next
turn.
- When you score a critical hit that deals slashing damage to a creature, you
grievously wound it. Until the start of your next turn, the target has disadvantage
on all attack rolls.
\column

### Spell Sniper


You have learned techniques to enhance your attacks with certain kinds of spells,
gaining 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

### Tavern Brawler


Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at
hand, you gain the following benefits:

- Increase your Strength or Consititution score by 1, to a maximum of your current


Ability Score Maximum.
- You are proficient with improvised weapons.
- Your unarmed strike damage die is increased by 1 step.
(1d4>1d6>1d8>1d10>1d12>2d6>2d8>etc)
- When you hit a creature with an unarmed strike or an improvised weapon on your
turn, you can use a bonus action to attempt to grapple the target.

### Telekenetic
You learn to move things with your mind, granting you the following benefits:

- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of your


current Ability Score Maximum.
- You learn the *mage hand* cantrip. You can cast it without verbal or somatic
components, and you can make the spectral hand invisible. If you already know this
spell, its range increases by 30 feet when you cast it. Its spellcasting ability is
the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see
within 30 feet of you. When you do so, the target must succeed on a Strength saving
throw (DC 8 + your proficiency bonus + the ability modifier of the score increased
by this feat) or be moved 5 feet toward or away from you. A creature can willingly
fail this save.

\page

### Telepathic
You awaken the ability to mentally connect with others, granting you the following
benefits:

- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of your


current Ability Score Maximum.
- You can speak telepathically to any creature you can see within 60 feet of you.
Your telepathic utterances are in a language you know, and the creature understands
you only if it knows that language. Your communication doesn't give the creature
the ability to respond to you telepathically.
- You can cast the *Detect Thoughts* spell, requiring no stamina or components, and
you must finish a long rest before you can cast it this way again. Your
spellcasting ability for the spell is the ability increased by this feat. If you
have spell slots of 2nd level or higher, you can cast this spell with them.

### 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.

### War Caster


You have practiced casting spells in the midst of combat, learning techniques that
grant you the following benefits:

- 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.

### Weapon Master


You have practiced extensively with a variety of weapons, gaining the following
benefits:

- Increase your Strength or Dexterity score by 1, to a maximum of your current


Ability Score Maximum.
- You gain proficiency with four weapons of your choice. Each one must be a simple
or a martial weapon.
\page

## [Saiyan Feats](#p3)
### [Multi-genetic Feats](#p3)
#### Just like base
*U7/U6*

**Requires:*Super Saiyan Grade 4* Power-Up**


:
Your mastery of the Super Saiyan form has led you down a path few can ever reach.
Your Super Saiyan form has become your base body and rage and unrest are no longer
required to use it.

You always appear to be in the *Super Saiyan* **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.

#### Saiyan Ascension


*U7/U6*
:
Super Saiyan, the ultimate power of the Saiyan race, many don’t have the skill to
take it “even further beyond”.

This feat can only be taken after *Super Saiyan 1* is unlocked. This **Feat** can
be taken twice, the first time granting you *Super Saiyan 2* **Transformation**,
the second time giving you *Super Saiyan 3* **Transformation**.
:
![cat warrior](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%2Fdcug3li-ed83dd5f-8d99-49d6-a432-8c43bb226369.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGN1ZzNsaS1lZDgzZGQ1Zi04ZDk5LTQ5ZDYtYTQzMi04YzQzYmIyMjYzNjkucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.PFi2Mxs6xeH3Pv4_YkKljUUH0wbAcBdPxbw2hPcPS30
&f=1&nofb=1&ipt=3d07f913a083f25bce01760050c221076b3a763c06d908021676e8bfb2ee2c38&ip
o=images) {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.

#### Divine Combination


*U7/U6/Ancient/Mutant*

**Requires: Realm of the Gods**


:
You may use your **Forms** from the **Realm of the Gods Feat** as a **Combination
Transformation** known as *Super Saiyan God Super Saiyan* or shortened as *Super
Saiyan Blue.*

#### Super Saiyan God Evolution


*U7/U6/Ancient/Mutant*

**Requires: Divine Combination**


:
You have pushed *Super Saiyan God* to its limit and broken them. You now gain the
*Super Saiyan God Evolution* **Power-Up**.

#### Blue Evolved

*U7/U6/Ancient/Mutant*

**Requires: Super Saiyan God Evolution**


:
You may now use *Super Saiyan God Evolution* instead of *Super Saiyan God* for the
*Super Saiyan Blue* **Combination Transformation**.

#### Perfected Divinity


*U7/U6*

**Requires: Divine Combination**


:
You have decided to master the full capabilities of your Super Saiyan God, keeping
the ki within your body to enhance all capabilities. You may now apply *Super
Saiyan Grade 4* to the *Super Saiyan God* **Power-Up**.

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*

**Requires: Perfected Divinity**


:
You have reached the penultimate level for *Super Saiyan Blue*. You may now apply
*Super Saiyan Grade 4* to the *Super Saiyan Blue* **Combination Transformation**.

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.

##### Blood of the Great Ape


*U7/Ancient/Mutant, lv 3+*
:
A Saiyan alpha in ancient times was said to be a Great Ape as a man. You are a new
one.

You gain the *Oozaru's Fury* **Transformation**.

##### True Saiyan Rage


*U7/Mutant/Ancient*

**Prerequisites: *Oozaru's Fury*, Level 7+**


:
You push your Ikari state to a further state, unleashing it into a level that
causes your muscles to bulk up to a similar state that the Oozaru gives you. You
gain the *"Wrath of the Saiyans"* **Power-Up**.

##### Next Evolution


*U7/Ancient/Mutant*

**Requires: *Super Saiyan 2, Legendary Super Saiyan, or Controlled Super Saiyan*


and *True Saiyan Rage* Feat**
:
You learn to mix Super Saiyan and your Ozaru's Power into your base form,
manifesting it into a new form. You gain the *Super Saiyan 4* **Transformation**.

##### Limit Breaker


*U7/Ancient/Mutant*

**Requires "Realm of the Gods" and Super Saiyan 4**


:
You have became so used to your transformation combonations that you can even mix
the peaks of mortal and gods. You can use Super Saiyan God as a **Power-Up** while
*Super Saiyan 4* is active.

##### Monkey King


*U7/Ancient/Mutant*

**Requires: Limit Breaker**


:
You may use *Super Saiyan God* and *Super Saiyan 4* as a **Combination
Transformation** known as *Super Saiyan 4 Limit Breaker.*
\column
![cat warrior](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:450px,mix-
blend-mode:multiply}

{{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)
}}

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/4805bb10-
2561-4f69-b899-a4f774a82de4/de3kruz-4e976910-784b-4621-b979-5f04e2e0f79e.png/v1/
fit/w_828,h_1254/goku_ssj4_limit_breaker_render_2__alt_2__by_ssjrose890_de3kruz-
414w-2x.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MjkwNiIsInBhdGgiOiJcL2ZcLzQ4MDViYjEwLTI1NjEtNG
Y2OS1iODk5LWE0Zjc3NGE4MmRlNFwvZGUza3J1ei00ZTk3NjkxMC03ODRiLTQ2MjEtYjk3OS01ZjA0ZTJlM
GY3OWUucG5nIiwid2lkdGgiOiI8PTE5MjAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.uUEcAbi35oSYkRuPLi1jVMN0lLzNa4EbuQtVyQKjQMc) {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

### [Universe 7 Saiyan Feats](#p3)


Universe 7 Saiyans specialize in their "Great Ape" form as well as mixing their
"Super Saiyan" Transformations with it without losing control of themselves.
#### Saiyan Elite
**Requires: *Saiyan Tail* Racial Feature**
:
A high-class Saiyan is able to control their abilities and weaknesses, unlike the
standard low class.

You automatically pass checks to control the *Great Ape* **Power-Up** while 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.

#### Golden Monkey King


**Requires: *Super Saiyan 3* and *Golden Great Ape* Feat.**
:
You no longer need to make control checks for using *Super Saiyan 2* while using
*Great Ape*. While using *Great Ape* you may now use *Super Saiyan 3* but make
*Berserk Checks* at disadvantage while it is active.
:
![cat warrior](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) {width:280px,mix-blend-mode:multiply}

{{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

### [Universe 6 Saiyan Feats](#p3)

#### Beyond SSGSS


**Requires: *Divine Combination Feat* and *Super Saiyan 2***
:
You have the ability to use *Super Saiyan 2 and Super Saiyan God* as a
**Combination Transformation**. This **Combination Form** is known as *Super Saiyan
God Super Saiyan 2* or shortened to *Super Saiyan Blue 2.*
#### Beyond SSGSS 2
**Requires: *Beyond SSGSS* and *Super Saiyan 3***
:
You have the ability to use *Super Saiyan 3 and Super Saiyan God* as a
**Combination Transformation**. This **Combination Form** is known as *Super Saiyan
God Super Saiyan 3* or shortened to *Super Saiyan Blue 3.*

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Forig00.deviantart.net%2Fc88a%2Ff
%2F2018%2F021%2F9%2F4%2Fkyabeblue_by_alexbocioart-
dc0rcq7.png&f=1&nofb=1&ipt=a0a7388d2fc786e0b74cb9b1fb9cfd3ef874a8f9c4df0ecf60cf72fd
380623a8&ipo=images) {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

### [Ancient Saiyan Feats](#p3)

#### S-cell Awakening

You have felt the rush of battle, your blood boils at the thought. You dig down
into a depth of power unlike anything you’ve felt before and you explode in a
golden light.

You gain the *Pure Super Saiyan* **Transformation**.

#### An age-old prophecy


**Requires: *S-Cell Awakening***
:
Drawing from the golden light inside always seemed like a small fraction of its
potential, you dig deep inside you and break through that wall, flooding yourself
in power. You are the legend reborn. You are the Super Saiyan of Legend.

You gain the *Legendary Super Saiyan* **Transformation**.

#### Dark Saiyan


**Requires: Level 10+**
:
You accept the evil within your heart, unleashing it and manifesting it within your
aura and the evil within your entire being.

You gain the *Dark Energy* **Power-Up**.

#### Dark Pride


**Requires: *Dark Energy Power-up* and *An Age Old Prophecy* Feat**
:
Your Dark Energy has mutated your Super Saiyan state, accessing a level beyond
regular Super Saiyan.

You gain the *Super Saiyan 3 Full Power* **Transformation**.

\column
![cat warrior](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: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)
}}
:
:
:
![cat warrior](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
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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

### [Mutant Saiyan Feats](#p3)

#### Wrestling Control


**Requires: *Berserker Super Saiyan***
:
You have learned to draw less power from your seemingly endless reservoir so you
can remain in control. Shrinking to barely larger than your standard frames you
gain bright green pupils and hair and have control of your mind once again. You
gain the *Controlled Super Saiyan* **Transformation.**

**This Feat must be obtained through *Training Boons* or by completing an


*Ordeal***
#### Legendary Power
**Requires: *Wrestling Control* and *Berserker Super Saiyan 2***
:
As you draw out more power in your controlled state your hair spikes up straight
and lighting arcs around you occasionally. You gain the *Controlled Super Saiyan 2*
**Transformation**.

**This Feat must be obtained through *Training Boons* or by completing an


*Ordeal***

#### Legendary Mentality


**Requires: *Berserker Super Saiyan 3* and *Legendary Power* Feat.**
:
You learn to master your Super Saiyan 3 state to the point where your muscles calm
down and control the level of output that is shown. You gain access to the
*Controlled Super Saiyan 3* **Transformation**.

#### Legendary Control


**Requires: *Full Power Super Saiyan* and *Legendary Power* Feat.**
:
You channel the level of power to a point where you have gained a full control of
the output of your full strength. You can master *Controlled Super Saiyan* as if it
was a **Technique** to learn the **Legendary Grades Power-Ups** to use alongside
it.

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

#### Legendary Divinity


**Requires: *Legendary Power* Feat, *Super Saiyan God*, and *Full Power Super
Saiyan*.**
:
You have mixed Super Saiyan with Super Saiyan God but it's different than others,
your hair elongates and your aura shines green with divine energy. You can use
*Super Saiyan God* as a **Power-Up** with *Full Power Super Saiyan*.

#### Primal Legend


**Requires: *Full Power Super Saiyan* and *Super Saiyan 4.***
:
Using your full-power and Super Saiyan 4 has become second nature and can maintain
without a second slot. You may use Super Saiyan-Full Power and Super Saiyan 4 as a
**Combination Transformation** known as *Super Saiyan 4 Full Power*

![cat warrior](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-
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%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNqaHdtNy1iM2Q2ZDhmYy1mZGI3LTRkYmYtOTVlNi0zZGViYTdkZDIyYjcucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.G_ZkEavl80Flve49Y7YBkOA64oEprZiTDFU954rTBJY
&f=1&nofb=1&ipt=5713cf813fef84d6ee1dfb035002f4d6270504069f5eae571fd4d20adbc49ef2&ip
o=images) {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-
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%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
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FwvZGNqaHdtNy1iM2Q2ZDhmYy1mZGI3LTRkYmYtOTVlNi0zZGViYTdkZDIyYjcucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.G_ZkEavl80Flve49Y7YBkOA64oEprZiTDFU954rTBJY
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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**.

### Hubris of Midus


**Requires "True Body" Feat.**
:
You are the shining light this universe needs, only you have the power to change
the fate of history.

You gain the *Golden Form* **Power-Up**.

### Emperial Wrath


**Requires "Hubris of Midus" Feat.**
:
History is written by the powerful. It's time to change the books.

You gain the *Obsidian Form* **Power-Up**.

## [Android Feats](#p3)

### General Upgrade


Your hardware or software has been improved. Gain 4 points to distribute to your
Ability Scores or gain an Android **Power-Up**. This **Feat** can be taken once per
**Ki Rank**.

## [Shinling Feats](#p3)

### Kai Sorcery

You gain access to 2 options from the *Metamagic* **Heroic Feature**. This **Feat**
can be taken twice.

### Kai Versatility

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 twice.

\column
## [Mashin-jin Feats](#p3)

### Blood of Sesa

You gain one feature from the *Esoteric Arts* **Class Feature.**

This feat can be taken twice.

### Spellbook of Mekikabura

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 twice.


## [Chronin Feats](#p3)
*Suggested by @burkmeister*

### Time Thief


The ability to store time is just that, an ability. For you however it is a part of
your very DNA and you've become even better at the act.

You gain 2 **Time Points** per **Stamina** spent instead of 1.

### Quickened Storage


Your storage speed is even faster then before. You gain the option to turn
**Stamina** into **Time Points** as a Bonus Action.

This **Feat** can be taken a second time to gain the option to do this as a
Reaction 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.

### Full Assimilation:


You gain the full strength of a creature within you that you absorb. When you would
absorb a creature, you assimilate them entirely into you to gain the entirety of
what you did not access. You gain all **Forms** that the creature has. You may only
choose one creature to Assimilate within you and you have the *Fusion Tag* so long
as they remain assimilated.
## [Namekian Feats](#p3)
### Namekian Armada
**Requires: Fusing with at least 2 Namekians**
:
You carry with you the might of Planet Namek. You can now use *Super Namekian* and
*Namekian Split* as a **Combination Transformation** known as *Namekian Hero*.

### Namekian Savior


**Requires: Fusing with at least 3 Namekians and either Orange or Red-Eyed
Namekian**
:
You are the hero the *Namekian Book of Prophecy* spoke of. You can now use *Super
Namekian* and your **Required Transformation** as a **Combination Transformation**
known as *Namekian Savior*.

\column

## [Neko Majin Feat](#p3)


### Complete Conversion
**Requires: a Racial Form currently copied by Mystical Mimicry**
:
You have taken the leap and partially converted your DNA into that of another race.
You permanently keep the **Racial Form** you have copied as well as any lower forms
in its **Family.** This **Form** now counts as your own and not part of **Mystical
Mimicry.**

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: Awakening


You have the ability to awaken your internal potential, be it physical or
spiritual. You gain 1 of the following:

#### 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

## [Trained Feature Feats](#p3)


### Metamoran Fusion Expert

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.

### Kaio-ken Mastery


**Requires: Kaio-ken!**
:
Reduce the HP cost of all *Kaio-Ken* **Forms** by 1 (minimum 1).

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.

#### Perfected Ultra Instinct


**Requires: 5 ranks of *Ultra Instinct Mastery* Feat and *Mastered Ultra
Instinct*.**
:
You have stopped considering Ultra Instinct Omen as a **Form**, now considering it
truly as part of your base without any of the drawbacks. You may now go into *Ultra
Instinct Omen* at will. Additionally *Ultra Instinct Omen* no longer has a
**Stamina Upkeep**.

\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.

#### Egotistical Vigor


**Requires: Egostitical Strength**
:
Your destruction burns with even more vigor and adds it to the power of your
*Destruction*. You gain the following benefits:

- 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.

#### Egotistical Lust


**Requires: Ultra Ego**
:
When you would take damage, you may spend your Reaction to store the damage within.
Until the end of your next turn, you write down the amount of damage you've taken.
The next time you would deal damage, you may add the damage that you've accumulated
onto the damage you deal.

#### Self Indulgence


**Can be taken twice**
:
You are becoming Destruction incarnate. You gain the *Ultra Ego* **Form**. If you
take this **Feat** a second time you gain the *Burning Ultra Ego* **Form.**

\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.

### Action Surge


You can push yourself beyond your normal limits for a moment. On your turn, you can
take one additional Action on top of your regular Action and a possible Bonus
action. Once you use this **Heroic Feature**, you must finish a Short or Long rest
before you can use it again.

This Action must be used to take the *Attack Action*, *Ki Blast Action*, cast a
**Spell** or **Technique**, use an item, or take the *Dash, Dodge*, or *Disengage
Action*.

### Aggressive Aura

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.**

### Back to Basics


Choose one **Combination Form** that you know, it now benefits from all **Heroic
Features** of the **Forms** it is comprised of.

### Barrage Master


You gain a *+1 Static Bonus* to **Barrage Techniques** and add half of your
*Dexterity Modifier* to their *Damage Rolls*.

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.

### Beam Master


You gain a *+1 Static Bonus* to **Beam Techniques** and add half of your
*Constitution Modifier* to their *Damage Rolls*.

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.

### Blast Master


You gain a *+1 Static Bonus* to **Blast Techniques** and add half of your *Wisdom
Modifier* to their *Damage Rolls*.

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

### Brutal Critical


You can roll one additional *Damage Die* when determining the extra damage for a
**Critical Hit** with a *Melee Attack Roll* or a **Melee/Melee Weapon Technique**.
:
This **Heroic Feature** can be taken up to three times.

### Clash Instigator

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.

### Combat Awareness

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.

### Consecutive ki blasts


You may attack an additional time as part of the *Ki Blast Action*. You may take
this **Heroic Feature** more than once to a maximum of half of your *Proficiency
Bonus*.

### Extra Attack


You may attack an additional time as part of the *Attack Action*. You may take this
**Heroic Feature** an amount of times equal to your **Ki Rank.**

### Defensive Tactics


Each time you take this Heroic Feature, reduce the Stamina Cost for *Block, Clash,
Deflection, Interception,* and *Wild Sense* by 1 (minimum 1).

### Directed Power


You may now add half of your **Power Bonus** to *Athletics* and *Acrobatics Skill
Checks*. You may take this **Heroic Feature** a second time to add your entire
**Power Bonus** instead of half.

### Double Weapon Technique


When you are fighting with two weapons, you may make an additional weapon attack
with your offhand weapon when casting a Weapon Technique

### Eager Fighter

You’re always ready to fight! Gain +3 to *Initiative*, and activating a


**Transformation** now only takes a Bonus Action.

\page

### Eagle-Eyed Adaptation

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*.

### Energy Reserve


Once per Long or Short Rest, you can use an Action and regain 4d12 + your
*Constitution Modifier* **Ki.**

### Final dregs


Once per Long Rest when you reach Zero **Stamina** you gain 5 **Temporary Stamina**
for 1 Minute. This **Heroic Feature** can be taken up to 3 times, increasing the
amount to 10 and then 15.

### Flexible Weapon Technique


When you are using a *Finesse* or *Ranged Weapon*, you may instead use *Dexterity*
as your **Weapon Technique** *Ability Score* instead of *Strength*.
### Flight
You may take this **Heroic Feature** repeatedly to gain a 15 foot *Flight Speed* or
increase your current *Flight Speed* by 15 feet.

### He’s Fast!


You may take the *Dash Action* as a Bonus Action and gain an additional 15 feet of
*Movement Speed* while *Dashing.*

### Heavy strikes


Your *Unarmed Strike Damage Die* is increased by 1 step as long as the *Attack
Roll* is made using **Strength**. This **Heroic Feature** can be taken up to 3
times.

### Hyper Focus


You have learned to put your whole body behind a **Power-Up**, allowing you to
activate it in your **Transformation Slot**.

### I won't give up!


Once per Long Rest when you are reduced to zero **HP** you may use your Reaction
and roll any amount of your **Hit Die** and heal that amount.

### I’ll Take It!!!


You are so tought that you can shrug off danger instead of flee from it. If a
**Technique/Spell** asks you to make a *Dexterity Saving Throw*, you can replace it
with a *Constitution Saving Throw*.

### I’m Putting It All Into This


As a Reaction when you roll damage for a **Technique,** you may expend up to your
**Ki Rank** in **Hit Die** to add the amount rolled to the *Damage Roll.*

### Improved Critical


Attack Rolls made from your *Attack Action*'and *Ki Blast Action* have their
*Critical Threat Range* increased by 1. This **Heroic Feature** can be taken a
second time.

### 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.*

- At rank 1 you have a range of your current Continent


- At rank 2 you have a range of your current Planet
- At rank 3 you have a range of your current Solar System
- At rank 4 you have a range of your current Galaxy

#### 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 Empowered Muscules


As a Bonus Action, you may gain a *Rank of Exhaustion* to gain the *Empowered
Condtion* for a number of rounds equal to your **Ki Rank.**
\page

### 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.

### Martial Arts Devotee


You are devoted to the ways of the fist and nothing else. You gain the following
benefits:
- Your *Unarmed Strikes* deal +2 Damage.
- Your *Basic Ki Blasts* deal -2 Damage, minimum 1.
- You take -1 damage from all *Bludgeoning, Piercing and Slashing Damage*.
- You take +1 Damage from all **Ki Techniques and Spells.**

### Martial Arts Superiority


You are a master of the battle field and gain special benefits while in combat.
#### Tactics
You learn 2 *Martial Arts Maneuvers* of your choice. When you use the Attack Action
to make a *Weapon Attack* or *Unarmed Strike* you may choose to use a *Martial Arts
Maneuvers* with it. Many *Martial Arts Maneuvers* enhance an attack in some way.
You can use only one *Martial Arts Maneuvers* per attack.
#### Superiority Dice
You have 2 *Superiority Dice*, which are d4s. A *Superiority Die* is expended when
you use it. You regain all of your expended *Superiority Dice* when you finish a
Short or Long Rest. You may roll additional *Superiority Dice* by spending 1
**Stamina** per Die.
:
Taking this **Heroic Feature** again gives you either 2 new *Martial Arts
Manuevers*, 2 more *Superiority Dice* or to increase the size of your *Superiority
Diee* by 1 step to a max of d12.

\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.

#### Metamagic Options


##### Careful Spell
When you cast a **Spell** that forces other creatures to make a *Saving Throw*, you
can protect some of those creatures from the spell’s full force. To do so, you
spend 1 **Stamina** and choose a number of those creatures up to your *Charisma
Modifier* (minimum of one creature). A chosen creature automatically succeeds on
its *Saving Throw* against the **Spell**.

##### Distant Spell


When you cast a **Spell** that has a range of 5 feet or greater, you can spend 1
**Stamina** to double the range of the spell.

When you cast a **Spell** that has a range of touch, you can spend 1 **Stamina** to
make the range of that **Spell** 30 feet.

##### Empowered Spell


When you roll damage for a **Spell**, you can spend 1 **Stamina** to reroll a
number of the *Damage Dice* up to your *Charisma Modifier* (minimum of one). You
must use the new rolls.

You can use **Empowered Spell** even if you have already used a different
*Metamagic Option* during the casting of the **Spell**.

##### Extended Spell


When you cast a **Spell** that has a duration of 1 minute or longer, you can spend
1 **Stamina** to double its duration, to a maximum duration of 24 hours.

##### Heightened Spell


When you cast a **Spell** that forces a creature to make a saving throw to resist
its effects, you can spend 3 **Stamina** to give one target of the **Spell**
Disadvantage on its first *Saving Throw* made against the **Spell**.

##### Quickened Spell


When you cast a **Spell** that has a casting time of 1 Action, you can spend 2
**Stamina** to change the casting time to 1 Bonus Action for this casting.

\page

##### Subtle Spell


When you cast a **Spell**, you can spend 1 **Stamina** to cast it without any
somatic or verbal components.

##### Twinned Spell


When you cast a **Spell** that targets only one creature and doesn’t have a range
of self, you can spend a number of **Stamina** equal to the spell’s level to target
a second creature in range with the same **Spell** (1 **Stamina** if the spell is a
cantrip).

To be eligible, a **Spell** must be incapable of targeting more than one creature


at the **Spell’s** current level. For example, magic missile and scorching ray
aren’t eligible, but ray of frost is.

### Omni Master


You gain a *+1 Static Bonus* to **Omni Techniques** and add half of your Int mod to
damage rolls.

Can be taken twice.


### Overload Proof
Increase your **Power Overload Threshold** by one. This **Heroic Feature** can be
taken a number of times equal to your **Ki Rank.**

### Plot Armor


Once per Long Rest, when you are subject to a *Critical Hit* you may treat it as if
it was not a *Critical Hit.*

### 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.

### Power-Up Mastery


Choose one **Form** you know, reduce the **Stamina Upkeep** by 1, minimum of 1,
while it is active in your *Power-Up Slot*.

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

### Range Master


Choose one **Ki Technique** type from Beam, Blast, Barrage or Omni. All
**Techniques** with that type have their Range inxreased by 50%.

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.

### Reckless Attack


You can throw aside all concern for defense to attack with fierce desperation. When
you make your first attack on Your Turn, you can decide to *Attack Recklessly*.
Doing so gives you Advantage on all Melee Attack rolls until the start of your next
turn, but Attack Rolls against you have Advantage until your next turn.

### Redirect Attack


When a creature misses you with an attack with an attack roll, you can spend 1
**Stamina** as a reaction to cause that attack to hit one creature of your choice,
other than the attacker, that you can see within 5 feet of you.

### Second Nature


You have become so attuned to a **Transformation** you may use it in a **Power-Up
Slot**.
### Slow Fall
You may use your reaction to reduce any *Fall Damage* you take by 5x your
**Character Level.**

### Spell Slinger


You may replace a number of *Unarmed Strike* or *Basic Ki Blast* attack done as
part of the *Attack Action/Ki Blast Action*, to a max equal to your *Spell Casting
Modifier*, with a **Cantrip** that you know.

### Spirit Burst


As a Bonus Action on your turn you may gain +3 **Power** until the end of your
turn. If you do so you can't use this feature again until you finish a Short or
Long Rest.

### Steadfast Strikes


If you roll a 1 on a *Damage Die*, you may reroll it and then take the second roll
instead. This **Heroic Feature** has 3 Charges, restored after a Short or Long
Rest. If this is taken again the charges increase to 5.

### Solid Guard


Whenever you use the *Block* **Manuever**, you may spend twice as much **Stamina**
to take 1/4 damage instead of half.

\page

### Supercharged Ki Blast


Your *Basic Ki Blast's* *Damage Die* is increased by 1 stage. This **Heroic
Feature** can be taken up to 3 times.

### Super Stamina


As a Bonus Action, you may ignore the first *Rank of Exhaustion*. You still die at
10 *Ranks of Exhaustion*.

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**.

### Team Player


Once per Long Rest you may use the *Tag Team Attack* **Manuever** without expending
**Stamina**.

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.
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2Fdata0.eklablog.com%2Fpuissance-dbz%2Fmod_article36333675_1.png
%3F4186&f=1&nofb=1&ipt=6a50e28a27992dad73f0d0e724fb4fdd40e8490eaf59d189a0e95c04118c
eabf&ipo=images) {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.

### Thick skinned


You immediately gain **Maximum HP** equal to the maximum amount of your latest
**Hit Die** + your Constitution Modifier. You may take this **Heroic Feature** more
than once to a maximum of half of your *Proficiency Bonus*.

### Transformation Mastery


Choose one **Form** you know, reduce the **Stamina Upkeep** by 1 (minimum 1) while
it is active in your *Transformation Slot*.

You may take this **Heroic Feature** no more than 3 times per **Form**.

### Unlock Latent Energy


You passively pull forth more energy from your spirit than normal. Increase your
**Ki** by 2 times your level, you also gain +2 **Ki** every *level-up* onward.

### Weapon Master


Choose one *Weapon* that you are proficient with, you may now increase the *Damage
Die* you deal with these weapons by 1 step.

### 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*.

A **Technique's Ki Upkeep** happens at casting and at the start of each of the


caster's subsequent turns.

### Techniques at Level 1


You start at **Level 1** with a number of **Techniques** equal to your
*Intelligence Modifier* + 1, minimum of 1. **Techniques** learned through *Level-
Up* may be swapped out for another **Technique** that you qualify for upon *Level-
Up*. You may learn a **Technique** during *Level-Up* equal to or below your **Ki
Rank**.

![cat warrior](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) {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

### Casting Techniques/Spells


Casting ***Spells*** and ***Techniques*** in D&DBZ5e does not limit you from
casting additional ones in that same round. Unlike traditional 5e the only casting
limitations is your *Action Economy*.
### Damage from Techniques
**Techiques** push the caster beyond the realm of normal limitations through the
use of **Ki** or other **Resources** making them more then what they appear to be.
Whenever a **Technique** that you cast would deal *Damage*, it is considered
*Magical* for the sake of Damage Resistance and Immunities.
### Mastering Techniques
You may "learn" a technique more than once, improving your mastery over it.
Mastered ***Techniques*** can not be traded out upon *Level-Up*.

You may *Master a Technique* up to *3 Stars* gaining a permanent bonus to the


**Technique** each time. Possible options include:
- +1 *Static Bonus* to this **Technique**
- +50% to the range of a **Ranged Technique**
- Add 15 feet of movement to the range of a **Technique** with a range of *Melee*
- This **Technique** deals an additional *Damage Die* at the end of the
**Technique**
- This **Technique** acts as if it has *Charged* for 1 round upon casting.
- This **Technique** ignores *Damage Resistance*
- This can be improved again to treat *Damage Immunity* as *Damage
Resistance*
- This **Technique** has its *Casting Time* reduced by 1 step. You do not lose
access to the prior *Casting Times*.
- (Action > Bonus Action > Reaction)
- The *Critical Hit Range* is increased by 1
- (20 > 19 > 18 > 17 > 16 > etc)
{{note
##### Unique Mastery
Consider making the *3 Star Mastery* something unique to fit the player, this can
be difficult to balance but gets easier with practice.
}}

\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

### Charging moves

Certain **Techniques** have the capacity to be Charged and released on a later


Action. When using your Action or Bonus Action to cast a **Technique** that can be
*Charged*, you may expend the **Ki Cost** and empower it instead of cast it.
Charging a Technique in this manner raises all Damage Die of the technique by 1
step.

(1d4>1d6>1d8>1d10>1d12>2d6,> etc)

While *Charging* a **Technique** your *Movement Speed* is halved and you can not
take Actions or Bonus Actions except to continue *Charging* the **Technique** or to
finish casting it. You must maintain *Concentration* while *Charging* or have your
**Technique** end.
:
:
:
![cat warrior](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) {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)

#### All Out!


*Rank 1 Melee Technique*
___
- **Ki Cost:** 6 Ki
- **Casting Time:** 1 Bonus Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Until the end of your turn

By igniting your ki pathways you may speed up the circulation of the energy in your
body. For the duration, all damage dealt by your **Melee Techniques** is increased
by 1 damage step, this does not change the *Unarmed Strike Damage Die* portion of
the *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

Dash forward up without triggering *Attacks of Opprotunity* and roll a *Combo


Attack Roll*, dealing your *Unarmed Strike Damage Die* + 2d6 *Bludgeoning Damage*
on a hit.
#### Crane Strike
*Rank 1 Melee Technique*
___
- **Ki Cost:** 10 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **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.

#### Dynamite Strike


*Rank 1 Melee Technique*
___
- **Ki Cost:** 5 Ki
- **Casting Time:** When you take the *Attack Action* or roll a *Combo Attack Roll*
- **Range:** :: Self
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

Your attacks ignite with small explosions when they connect.

You deal an additional 1d6 *Fire Damage* for the duration of the *Attack Action* or
**Technique** that triggered this **Technique's** casting.

#### Flurry of Blows


*Rank 1 Melee Technique*
___
- **Ki Cost:** 5 Ki
- **Casting Time:** 1 Bonus Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
Make 2 *Combo Attack Rolls* against a target of your choice within range, dealing
your *Unarmed Strike Damage Die* on a hit.

\page

#### Hammer Fist


*Rank 1 Melee Technique*
___
- **Ki Cost:** 6 Ki
- **Casting Time:** 1 Bonus Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

Roll a *Combo Attack Roll*, dealing your *Unarmed Strike 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*.

#### Hurricane Kick


*Rank 1 Melee Technique*
___
- **Ki Cost:** 8 Ki
- **Casting Time:** 1 Action
- **Range:** :: Self (10-foot cone)
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

You perform a devastating round house kick with enough force to 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*.

#### Ki Empowered Strikes


*Rank 1 Melee Technique*
___
- **Ki Cost:** 5 Ki
- **Casting Time:** When you take the Attack Action or roll a Combo Attack Roll
- **Range:** :: Self
- **Chargeable?:** :: No
- **Duration:** :: Until the start of your next turn

Push your strikes even further using Ki. Your *Unarmed Strike Damage Die* is
increased by 1 step for the duration.

(1d4>1d6>1d8>1d10>1d12>2d6,> etc)

#### Lightning Jab


*Rank 1 Melee Technique*
___
- **Ki Cost:** 5 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

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.

#### Power Strike


*Rank 1 Melee Technique*
___
- **Ki Cost:** 5 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A single target of your choice within 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.

#### The Ol' One-Two


*Rank 1 Melee Technique*
___
- **Ki Cost:** 3 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A staple of trained combat, a quick combo from a boxing stance. Roll a *Combo
Attack Roll*, dealing your *Unarmed Strike Damage Die* + 2d4 *Bludgeoning Damage*
on a hit.

#### Wolf Fang Fist


*Rank 1 Melee Technique*
___
- **Ki Cost:** 8 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
A rapid flurry of jabs and kicks designed to mimic the ferocity of a desert wolf.
Make 4 *Combo Attack Rolls* dealing 1d4 *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.

\page

### [Rank 2](#p3)

#### Amazing Impact


*Rank 2 Melee Technique*
___
- **Ki Cost:** 12 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A stomach shot designed to knock the wind out of an opponent.

Make a *Combo Attack Roll* dealing your *Unarmed Strike Damage Die* + 2d10
*Bludgeoning Damage* on a hit and the target cannot take Reactions until the start
of their next turn.

#### Angry Hit


*Rank 2 Melee Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** 1 Action
- **Range:** 60 feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

A charge attack where you close in and seemingly disappear, then strike a hit as
soon as you appear in front of your opponent.

Choose a target within your move distance, you vanish and appear in a chosen
location within 5 feet of them without provoking *Attacks of Opportunity* and make
a *Combo Attack Roll* dealing your *Unarmed Strike Damage Die* + 2d12 *Bludgeoning
Damage* on a hit.

#### Aura Lariot


*Rank 2 Melee Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** 1 Action
- **Range:** :: 30 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

Cover yourself in energy before ramming a target to the ground. Make a Combo attack
roll dealing your *Unarmed Strike Damage Die* + 3d10 *Bludgeoning Damage* and
knocking the target *Prone* on a hit. You end this **Technique** in the nearest
unoccupided space from the target.

\column
#### Blitz
*Rank 2 Melee Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

A quick and basic combo attack.

Roll 4 *Combo Attack Rolls* against a target in range dealing your *Unarmed Strike
Damage Die* on a hit.

#### Burning Rush


*Rank 2 Melee Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A flurry of flaming strikes at the opponent. Roll 4 *Combo Attack Rolls* to any
target in your melee range dealing 2d6 *Fire Damage* on a hit.

#### Crusher Blow


*Rank 2 Melee Technique*
___
- **Ki Cost:** 25 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A supercharged punch that breaks through defenses. Make a *Combo Attack Roll*
dealing your *Unarmed Strike Damage Die* + 3d12 *Bludgeoning Damage* on a hit. This
damage can not be reduced by any means.

#### Deadly Dance


*Rank 2 Melee Technique*
___
- **Ki Cost:** 15 Ki
- **Casting Time:** 1 Bonus Action
- **Range:** Self
- **Chargeable?:** :: Yes
- **Duration:** :: Until the start of your next turn.

For the duration of this **Technique**, if you hit a creature with 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.

#### Evil Whirlwind


*Rank 2 Melee Technique*
___
- **Ki Cost:** 20 ki
- **Casting Time:** 1 Action
- **Range:** Self (10 foot radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A dynamic attack that kicks the surrounding area to pieces.


All Creatures within the range must make a *Dexterity Saving Throw* or take your
*Unarmed Strike Damage Die* + 3d6 *Bludgeoning Damage*, half on a save.

#### Meteor Strike


*Rank 2 Melee Technique*
___
- **Ki Cost:** 12 Ki
- **Casting Time:** 1 Action
- **Range:** Self (20 foot cone)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

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

#### Surpass Your Limits!


*Rank 2 Melee Technique*
___
- **Ki Cost:** 15 Ki
- **Casting Time:** When you take the *Attack Action* or cast a **Melee/Melee
Weapon Technique**
- **Range:** :: Self
- **Chargeable?:** :: No
- **Duration:** :: Until the start of your next turn

Push your strikes even FURTHER using Ki. For the duration of this technique you
gain +1 *Static Bonus* to all *Melee Attack Rolls* and **Melee/Melee Weapon
Techniques**.
:
:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2F736x
%2F38%2F44%2Fd6%2F3844d6b792926be7360762f249344cda.jpg&f=1&nofb=1&ipt=06808c5ab9192
3eb8a3d3e62dfae5d7eaa39d36ad94f2cc89db64319e88a67ca&ipo=images) {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)

#### All Clear


*Rank 3 Melee Technique*
___
- **Ki Cost:** 60 Ki
- **Casting Time:** 1 Reaction, which you take when subject to a *Basic Ki Blast*
or **Ki Technique**
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

A frontal sweeping attack that can negate Ki Waves.


When you are subject to a *Basic Ki Blast* or **Ki Technique** of **Rank 3** or
below, you may use this **Technique** and negate the attack. If the **Technique**
is a **Rank 4**, the damage is halved instead.

#### Arm Break


*Rank 3 Melee Technique*
___
- **Ki Cost:** 35 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A supercharged combo that breaks through defenses.


Make 2 *Combo Attack Rolls* dealing your *Unarmed Strike Damage Die* +3d10
*Bludgeoning Damage* each on a hit. This *Damage* cannot be reduced by
**Blocking**.

#### Blinding Wolf Fang Fist


*Rank 3 Melee Technique*
___
- **Ki Cost:** 30 Ki
- **Prerequisites:** Wolf Fang Fist
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A rapid flurry of jabs and kicks designed to mimic the ferocity of a desert wolf.
Make 4 *Combo Attack Rolls* dealing 1d8 *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.

#### Death Crasher


*Rank 3 Melee Technique*
___
- **Ki Cost:** 35 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

Make 4 *Combo Attack Rolls* against a target of your choice within range dealing
your *Unarmed Strike Damage Die*, increased by one step, on a hit.

(1d4>1d6>1d8>1d10>1d12>2d6,> etc)

#### Destructive Rampage


*Rank 3 Melee Technique*
___
- **Ki Cost:** 40 Ki
- **Casting Time:** 1 Action
- **Range:** Self(100 foot Radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

You dart around a large area attacking in rapid succession.


Make 5 combo attack rolls dealing your *Unarmed Strike Damage Die* on a hit before
returning to your starting location.

#### Drill Kick


*Rank 3 Melee Technique*
___
- **Ki Cost:** 35 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

A fast spinning dropkick that throws the target off balance.

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

#### Erupting Meteor Fist


*Rank 3 melee Technique*
___
- **Ki Cost:** 30 Ki
- **Prerequisites:** Meteor Strike, Lightning Jab
- **Casting Time:** 1 Action
- **Range:** Melee (20 foot cone)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

Strike out with a supercharged punch 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*.

#### Evil Typhoon


*Rank 3 Melee Technique*
___
- **Ki Cost:** 40 Ki
- **Casting Time:** 1 Action
- **Range:** Self(10 foot Radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A ki-enhanced dynamic attack that kicks the surrounding area to pieces.

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.

#### Gigantic Rage


*Rank 3 Melee Technique*
___
- **Ki Cost:** 45 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

Grab the opponent before verociously attacking them. Make a *Combo Attack Roll*
dealing your Unarmed Strike Damage Die + 4d12 *Bludgeoning Damage* and leaves the
target *Prone* on a hit.

If you have the *Enraged Condition* this **Technique** has Advantage.


\column

#### God Fist


*Rank 3 Melee Technique*
___
- **Ki Cost:** 40 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A ferociously powerful haymaker from close range. Make an *Combo Attack Roll*,
dealing 4d10 *Bludgeoning Damage* and leaving the target *Stunned* until the end of
their next turn on a hit.

#### Piercing Punch


*Rank 3 Melee Technique*
___
- **Ki Cost:** 25 Ki
- **Prerequisites:** Crane Strike
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

Make a *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.

A target cannot be affected by this or a similar effect from a **Technique** more


than once at a time.

#### Power Rush


*Rank 3 Melee Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** 1 Bonus Action
- **Range:** Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

Make 4 *Combo Attack Rolls* dealing your *Unarmed Strike Damage Die* on a hit.

#### Pressure Sign


*Rank 3 Melee Technique*
___
- **Ki Cost:** 40 Ki
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

A true and confidant strike. Make a *Combo Attack Roll* dealing your *Unarmed
Strike Damage Die* + 3d12 *Bludgeoning Damage* on a hit. This **Technique** has
Advantage in *Clash Checks*.
\page

#### Shockwave Strike


*Rank 3 Melee Technique*
___
- **Ki Cost:** 30 Ki
- **Casting Time:** 1 Action
- **Range:** Self (45 foot cone)
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

Punch the air with the sole purpose of destablizing targets in front of you.

All Targets in range must make a *Strength Saving Throw* or be knocked *Prone* and
they can not take Reactions until the end of your next turn.

#### Thunder Combo


*Rank 3 Melee Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** When you take the *Attack Action*
- **Range:** Melee
- **Chargeable?:** :: Yes
- **Duration:** :: For the duration of the *Attack Action.*

You focus all your power into speed into a series of fast moving attacks.

For the duration of this **Technique** you gain additional *Movement 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.

### [Rank 4](#p3)

#### Armor Break


*Rank 4 Melee Technique*
___
- **Ki Cost:** 50 Ki
- **Prerequisites:** Piercing Punch
- **Casting Time:** 1 Action
- **Range:** Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous (Special)

Strike your foe and either shatter their armor or cut their ki connection to their
defenses.

Make a *Combo Attack 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

This effect lasts for 30 Seconds or until the *Armor* is repaired.

\column

![cat warrior](https://external-content.duckduckgo.com/iu/?u=http%3A%2F
%2Forig03.deviantart.net%2Fe624%2Ff%2F2011%2F362%2Fb
%2F5%2Frender_cell_vs_vegeta_by_supervegeta99-
d4kh47t.png&f=1&nofb=1&ipt=8240515e15d8fb81b977e0510a96a985dedcb250df3efd8639399a6d
b490ba79&ipo=images) {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.

#### Elite Combo


*Rank 4 Melee Technique*
___
- **Ki Cost:** 65 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

Make 8 *Combo Attack Rolls* against a target of your choice within range dealing
your *Unarmed Strike Damage Die* on a hit. 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)

A strike to the midsection that explodes into a burst of energy.

Make a *Combo Attack Roll* dealing your *Unarmed Strike Damage Die* + 10d8 *Ki
Damage* on a hit.

#### Soaring Dragon Strike


*Rank 4 Melee Technique*
___
- **Ki Cost:** 60 Ki
- **Casting Time:** 1 Action
- **Range:** :: Melee
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous

Coat your arm in the visage of a dragon or similar beast before tearing apart a
targets body and soul. Make a *Combo Attack Roll* dealing your *Unarmed Strike
Damage Die* + 4d12 *Ki Damage* on a hit. This Damage affects both the Target's
**HP** and **Ki**.

#### Super Dragon Fist


*Rank 4 Melee Technique*
___
- **Ki Cost:** 75 Ki
- **Casting Time:** 1 Action
- **Range:** :: Self (100 ft line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

Create the visage of the eternal dragon and punch it out and through enemies in
front of you. Creatures in Range must make a Dexterity Saving Throw or take your
*Unarmed Strike Damage Die* + 10d12 *Ki Damage*, half on a success.

\column

![cat warrior](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%2Fddgyh3s-ddac9571-b234-4da5-be36-7b310bac2510.png%2Fv1%2Ffill
%2Fw_894%2Ch_894%2Cstrp%2Fdragon_fist_render__db_legends__by_maxiuchiha22_ddgyh3s-
pre.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTAyNCIsInBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0N
S04M2VjLTMxMWU3MmU4MjkwMFwvZGRneWgzcy1kZGFjOTU3MS1iMjM0LTRkYTUtYmUzNi03YjMxMGJhYzI1
MTAucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9
ucyJdfQ.Jc_RXEB5m3yiyGHakLZ2qWY4yJfY9IlaeTNFKvgpx-
M&f=1&nofb=1&ipt=4dd540d86fa1715fcb591cc310be8fdd1d31cb36a87a13c8308a602c13ffd82a&i
po=images) {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.

This *Attack Roll* is a *Critical Hit* on a roll of 19 or 20.

#### 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.

#### Shining Slash


*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:** :: Self
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous

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.

### [Rank 2](#p3)

#### Brave Slash


*Rank 2 Melee Technique*
- **Ki Cost:** 15 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** When you take the *Attack Action* or roll a *Combo Attack Roll*
with a qualifying *Weapon*
- **Range:** :: Self
- **Chargeable?:** :: No
- **Duration:** :: Until the start of your next turn

You add energy to your weapon sending ki facsimiles of your attacks. For the
duration of this technique your *Melee Weapons* gain a 30 foot range and have their
*Damage 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.

#### Deadly Strike


*Rank 2 Weapon Technique*
___
- **Ki Cost:** 20 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

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.

#### Finishing Blow


*Rank 2 Weapon Technique*
___
- **Ki Cost:** 15 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 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.**

#### Ravenous Claw


*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(15 Foot Cone)
- **Duration:** Instantaneous
- **Chargeable:** Yes
By collecting energy in your weapon you can send out energy facsimiles in a cone in
front of you. All creatures in the cone must make a dexterity saving throw, taking
your *Weapon Damage Die* + 3d8 *Damage* and creatures are knocked back to the end
of the cone on a failure or half damage and no knockback on a success.

Whenever you *Charge* this **Technique**, increase the range of the *Cone* by 5
feet.

\column

#### Shining Attack


*Rank 2 Weapon Technique*
___
- **Ki Cost:** 14 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Reaction, when a creature would succeed a saving throw
against a **Technique/Spell** casted by you.
- **Range:** Movement Speed
- **Duration:** Instantaneous
- **Chargeable:** No

You take advantage of their focus in their success and go up to a creature, making
an attack to set you up for the next one. Make a *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**.

#### Tear Them Down


*Rank 2 Weapon Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** 1 Bonus Action
- **Range:** 60 feet
- **Duration:** Instantaneous
- **Chargeable:** No

You take a moment to inspect a target, 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

#### Vulcan Cannon


*Rank 2 Weapon Technique*
___
- **Ki Cost:** 14 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Ranged Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** 3x Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes

You begin to charge your weapon to make a barrage of projectiles launched towards
the enemy. Make a *Combo Attack Roll* against a target that you can see in range,
on a hit dealing your *Weapon Damage Die* + 4d6 *Ki Damage*

### [Rank 3](#p3)


#### Brave Flurry
*Rank 3 Weapon Technique*
___
- **Ki Cost:** 25 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Weapon* that you are proficient
with.
- **Casting Time:** 1 Action
- **Range:** 30 feet
- **Duration:** Instantaneous
- **Chargeable:** Yes

You fire a flurry of blasts from your weapon, basing it out of the type of weapon
that you wield. Make a number of *Combo Attack 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.

#### Brave Weapon Attack


*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:** Movement Speed
- **Duration:** Instantaneous
- **Chargeable:** Yes

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.

#### Darkness Flurry Attack


*Rank 3 Weapon Technique*
___
- **Ki Cost:** 12 Ki per *Combo Attack Roll*
- **Casting Prerequsite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Action
- **Range:** Weapon's Range
- **Duration:** Instantaneous
- **Chargeable:** Yes

You gather ki throughout your body and focus onto enhancing your speed, you may
make a number of *Combo Attack Roll* up to a max of your *Proficiency Bonus*. On
each hit, you deal your *Weapon Damage Die* plus your *Weapon Damage Ability
Modifier*.

#### Energy Shot


*Rank 3 Weapon Technique*
___
- **Ki Cost:** 30 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

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.

#### Rakshasa Claw


*Rank 3 Weapon Technique*
___
- **Ki Cost:** 25 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Melee Weapon* that you are
proficient with.
- **Casting Time:** 1 Bonus Action, when you use your action to take the *Attack
Action*.
- **Range:** Self
- **Duration:** Instantaneous
- **Chargeable:** No

By funneling ki into your weapon you can fire out ki projectiles of your equipped
weapon. For the duration 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*.

### [Rank 4](#p3)


#### Dimensional Flurry Attack
*Rank 4 Weapon Technique*
___
- **Ki Cost:** 40 Ki
- **Casting Prerequisite:** 1 *Simple or Martial Weapon* that you are proficient
with.
- **Casting Time:** 1 Action
- **Range:** 1 Target that you can see or 1 Target that you can find through *Sense
Ki.*
- **Duration:** Instantaneous
- **Chargeable:** Yes

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

#### Divine Shot


*Rank 4 Weapon Technique*
___
- **Ki Cost:** Special
- **Casting Prerequisite:** 1 *Simple or Martial Ranged Weapon* that you are
proficient with.
- **Casting Time:** 1 Round
- **Range:** Self
- **Duration:** Instantaneous
- **Chargeable:** Yes

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.

#### Time Breaker: Black Hole


*Rank 4 Weapon Technique*
___
- **Ki Cost:** 50 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 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.

##### Black Hole Destination


{{column-count:2
| Plane | 1d8 |
|:----------------|:--:|
| Mortal Realm | 1 |
| HFIL | 2 |
| Heaven | 3 |
| Yemma's Palace | 4 |
| World of The Kais | 5 |
| Realm between Time | 6 |
| Demon Realm | 7 |
| Your Choice | 8 |

}}

\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.

#### Consecutive Blasts


*Rank 1 Ki Technique*
___
- **Ki Cost:** 8 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (15 Cone)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage

Fire numerous small ki blasts in close range. All targets in range must make a
*Dexterity Saving Throw* or take 2d12 *Ki Damage*, half on a successful save.

\column

#### Explosive Wave


*Rank 1 Ki Technique*
- **Ki Cost:** 15 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (20 foot Radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast
Send a massive explosion of energy out in all directions from you. All creatures
within range must make a *Dexterity Saving Throw* or take 3d6 *Fire Damage*, half
on a success.

#### Fient Shot


*Rank 1 Ki Technique*
___
- **Ki Cost:** 5 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Omni

Roll an *Omni Attack Roll* dealing your *Basic Ki Blast Damage Die* + 1d6 *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

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


Make a *Beam Attack Roll* dealing 2d6 *Ki Damage* on a hit.

#### Kiai!
*Rank 1 Ki Technique*
___
- **Ki Cost:** 5 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 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.

(1 Action > 1 Bonus Action > 1 Reaction)

#### Ki Blast Cannon


*Rank 1 Ki Technique*
___
- **Ki Cost:** 5 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 45 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

Fire one large ki ball. Make a *Blast Attack Roll* dealing 3dX, where X is your
*Basic Ki Blast Damage Die*, on a hit.

#### Ki Blast Missle


*Rank 1 Ki Technique*
___
- **Ki Cost:** 10 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

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.

#### Max Power Energy Wave


*Rank 1 Ki Technique*
___
- **Ki Cost:** 8 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

Fire a pure beam of energy with the full force of your Ki. Make a *Beam Attack
Roll* dealing Xd6, where X is your *Wisdom Modifier.*

\column

#### Psycho Barrier


*Rank 1 Ki Technique*
___
- **Ki Cost:** 10 Ki per +1 bonus
- **Prerequisites:** None
- **Casting Time:** 1 Reaction when you are forced to make a *Constitution,
Dexterity*, or *Strength Saving Throw*
- **Range:** Self
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Omni

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.

#### Rapid Fire!


*Rank 1 Ki Technique*
___
- **Ki Cost:** 6 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Bonus Action
- **Range:** 60 Feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Barrage

Roll 3 *Barrage Attack Rolls* dealing your *Basic Ki Blast Damage Die* on a hit.

#### Skyline Blast


*Rank 1 Ki Technique*
___
- **Ki Cost:** 10 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 150 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

Form a compressed apple sized ki blast in your hand before launching it at a target
in range. Make a *Blast Attack Roll* dealing 3d6 *Ki Damage* on a hit.

\page

### [Rank 2](#p3)

#### Aura Shield


*Rank 2 Ki Technique*
___
- **Ki Cost:** 40 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Reaction, when you would take *Damage* or when you use a
**Defensive Manuever**
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Omni

The user concentrates their aura into a palpable wall of force. For the duration of
the *Damaging Effect* or **Defensive Manuever**, you gain Resistance against one
*Damage Type* of your choice.

#### Burning Attack


*Rank 2 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 45 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

The user sends out a fiery bout of energy from the hands. Roll a *Blast Attack
Roll* dealing your *Basic Ki Blast Damage Die* + 5d6 *Fire Damage* on a hit.

#### Continuous Energy Bullet


*Rank 2 Ki Technique*
___
- **Ki Cost:** 10 Ki per Ki Blast
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 120 Feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Barrage

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

#### Dark Kamehameha


*Rank 2 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (80 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

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.

#### Death Beam


*Rank 2 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 120 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage

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**.

#### Destructo Disk


*Rank 2 Ki Technique*
___
- **Ki Cost:** 20 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (90 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Omni

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

#### Fissure Slash


*Rank 2 Ki Technique*
___
- **Ki Cost:** Special
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 45 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

Make a massive sweeping blade-like energy attack. Roll a *Blast Attack Roll*
dealing 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**.

#### Furious Demon Barrage


*Rank 2 Ki Technique*
___
- **Ki Cost:** 20 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 90 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage

Let out an immensly disruptive volley of attacks. Roll a *Barrage Attack Roll*
dealing your *Basic Ki Blast Damage Die* + 3d12 *Damage* and gains the *Stunned
Condition* until the end of their next turn on a hit.

#### Galick Gun


*Rank 2 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (150 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam
The user condenses a purple ball in their hands and then fires a beam from it.
Targets in range must make a *Dexterity Saving Throw* dealing 3d8 *Ki Damage* on a
fail, half on a success.

\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

#### Light Grenade


*Rank 2 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (15 foot cone)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

A wide short range blast from cupped hands. 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.

#### Missle Barrage


*Rank 2 Ki Technique*
___
- **Ki Cost:** 15 Ki per ki blast
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage

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.*

#### Riot Javelin


*Rank 2 Ki Technique*
___
- **Ki Cost:** 10 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 15 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

The user creates an energy ball in his hand and then crushes it, enveloping his
hand for a powerful short ranged Blast. Roll an *Blast Attack Roll* dealing 3d12 Ki
Damage on a hit.

\column

#### Scatter Shot


*Rank 2 Ki Technique*
___
- **Ki Cost:** 20 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 90 feet (15 foot radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage

Fire a single energy beam into the air that explodes and rains down a a barrage of
ki bullets down in the area.

Choose a 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.

#### Solar Flare


*Rank 2 Ki Technique*
___
- **Ki Cost:** 12 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (60 foot cone)
- **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 their next turn.

#### Super Explosive Wave


*Rank 2 Ki Technique*
- **Ki Cost:** 30 Ki
- **Prerequisites:** 1 Star in *Explosive Wave*
- **Casting Time:** 1 Action
- **Range:** Self (45 foot radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

Send a massive explosion of energy out in all directions from you. All creatures
within range must make a *Dexterity Saving Throw* or take 4d12 *Fire Damage*, half
on a success.

\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.

#### Angry Shout


*Rank 3 Ki Technique*
___
- **Ki Cost:** 20 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (60 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Omni

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.

#### Big Bang Attack


*Rank 3 Ki Technique*
___
- **Ki Cost:** 30 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 100 Feet (15 foot radius sphere)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

Create a blue orb of energy in front of you before launching it to explode at your
target. Choose a location within 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

#### Black Kamehameha


*Rank 3 Ki Technique*
___
- **Ki Cost:** 35 Ki
- **Prerequisites:** 1 Star in *Dark Kamehameha*
- **Casting Time:** 1 Action
- **Range:** Self (100 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

The form of the kamehameha that Goku Black used.


Targets in range must make a *Dexterity Saving Throw* or take 8d10 *Ki Damage* on a
fail, half on a success.

#### Blaster Meteor


*Rank 3 Ki Technique*
___
- **Ki Cost:** 40 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (50 foot radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage
Surround yourself in a bubble of ki and fire out multiple ki blasts in all
directions. All targets of your choice in range must make a *Dexterity Saving
Throw* or take 4d12 *Ki Damage*, half on a success.

#### Death Ball


*Rank 3 Ki Technique*
___
- **Ki Cost:** Special
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 100 Feet (40 foot radius sphere)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

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

#### Death Saucer


*Rank 3 Ki Technique*
___
- **Ki Cost:** 50 Ki
- **Prerequisites:** 1 Star in *Destructo Disk*
- **Casting Time:** 1 Action
- **Range:** 120 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Omni

A purple frisbee like attack that does less damage than the destructo disk but is
much more controlled.

Roll 2 *Omni Attack Rolls* each dealing 5d6 *Slashing Damage* on a hit, dealing
double damage to structures and *Constructs*.

#### Destructo Disk Barrage


*Rank 3 Ki Technique*
___
- **Ki Cost:** 25x Ki
- **Prerequisites:** 1 Star in *Destructo Disk*
- **Casting Time:** 1 Action
- **Range:** Self (120 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage

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.

#### DIE DIE Missle Barrage


*Rank 3 Ki Technique*
___
- **Ki Cost:** 25 Ki per ki blast
- **Prerequisites:** 1 Star in *Missle Barrage*
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage

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

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fimg00.deviantart.net%2Fe8ce%2Fi%2F2015%2F112%2F9%2Fd
%2Fvegeta_final_flash_by_naboolistyk-
d5z7f5a.jpg&f=1&nofb=1&ipt=999bf506a7a9bd4d6320212555f7f9b09d4b60a182aa4681da8aa4d5
d45f1a61&ipo=imageshttps://s-media-cache-ak0.pinimg.com/736x/4a/
81/79/4a8179462cfdf39054a418efd4cb743e.jpg) {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)
}}

#### Final Flash


*Rank 3 Ki Technique*
___
- **Ki Cost:** 40 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (150 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

The user creates an energy orb in each hand and places them together to fire a
large powerful beam. Targets in range must make a *Dexterity Saving Throw* taking
6d10 *Ki Damage* on a fail, half on a success.

#### Galactic Donuts


*Rank 3 Ki Technique*
___
- **Ki Cost:** 30 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 120 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: 1 Minute (Concentration)
- **Type:** Omni
The user creates a ring construct of ki to restrain the user. One target of you
choice within range must make a *Strength Saving Throw* or be *Grappled* by the
construct, remaking the *Saving Throw* as an *Action* on their turn to escape.
While you are *Concentrating* on this **Tehnique** you may spend 30 **Ki** as an
Action and throw an additional *Galactic Donut*, you may have a nymber of *Galactic
Donuts* created at one time equal to your **Ki Rank.** If a target has more than a
single *Galactic Donut* *Grappling* them, they are *Restrained* for the duration.

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

#### Hellzone Grenade


*Rank 3 Ki Technique*
___
- **Ki Cost:** 10x Ki per ki orb
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 120 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: 1 Minute (Concentration)
- **Type:** Barrage

Select a number of locations in range up to but not exceeding your *Proficiency


Bonus*, for 10 **Ki** per location you may leave behind an orb of ki. At any moment
you may choose to detonate any number of these orbs. All creatures within 5 Feet of
these orbs must make a *Dexterity Saving Throw* or take 3d6 *Ki Damage*, 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 makes one
*Dexterity Saving Throw* for all created ki orbs taking their collective damage on
a fail, halved on a success.

#### Improved Ki-Construct


*Rank 3 Ki Technique*
___
- **Ki Cost:** 20 Ki
- **Prerequisites:** Ki-blade
- **Casting Time:** 1 Action
- **Range:** Self
- **Chargeable?:** :: Yes
- **Duration:** :: Upkeep (8 Ki)
- **Type:** Omni

The user solidifies Ki around their hand, forming the crude shape of a weapon. You
create and wield a unique *Melee Weapon* of your design with the following
statistics:

##### Improved 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* + 2d6 *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*.

\column

#### Infinity Bullet


*Rank 3 Ki Technique*
___
- **Ki Cost:** 12 Ki per attack
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 150 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Barrage

Fire a seemingly endless barrage of individual small ki blasts. 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.

#### Instant Galick Gun


*Rank 3 Ki Technique*
___
- **Ki Cost:** 25 Ki
- **Prerequisites:** 1 Star in *Galick Gun*
- **Casting Time:** 1 Action
- **Range:** 120 feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** beam

Form a powerful but condensed Galick Gun to strike a single target. Make a *Beam
Attack Roll* dealing 6d6 *Ki Damage* on a successful hit.

#### Instant Kamehameha


*Rank 3 Ki Technique*
___
- **Ki Cost:** 25 Ki
- **Prerequisites:** 1 Star in *Kamehameha*
- **Casting Time:** 1 Action
- **Range:** 100 Feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Beam

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.

#### Mouth Cannon


*Rank 3 Ki Technique*
___
- **Ki Cost:** 25 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 45 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

The user fires a beam out of their mouth powered by their own life force. Roll a
*Beam Attack Roll* dealing 6d6 *Ki Damage* on a hit. This attack may be used while
*Grappled, Restrained,* or *Prone*.

#### Paralysis Shocker


*Rank 3 Ki Technique*
___
- **Ki Cost:** 35 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Chargeable?:** :: No
- **Duration:** :: 1 Minute (Concentration)
- **Type:** Omni
Choose a target within range, The target must make a *Strength Saving Throw* or be
*Paralyzed* for the duration. As an Action on their turn, the target may attempt to
make the save again to free themself.

#### Perfect Energy Wave


*Rank 3 Ki Technique*
___
- **Ki Cost:** 30 Ki
- **Prerequisites:** 1 Star in *Max Power Energy Wave*
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

Fire a ferocious beam of energy with the full force of your Ki. Make a *Beam Attack
Roll* dealing a number of d10 equal to your *Wisdom Modifier*.

#### Special Beam Cannon


*Rank 3 Ki Technique*
___
- **Ki Cost:** Special
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (100 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

A very powerful move that resembles a drill. Targets in 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 Destructo Disk


*Rank 3 Ki Technique*
___
- **Ki Cost:** 40 Ki
- **Prerequisites:** 1 Star in *Destructo Disk*
- **Casting Time:** 1 Action
- **Range:** Self (120 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Omni

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*.

#### Super Galick Gun


*Rank 3 Ki Technique*
___
- **Ki Cost:** 35 Ki
- **Prerequisites:** 1 Star in *Instant Galick Gun*
- **Casting Time:** 1 Action
- **Range:** Self (180 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

Charges one of the strongest variants of the Galick Gun. Targets in range must make
a *Dexterity Saving Throw* dealing 8d6 *Ki Damage* on a fail, half on a success.

\page

#### Super Ghost: Guardians


*Rank 3 Ki Technique*
___
- **Ki Cost:** 15x Ki per *Super Ghost*
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self
- **Chargeable?:** :: Yes
- **Duration:** :: 1 Minute (Concentration)
- **Type:** Omni

The user spits out a number of identical ghost versions of themselves up to or


equal to half of their *Proficiency Bonus*, rounded up. These are known as *Super
Ghosts.*

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.

#### Super Ghost: Kamikazi Attack


*Rank 3 Ki Technique*
___
- **Ki Cost:** 15x Ki per *Super Ghost*
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (60 foot)
- **Chargeable?:** :: Yes
- **Duration:** :: 1 Minute (Concentration)
- **Type:** Omni

The user spits out a number of identical ghost versions of themselves up to or


equal to half of their *Proficiency Bonus*, rounded up. These are known as *Super
Ghosts.*

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.*
:
![cat warrior](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%2Fdc9fyym-009265d2-6807-4c33-ba09-5a5869025f18.png%2Fv1%2Ffill
%2Fw_512%2Ch_512%2Cstrp%2Fgotenks_ssj3_render_2__fighterz__by_maxiuchiha22_dc9fyym-
fullview.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
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TgzZWMtMzExZTcyZTgyOTAwXC9kYzlmeXltLTAwOTI2NWQyLTY4MDctNGMzMy1iYTA5LTVhNTg2OTAyNWYx
OC5wbmciLCJ3aWR0aCI6Ijw9NTEyIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnM
iXX0.vkuUxZQbdTQEWbbF4aVNPQY-
14RTAl8LgCY1qEveQ4A&f=1&nofb=1&ipt=e1365b758b86fa541b3c4b3fb7ca9ecd818adb1ffac075db
d999ae0ef20be066&ipo=images) {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

#### Super Kamehameha


*Rank 3 Ki Technique*
___
- **Ki Cost:** 35 Ki
- **Prerequisites:** 1 Star in *Instant Kamehameha*
- **Casting Time:** 1 Action
- **Range:** Self (125 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

An almost planet shattering kamehameha. Targets in range must make a *Dexterity


Saving throw* dealing 8d8 *Ki Damage* on a fail, half on a success.

#### Tribeam
*Rank 3 Ki Technique*
___
- **HP Cost:** 5x HP
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 120 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.

#### Twin Cannon


*Rank 3 Ki Technique*
___
- **Ki Cost:** 45 Ki
- **Prerequisites:** 1 Star in *Instant Galick gun*
- **Casting Time:** 1 Action
- **Range:** 120 Feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Beam

The user fires a purple beam from each hand. 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

### [Rank 4](#p3)

#### Big Bang Final Flash


*Rank 4 Ki Technique*
___
- **Ki Cost:** 90 Ki
- **Prerequisites:** 1 Star in *Big Bang Attack* and *Final Flash*
- **Casting Time:** 1 Action
- **Range:** Self (150 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

The user forms two Big Bang Attacks in his hands and put them together forming a
larger blue version of the Final Flash. Targets in range must make a *Dexterity
Saving Throw* taking 12d12 *Ki Damage* on a fail, half on a success.

#### Big Bang Grenade


*Rank 4 Ki Technique*
___
- **Ki Cost:** 25x Ki per ki orb
- **Prerequisites:** 1 Star in *Big Bang Attack* and *Hellzone Grenade*
- **Casting Time:** 1 Action
- **Range:** 200 feet
- **Type:** Barrage

Select a number of locations in range up to but not exceeding your *Proficiency


Bonus*, for 25 **Ki** per location you may leave behind an orb of ki. At any moment
you may choose to detonate any number of these orbs. All creatures within 10 Feet
of these orbs must make a *Dexterity Saving Throw* or take 5d6 *Ki Damage*, 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.

#### Big Bang Kamehameha


*Rank 4 Ki Technique*
___
- **Ki Cost:** 80 Ki
- **Prerequisites:** 1 Star in *Big Bang Attack* and *Instant Kamehameha*
- **Casting Time:** 1 Action
- **Range:** Self (20 foot cone)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

The user fires a kamehameha through a big bang attack turning it into a shotgun
like attack. Targets in range must make a *Dexterity Saving Throw* taking 12d10 *Ki
Damage* on a fail, half on a success.

\column

#### Burning Storm


*Rank 4 Ki Technique*
___
- **Ki Cost:** 8 Ki per ki blast
- **Prerequisites:** 1 Star in *Ki Blast Barrage* and *Rapid Fire!*
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Barrage

Fire a barrage of individual small ki blasts. 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.

#### Dark Impact


*Rank 4 Ki Technique*
___
- **Ki Cost:** 60 Ki
- **Prerequisites:** 1 Star in *Final Flash*
- **Casting Time:** 1 Action
- **Range:** Self (300 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

Two compressed energy spheres forced together into a devestating beam attack.
Targets in range must make a *Dexterity Saving Throw* taking 12d6 *Ki Damage* on a
fail, half on a success.

#### Destructive Cannon


*Rank 4 Ki Technique*
___
- **Ki Cost:** 50 Ki
- **Prerequisites:** 1 Star in *Burning Attack*
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

Make a large ki ball at your side before launching it at highspeed toward the
opponent. Roll a *Blast Attack Roll* dealing your *Basic Ki Blast Damage Die* +
6d12 *Fire Damage* on a hit.

\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*.

#### Final Kamehameha


*Rank 4 Ki Technique*
___
- **Ki Cost:** 80 Ki
- **Prerequisites:** 1 Star in *Final Flash* and *Super Kamehameha*
- **Casting Time:** 1 Action
- **Range:** Self (150 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

The Super powered combo of Goku and Vegeta’s strongest moves. Two compressed energy
spheres forced together into a devestating beam attack. Targets in range must make
a *Dexterity Saving Throw* taking 12d10 *Ki Damage* on a fail, half on a success.

#### Full Power Kamehameha


*Rank 4 Ki Technique*
___
- **Ki Cost:** 60 Ki
- **Prerequisites:** 1 Star in *Super Kamehameha*
- **Casting Time:** 1 Action
- **Range:** Self (150 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

True to its name this is the strongest pure variation of the Kamehameha. Targets in
range must make a *Dexterity Saving Throw* dealing 12d8 *Ki Damage* on a fail, half
on a success.

\column

#### Galick Kamehameha


*Rank 4 Ki Technique*
___
- **Ki Cost:** 65 Ki
- **Prerequisites:** 1 Star in *Instant Galick Gun* and *Instant Kamehameha*
- **Casting Time:** 1 Action
- **Range:** Self (150 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

This attack fully captures the strengths of both moves. Targets in range must make
a *Dexterity Saving Throw* or take 12d6 *Ki Damage*.

#### Hyper Special Beam Cannon


*Rank 4 Ki Technique*
___
- **Ki Cost:** Special
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** Self (150 foot line)
- **Chargeable?:** Yes
- **Duration:** Instantaneous
- **Type:** Beam

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**.

![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F4c208d33-9bf9-4217-8941-
f9ceac3c8824%2Fdffwmbm-1dc18dbe-b301-4ea3-a465-709ae46a4b04.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzRjMjA4ZDMzLTliZjktNDIxNy04OTQxLWY5Y2VhYzNjODgyN
FwvZGZmd21ibS0xZGMxOGRiZS1iMzAxLTRlYTMtYTQ2NS03MDlhZTQ2YTRiMDQucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.TfAvqPTDP14XLpqeLORMEEZqyj0Wepm4iJIn-
cSSMHc&f=1&nofb=1&ipt=79d1d40a9695147bc9b16148d63fa2ede3e363378169c1140bfe6c234fa05
cb1&ipo=images) {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*.

:
:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fwww.pngmart.com%2Ffiles%2F13%2FGoku-Black-PNG-
Image.png&f=1&nofb=1&ipt=636c071c4cd49b6b491b94eae9e6a8aa09d5bb8b578a306e431ab79f46
e62487&ipo=images) {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

#### Omega Blaster


*Rank 4 Ki Technique*
___
- **Ki Cost:** 75 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 300 Feet (30 foot radius)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Blast

The explosive move of the legendary Broly, throw a marble sized energy blast that
slowly grows before impact. Choose a location within range, all creatures within 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:

##### Spirit Sword


- You are proficient in this *Weapon*
- Melee Attacks and **Melee/Weapon Techniques** with this weapon gain 5 Feet of
*Reach*
- As a Bonus Action while this **Technique** is active, you may increase the
*Reach* of this weapon by an additional 5 Feet by increasing the **Upkeep Cost** by
5 **Ki.**
- 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* + 2d6 *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*.

\page

#### Super Ghost: Kamikaze Guardians


*Rank 4 Ki Technique*
___
- **Ki Cost:** 35x Ki per *Super Ghost*
- **Prerequisites:** 1 Star in *Ultimate Ghost Kamikaze Attack* and *Ultimate
Ghost Guardian*
- **Casting Time:** 1 Action
- **Range:** Self (90 feet)
- **Chargeable?:** :: Yes
- **Duration:** :: 1 Minute (concentration)
- **Type:** Omni

The user spits out a number of identical ghost versions of themselves up to or


equal to half of their *Proficiency Bonus*, rounded up. These are known as *Super
Ghosts.*

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.*

#### Super Ghost: Ultimate Guardians


*Rank 4 Ki Technique*
___
- **Ki Cost:** 25x Ki per *Super Ghost*
- **Prerequisites:** 1 Star in *Super Ghost Guardians*
- **Casting Time:** 1 Action
- **Range:** Self
- **Chargeable?:** :: Yes
- **Duration:** :: 1 Minute (concentration)
- **Type:** Omni

The user spits out a number of identical ghost versions of themselves up to or


equal to half of their *Proficiency Bonus*, rounded up. These are known as *Super
Ghosts.*

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

#### Super Ghost: Ultimate Kamikaze Attack


*Rank 4 Ki Technique*
___
- **Ki Cost:** 25x Ki per *Super Ghost*
- **Prerequisites:** 1 Star in *Super Ghost Kamikaze Attack*
- **Casting Time:** 1 Action
- **Range:** Self (60 feet)
- **Chargeable?:** :: Yes
- **Duration:** :: 1 Minute (concentration)
- **Type:** Omni

The user spits out a number of identical ghost versions of themselves up to or


equal to half of their *Proficiency Bonus*, rounded up. These are known as *Super
Ghosts.*

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.*

:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Forig00.deviantart.net%2Ffdfa%2Ff
%2F2016%2F245%2F9%2F9%2Fsuper_buu_gohan_kamikaze_ghost_attack_by_alexiscabo1-
dag7jfm.png&f=1&nofb=1&ipt=1b01f405c8b17e50672ae05e66420f0d54f943317053960f18200b2c
b34ae83a&ipo=imageshttps://s-media-cache-ak0.pinimg.com/736x/4a/
81/79/4a8179462cfdf39054a418efd4cb743e.jpg) {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

#### Stardust Breaker


*Rank 4 Ki Technique*
___
- **Ki Cost:** 80 Ki
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 20 Feet
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Omni

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*:

- Evil: 30d6 *Ki Damage*


- Neutral: 20d6 *Ki Damage*
- Good: 10d6 *Ki Damage*

#### 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.

#### Ultimate Galick Gun


*Rank 4 Ki Technique*
___
- **Ki Cost:** 60 Ki
- **Prerequisites:** 1 Star in *Super Galick Gun*
- **Casting Time:** 1 Action
- **Range:** Self (200 foot line)
- **Chargeable?:** :: Yes
- **Duration:** :: Instantaneous
- **Type:** Beam

True to its name this is the strongest pure variation of the Galick Gun. Targets in
range must make a *Dexterity Saving Throw* dealing 12d6 *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.

#### Full Power Charge


*Rank 3 Technique*
___
- **Prerequisites:** *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 30 +
*Wisdom Modifier* **Ki** if used as an Action, or 3d10 + *Wisdom Modifier* **Ki**
as an Bonus action.

\page

#### Kamehame HAHA


*Rank 1 Technique*
___
- **Ki Cost:** 10 Ki
- **Casting Time:** 1 Action
- **Prerequisites:** *Kamehameha* or *Kamekameha*
- **Range:** 10 Feet
- **Chargeable?:** :: No
- **Duration:** :: 1 Round
- **Type:** Other

The user starts to charge what appears to be the Kamehameha but instead of a beam a
small explosion of confetti shoots out. 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

Immediately move up to your *Base Movement Speed* without provoking *Attacks of


Opportunity*.
:
:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Fi.pinimg.com%2Foriginals%2F93%2Fed
%2F97%2F93ed97ab6f7a385b1b56dce488361bc5.png&f=1&nofb=1&ipt=3017ece0fb2de13d81c42fa
22a8ea2310681ce5e58b5e5e77b55dfcadabe4098&ipo=images) {width:325px,mix-blend-
mode:multiply}

{{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).

- 16 Strength= 18,000 lbs


- 17 Strength= 19,125 lbs
- 18 Strength= 20,250 lbs
- 19 Strength= 21,375 lbs
- 20 Strength= 22,500 lbs
- 21 Strength= 23,625 lbs
- 22 Strength= 24,750 lbs

#### Maximum Charge


*Rank 4 Technique*
___
- **Casting Time:** Special
- **Prerequisites:** Full Power Charge
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Other

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

#### Minimum Charge


*Rank 1 Technique*
___
- **Casting Time:** Special
- **Prerequisites:** None
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Other

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.

#### Parapara Dance


*Rank 3 Technique*
___
- **Ki Cost:** 35 Ki
- **Casting Time:** 1 Action
- **Prerequisites:** None
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Chargeable?:** :: No
- **Duration:** :: 1 Minute (concentration)
- **Type:** Other

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.

#### Power Up!


*Rank 2 Technique*
___
- **Ki Cost:** 20 Ki
- **Casting Time:** 1 Action
- **Prerequisites:** None
- **Range:** Self
- **Chargeable?:** :: No
- **Duration:** :: 1 Minute (Concentration)
- **Type:** Other

Charge your energy and burst with power. You gain a +1 **Power Bonus** for the
duration.
\column

#### Spirit Bomb


*Special Rank Technique*

The congregation of all living things’ power willing collecting to the call of
another. As an action on your turn you begin to charge energy, calling out to the
universe around you.

The user must roll a d100 to determine how much power is given and how long it
takes to charge the spirit bomb. If the user has some form of way 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 Spirit Bomb


Alternativly, you may absorb the **Spirit Bomb** rather than launch it. Absorbing
the *Micro Spirit Bomb* gives you a choice of the following benefits for the next
minute:
- 50 **Temporary Ki** for each **Ki Rank** of the **Spirit Bomb**
- **Techniques** casted with this **Temporary Ki** ignores *Resistances*
- +1 **Power Bonus** for each **Ki Rank** of the **Spirit Bomb**
- +1 **AC** for each **Ki Rank** of the **Spirit Bomb**

:
Absorbing a *Universal Spirit Bomb* grants you a fourth option:

- You gain 1 **Temporary God Ki**

![cat warrior](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%2Fdcht7n3-5b69e1df-9d93-46a9-8f06-9a3572c7cd1c.png%2Fv1%2Ffill
%2Fw_426%2Ch_568%2Cstrp%2Fgoku___spirit_bomb_render_2_by_maxiuchiha22_dcht7n3-
fullview.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NTY4IiwicGF0aCI6IlwvZlwvODRkYzEzYjctYTJlNy00YjQ1L
TgzZWMtMzExZTcyZTgyOTAwXC9kY2h0N24zLTViNjllMWRmLTlkOTMtNDZhOS04ZjA2LTlhMzU3MmM3Y2Qx
Yy5wbmciLCJ3aWR0aCI6Ijw9NDI2In1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlvbnM
iXX0.Ebze0y2SYu-GMSzYjsUEC5u-
539xyxanNEILUIQwDAI&f=1&nofb=1&ipt=094f73a38347a24039d211fa31e34a6a89d923d81c52267f
91c1226e3d244381&ipo=images) {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

#### Spirit Buster


*Rank 2 Other Technique*
___
- **Ki Cost:** Special
- **Casting Time:** 1 Bonus Action
- **Prerequisites:** None
- **Range:** Self (10 foot radius)
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Other

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.

#### Warp Technique


*Rank 3 Other Technique*
___
- **Stamina Cost:** 3 Stamina
- **Prerequisites:** *Instant Transmission*
- **Casting Time:** 1 Bonus Action, whenever you cast a **Technique** as your
Action
- **Range:** Self (Line of Sight)
- **Chargeable?:** :: No
- **Duration:** :: Instantaneous
- **Type:** Other

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.

### Turtle Style


- **Prerequisites:** Dexterity ≥ 13

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.

### Crane Style


- **Prerequisites:** *Unarmored* **AC** ≥ 14+

The rival style to the Turtle School focusing on defense. Fills their ranks by
targeting the naturally gifted.

- You gain +1 to your **AC** so long as you are not *Surprised.*


- Once per *Short Rest* you may **Block** or **Wild Sense** without expending
**Stamina**.
- You gain a 10 foot *Fly Speed* or increase your current *Fly Speed* by 10 feet.

### Wolf Style


- **Prerequisites:** Dexterity ≥ 15

A lighting fast fighting style based on sharp strikes and battlefield control.

- You gain +15 *Walk Speed*


- When you cast the *Flurry of Blows* **Technique** or a **Technique** with *Wolf
Fang* in the name, increase the *Damage Die* by 1 step.
- +1 *Static Bonus* to *Attack Rolls* when you take the *Attack Action*.

### Demon Style


- **Prerequisites:** Wisdom ≥ 15

The defensive and thoughtful style of Majunior, the son of the Demon King Piccolo.
- You may take the *Dodge Action* as a Bonus Action.
- all **Beam/Barrage Techniques** gain +50% range
- You may add half of your *Proficiency Bonus* to *Concentration Checks*.

\column

### Saiyan Style


- **Prerequisites:** Strength ≥ 15

A ferocious and strength orriented fighting style

- +1 *Static Bonus* to *Unarmed Strikes* and **Melee/Melee Weapon Techniques** that


use your **Strength.**
- **Melee/Melee Weapon Techniques** have their *Damage Die* increased by 1 step.
- Your *Dexterity Modifier* is treated as one lower for **AC** calculation.

### Emperor Style


- **Prerequisites:** Dexterity ≥ 15 and Wisdom ≥ 13

A fighting style made to use fast deadly strikes.


- As an Action, you may make a single *Unarmed Strike* or *Weapon Attack* at
advantage.
- +1 *Static Bonus* to **Barrage Techniques**
- You gain +1 to your **AC** so long as you are not *Surprised.*

### Future Style


- **Prerequisites:** Dexterity ≥ 13, 1 *Martial Weapon Proficiency*

A fighting style based around mixing weapons and ki attacks.


- +2 *Static Bonus* to attack rolls when using a **Simple or Martial Weapon** to
take the attack action
- +1 *Static Bonus* to **Weapon and Blast Techniques**
- If you do a melee weapon attack using a martial or simple weapon that you are
proficient with as your action you can fire 2 ki blasts as your bonus action.

### Magic Style


- **Prerequisites:** **Mysticism/Mysticism: Burst Class Feature**

You can draw the most out of your spells.

- +1 *Static Bonus* to **Spells**


- Choose 1 *School of Magic*; while in this **Stance** the base range of all
**Spells** of this school with a range greater than self or touch by 50%, this can
not be changed later.
- You get 1 *Metamagic Option* of your choice, that cannot be changed later, that
you may only use while in this **Stance.**

\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.

##### Starting Wealth by Class


| Class | Starting Wealth |
|:------------------|:-----:|
| Agent |(5d4 x 10) x 10,000 Zeni|
| Blaster |(4d4 x 10) x 10,000 Zeni|
| Bruiser |(2d4 x 10) x 10,000 Zeni|
| Elite |(5d4 x 10) x 10,000 Zeni|
| Hero |(4d4 x 10) x 10,000 Zeni|
| Martial Artist |5d4 x 10,000 Zeni |
| Mystic |(3d4 x 10) x 10,000 Zeni|
| Prodigy |(2d4 x 10) x 10,000 Zeni|
| Punisher |(3d4 x 10) x 10,000 Zeni|
| Warrior |(4d4 x 10) x 10,000 Zeni|

\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:

##### Ƶeni Conversion


| Currency | Ƶ | CP | SP | EP | GP | PP |
|:-----|:-----|:-----:|:-----:|:-----:|:-----:|:-----:|
| Ƶeni (Ƶ) | 1 | 1/100 | 1/1,000 | 1/5,000 | 1/10,000
| 1/100,000 |
| Copper (CP) | 100 | 1 | 1/10 | 1/50 | 1/100 |
1/1,000 |
| Silver (SP) | 1,000 | 10 | 1 | 1/5 | 1/10 |
1/100 |
| Electrum | 5,000 | 50 | 5 | 1 | 1/2 | 1/20
|
| Gold (GP) | 10,000 | 100 | 10 | 2 | 1 | 1/10
|
| Platinum (PP) | 100,000 | 1,000 | 100 | 20 | 10 |
1 |

### Selling Treasure


Opprotunities aboud to find treasure, equipment, weapons, armor, and more in the
planets that you explore. Normally, you can sell your treasures and trinkets when
you return to a town or other settlement, provided that you can find buyers and
merchants interested in your loot.

**Arms, Armor, and Other Equipment.** As a general


rule, undamaged weapons, armor, and other equipment
fetch half their cost when sold in a market. Weapons
and armor used by monsters are rarely in good enough
condition to sell.

**Magic Items.** Selling magic items is problematic. Finding someone to buy a


potion or a scroll isn't too hard, but other items are out of the realm of most but
the wealthiest nobles. Likewise, aside from a few common magic items, you won't
normally come across magic items or spells to purchase. The value of magic is far
beyond simple gold and should always be treated as such.

\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.

**Trade Goods.** On the borderlands, many people


conduct transactions through barter. Like gems and art objects, trade goods-bars of
iron, bags of salt, livestock, and so on-retain their full value in the market and
can be used as currency.

### [Armor](#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.

#### Armor Proficiency

Anyone can put on a suit of armor or strap a shield to an arm. Only those
proficient in the armor’s use know how to wear it effectively, however. Your class
gives you proficiency with certain types of armor. If you wear armor that you lack
proficiency with, you have disadvantage on any *ability check, saving throw, or
attack roll* that involves **Strength** or **Dexterity**, and you can’t cast
**Spells** or **Techniques**.
#### Armor Class (AC)
Armor protects its wearer from attacks. The armor (and shield) you wear determines
your base Armor Class.

#### Heavy Armor


Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and
freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an
armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a
Strength score equal to or higher than the listed score.

#### Stealth
If the Armor table shows “Disadvantage” in the Stealth column, the wearer has
disadvantage on Dexterity (Stealth) checks.

#### Shields
A shield is made from wood or metal and is carried in one hand. Wielding a shield
increases your Armor Class by 2. You can benefit from only one shield at a time.

#### Half Proficiency Bonus


You add half your proficiency bonus to your AC as long as you have ki. When you run
out of ki, you no longer add half your proficiency bonus to your AC.

**Note:** The half proficiency bonus in question is written into the details of
*Unarmored Defense* features and functions as described above.

##### Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it
offers some protection without sacrificing mobility. If you wear light armor, you
add your Dexterity modifier to the base number from your armor type to determine
your Armor Class.

**Padded Gi:** Your armor is little more than clothing with heavy stuffing in it.
The padding around the joints makes it difficult to make fine movements.

**Light Battle Armor:** Basic and light battle armor guarding bare neccessities.

##### Medium Armor


Medium armor offers more protection than light armor, but it also impairs movement
more. If you wear medium armor, you add your Dexterity modifier, to a maximum of
+2, to the base number from your armor type to determine your Armor Class.

**Medium Battle Armor:**


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

**Medium Elite Armor:** This armor is protective and easy to move in, perfect for a
front line elite.

##### Heavy Armor


Of all the armor categories, heavy armor offers the best protection. These suits of
armor cover the entire body and are designed to stop a wide range of attacks. Only
proficient warriors can manage their weight and bulk.

Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it
also doesn’t penalize you if your Dexterity modifier is negative.

**Heavy Battle Armor:**


Singular durable elastic armor pieces.
**Heavy Elite Armor:**
Plated or scaled body armor made to mold to the body

##### Donning and Doffing Armor


| Category | Don | Doff |
|:----:|:-------------|:-------|
| Light Armor | 1 minute | 1 minute |
| Medium Armor | 5 minutes | 1 minute |
| Heavy Armor | 10 minutes | 5 minutes
| Shield | 1 action | 1 action |

\page

#### Light Armor


{{wide
| Name | Cost | Armor Class AC |Strength|Stealth|
|:------------------|:-----:|:-----------------:|:-----:|:-----------------:|
| Padded Gi | 50,000 Zeni | 11 + Dexterity Modifier + Half
Proficiency Bonus | - |Disadvantage |
| LIght battle Armor | 450,000 Zeni | 12 + Dexterity Modifier + Half Proficiency
Bonus | -| -|
}}

{{wide
#### Medium Armor

| Name | Cost | Armor Class AC |Strength|Stealth|


|:------------------|:-----:|:-----------------:|:-----:|:-----------------:|
|Medium Battle Armor| 500,000 Zeni| 13 + Dexterity Modifier (max 2) + Half
Proficiency Bonus | - | - |
| Medium Elite Armor | 4,000,000 Zeni | 14 + Dexterity Modifier (max 2) + Half
Proficiency Bonus | - | - |
}}

{{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.
}}

:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F
%2Forig00.deviantart.net%2F8d9a%2Ff%2F2018%2F224%2Fa
%2F0%2Ffrieza_army_render_by_maxiuchiha22-
dcjzu5f.png&f=1&nofb=1&ipt=accea9c411e82da393db1c4e8ea95e90172247afa272695cd8018bb3
5ade4328&ipo=images) {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.

#### Weapon Proficiency


Your race, class, and feats can grant you proficiency with certain weapons or
categories of weapons. The two categories are simple and martial. Most people can
use simple weapons with proficiency. These weapons include clubs, maces, and other
weapons often found in the hands of commoners. Martial weapons, including swords,
axes, and polearms, require more specialized training to use effectively. Most
warriors use martial weapons because these weapons put their fighting style and
training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack
roll for any attack you make with that weapon. If you make an attack roll using a
weapon with which you lack proficiency, you do not add your proficiency bonus to
the attack roll.

#### Weapon Properties


Many weapons have special properties related to their use, as shown in the Weapons
table.

##### Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only
if you have ammunition to fire from the weapon. Each time you attack with the
weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver,
case, or other container is part of the attack (you need a free hand to load a one-
handed weapon). At the end of the battle, you can recover half your expended
ammunition by taking a minute to search the battlefield. If you use a weapon that
has the ammunition property to make a melee attack, you treat the weapon as an
improvised weapon (see “Improvised Weapons” later in the section). A sling must be
loaded to deal any damage when used in this way.

##### Finesse
When making an attack with a finesse weapon, you use your choice of your Strength
or Dexterity modifier for the attack and damage rolls. You must use the same
modifier for both rolls.

##### Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy
weapon’s size and bulk make it too large for a Small creature to use effectively.

##### Light
A light weapon is small and easy to handle, making it ideal for use when fighting
with two weapons.

##### Loading
Because of the time required to load this weapon, you can fire only one piece of
ammunition from it when you use an action, bonus action, or reaction to fire it,
regardless of the number of attacks you can normally make.

##### Magazine
If a weapon has the magazine property, then this weapon can be fired a few times
before having to reload. The amount of times you have to shoot will be stated after
the Magazine Property. Once you are out of ammunition, you would use the same rule
as the Loading Property

##### Range
A weapon that can be used to make a ranged attack has a range in parentheses after
the ammunition or thrown property. The range lists two numbers. The first is the
weapon’s normal range in feet, and the second indicates the weapon’s long range.
When attacking a target beyond normal range, you have disadvantage on the attack
roll. You can’t attack a target beyond the weapon’s long range.

##### Reach
This weapon adds 5 feet to your reach when you attack with it, as well as when
determining your reach for opportunity attacks with it.

##### Special
A weapon with the special property has unusual rules governing its use, explained
in the weapon’s description (see “Special Weapons” later in this section).

##### Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged
attack. If the weapon is a melee weapon, you use the same ability modifier for that
attack roll and damage roll that you would use for a melee attack with the weapon.
For example, if you throw a handaxe, you use your Strength, but if you throw a
dagger, you can use either your Strength or your Dexterity, since the dagger has
the finesse property.

\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.

##### Improvised Weapons


Sometimes characters don’t have their weapons and have to attack with whatever is
at hand. An improvised weapon includes any object you can wield in one or two
hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead
goblin.

Often, an improvised weapon is similar to an actual weapon and can be treated as


such. For example, a table leg is akin to a club. At the GM’s option, a character
proficient with a weapon can use a similar object as if it were that weapon and use
his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a
damage type appropriate to the object). If a character uses a ranged weapon to make
a melee attack, or throws a melee weapon that does not have the thrown property, it
also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet
and a long range of 60 feet.

##### Silvered Weapons


Some monsters that have immunity or resistance to nonmagical weapons are
susceptible to silver weapons, so cautious adventurers invest extra coin to plate
their weapons with silver. You can silver a single weapon or ten pieces of
ammunition for 100 gp. This cost represents not only the price of the silver, but
the time and expertise needed to add silver to the weapon without making it less
effective.
:
*Laser Weapons can not be silvered.*
\column

##### Special Weapons


Weapons with special rules are described here.

**Lance:** You have disadvantage when you use a lance to attack a target within 5
feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

**Net:** A Large or smaller creature hit by a net is restrained until it is freed.


A net has no effect on creatures that are formless, or creatures that are Huge or
larger. A creature can use its action to make a DC 10 Strength check, freeing
itself or another creature within its reach on a success. Dealing 5 slashing damage
to the net (AC 10) also frees the creature without harming it, ending the effect
and destroying the net. When you use an action, bonus action, or reaction to attack
with a net, you can make only one attack regardless of the number of attacks you
can normally make.

##### Ammunition
| Ammuniton | Cost |
|:----:|:-------------|
| Arrows | 10,000 Zeni |
| Pistol Magazine | 50,000 Zeni |
| Rifle Magazine | 80,000 Zeni |
| Sniper Magazine | 100,000 Zeni |
| Laser Pistol Magazine | 100,000 Zeni |
| Laser Rifle Magazine | 160,000 Zeni |
| Laser Sniper Magazine | 200,000 Zeni |

![cat warrior](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) {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

| Name | Cost | Damage | Weapon Properties |


|:---|:---|:-----|:---|
|Club | 1,000 Zeni| 1d4 Bludgeoning| Light |
|Dagger| 20,000 Zeni | 1d4 Piercing | Finesse, light, thrown (range 20/60) |
| Greatclub | 20,000 Zeni | 1d8 Bludgeoning | Two-Handed |
| Handaxe| 50,000 Zeni | 1d6 Slashing | Light, thrown (range 20/60) |
| Javelin | 5,000 Zeni | 1d6 Piercing | Thrown (range 30/120) |
| Light Hammer | 20,000 Zeni | 1d4 Bludgeoning | Light, thrown (range 20/60)
|
| Mace| 50,000 Zeni | 1d6 Bludgeoning | - |
| Quarterstaff| 20,000 Zeni | 1d6 Bludgeoning | Versatile (1d8) |
| Sickle |10,000 Zeni | 1d6 Slashing |Light |
|Spear | 10,000 Zeni | 1d6 Piercing | Thrown (range 20/60), versatile (1d8)
|
}}

{{wide
##### Simple Range Weapons

| Name | Cost | Damage | Weapon Properties |


|:---|:---|:-----|:---|
|Pistol| 250,000 Zeni | 1d6 Piercing| Ammunition (range 80/180), light,
loading, Magazine (15)|
|Dart | 500 Zeni | 1d4 Piercing | Finesse, thrown (range 20/60) |
| Shortbow |250,000 Zeni | 1d6 Piercing | Ammunition (range 80/320), two-handed |
| Sling | 1,000 Zeni | 1d4 Bludgeoning | Ammunition (range 30/120) |
}}

{{wide
##### Martial Melee Weapons

| Name | Cost | Damage | Weapon Properties |


|:---|:---|:-----|:---|
|Battleaxe| 100,000 Zeni| 1d8 Slashing| Versatile (1d10) |
|Flail| 100,000 Zeni | 1d8 Bludgeoning | - |
| Glaive | 200,000 Zeni | 1d10 Slashing | Heavy, Reach, Two-Handed|
|Greataxe | 300,000 Zeni| 1d12 Slashing | Heavy, Two-Handed |
|Greatsword |500,000 Zeni | 2d6 Slashing |Heavy, Two-Handed |
|Halberd | 200,000 Zeni | 1d10 Slashing | Heavy, Reach, Two-Handed |
|Lance| 100,000 Zeni | 1d12 Piercing | Reach, special |
|Longsword | 150,000 Zeni | 1d8 Slashing | Versatile (1d10)|
|Maul | 100,000 Zeni |2d6 Bludgeoning | Heavy, Two-Handed |
|Morningstar | 150,000 Zeni | 1d8 Piercing |- |
|Pike | 50,000 Zeni | 1d10 Piercing| Heavy, Reach, Two-Handed|
|Rapier| 250,000 Zeni | 1d8 Piercing | Finesse |
|Scimitar | 250,000 Zeni | 1d6 Slashing | Finesse, Light |
|Shortsword | 100,000 Zeni |1d6 Piercing | Finesse, Light |
|Trident | 50,000 Zeni | 1d6 Piercing |Thrown (range 20/60), versatile (1d8) |
|War Pick | 50,000 Zeni | 1d8 Piercing| - |
|Warhammer | 150,000 Zeni | 1d8 Bludgeoning| Versatile (1d10) |
|Whip | 20,000 Zeni | 1d4 | Finesse, reach |
}}
{{wide
##### Martial Ranged Weapons
| Name | Cost | Damage | Weapon Properties |
|:---|:---|:-----|:---|
|Blowgun| 10,000 Zeni| 1 Piercing| Ammunition (range 25/100), loading |
| Rifle |500,000 Zeni | 1d8 Piercing| Ammunition (range 90/240), Magazine (20),
loading, two-handed) |
| Sniper Rifle | 750,000 Zeni | 1d12 Piercing | Ammunition (range 200/800), heavy,
two-handed, loading, Magazine (6)
| Longbow | 500,000 Zeni | 1d8 Piercing | Ammunition (range 150/600), heavy, two-
handed |
| Net | 10,000 Zeni | - | Special, thrown (range 5/15) | - |
}}

\page

### Laser Weapons


Laser Weapons are made to fight in such a way to bypass through the normal
resistances, making it perfect to fight against those who carry an innnate
resistance against bludgeoning, piercing, and slashing. All laser weapons counts as
martial weapons for the purposes of proficiency and **Weapon Techniques.**

##### Laser Weapons (Martial Melee Weapons)


| Name | Cost | Damage | Weapon Properties |
|:---|:---|:-----|:---|
|Laser Daggers | 40,000 Zeni | 1d4 Radiant | Finesse, light, thrown (range 40/80) |
| Laser Greatsword | 600,000 Zeni | 2d6 Radiant | Two-Handed |
| Laser Halberd | 400,000 Zeni | 1d10 Radiant | Reach, Two-Handed |
| Laser Javelin | 20,000 Zeni | 1d6 Radiant | Thrown (range 60/150) |
|Laser Shortsword | 200,000 Zeni |1d6 Radiant | Finesse, Light |
| Laser Longsword | 300,000 Zeni | 1d8 Radiant | Versatile (1d10) |

##### Laser Weapon (Martial Ranged Weapon)


| Name | Cost | Damage | Weapon Properties |
|:---|:---|:-----|:---|
| Laser Pistol | 500,000 Zeni | 1d6 Radiant |Ammunition (range 80/320), loading,
Magazine (15)|
| Laser Rifle | 1,000,000 Zeni | 1d8 Radiant | Ammunition (range 90/240), Magazine
(20), loading, two-handed)
| Laser Sniper Rifle | 1,500,000 Zeni | 1d12 Radiant | Ammunition (range 200/800),
heavy, two-handed, loading, Magazine (6) |

\column

![cat warrior](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%2Fdclodvb-b361e928-7678-4993-bd6d-3c0bcc7d3ebf.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4MjkwM
FwvZGNsb2R2Yi1iMzYxZTkyOC03Njc4LTQ5OTMtYmQ2ZC0zYzBiY2M3ZDNlYmYucG5nIn1dXSwiYXVkIjpb
InVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.K1Bs6S7yOfE8pz2wu1pevyM0Irdza3L51EV7C75hfX8
&f=1&nofb=1&ipt=7cc4f339a97c8969960e6775aec9669f1fff6e365ff281c13b723bd3578f80ff&ip
o=images) {width:400px,mix-blend-mode:multiply}

{{artist,position:relative,top:0px,left:10px,margin-bottom:-30px
##### Jaco
[Maxiuchiha22](https://www.artstation.com/tahra)
}}

\page

## [Consumables and Restoratives](#p3)


### Sage Water (Ki Potion)
Sage Water is water pulled from the same spring that feeds the great Senzu Orchard.
Drinking this water soothes the soul and restores your Ki points.
{{column
| Size | Cost |Ki Regained|
|:----------|:------:|:-------:|
| Lesser | Ƶ50,000 | 1d6+1 |
| Sage Water | Ƶ500,000 | 2d6+2 |
| Greater | Ƶ2,000,000 | 4d6+4 |
| Superior | Ƶ20,000,000 | 8d6+8 |
| Supreme | Ƶ200,000,000 | 10d6+10|
}}

### Vitadrink (Health Potion)


Made from the extract of Senzu Beans this bitter green beverage heals minor wounds
stabalizes the endangered.

{{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.

After eating a Senzu Bean you gain the following benefits:


- Your HP is restored to full.
- The target's severed body members (fingers, legs, tails, and so on), if any,
are restored so long as they are not scarred over.
- Your Ki is restored to full.
- Your Stamina is restored to full.
- You are healed up to 7 ranks of exhaustion.
- You are fed for 7 days.

Each Senzu Bean you eat after the first before a Long Rest will grant you 1 rank of
Exhaustion that can only be cured from a Long Rest as your body has trouble
withstanding the filling effects of the Senzu Bean

{{column
| Item | Cost |
|:----------|:------:|
| Senzu Bean | Ƶ1,000,000,000 |
}}
:
:
:
:
![cat warrior](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) {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.

**Book.** A book might contain poetry, historical accounts, information pertaining


to a particular field of lore, diagrams and notes on dial contraptions, or just
about anything else that can be represented using text or pictures.

**Caltrops.** As an action, you can spread a single bag of caltrops to cover a 5-


foot-square area. Any creature that enters the area must succeed on a DC 15
Dexterity saving throw or stop moving and take 1 piercing damage. Until the
creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A
creature moving through the area at half speed doesn’t need to make the saving
throw.

**Candle.** For 1 hour, a candle sheds bright light in a 5-foot radius and dim
light for an additional 5 feet.

**Case, Gun Bullets**. This wooden case can hold up to 5 Magazines.

**Case, Map or Scroll.** This cylindrical leather case can hold up to ten rolled-up
sheets of paper or five rolled-up sheets of parchment.

**Chain**. A chain has 10 hit points. It can be burst with a successful DC 20


Strength check

\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 Symbol.** A holy symbol is a representation of a god or pantheon. A Priest


can use a holy symbol as a spellcasting focus, as described in chapter 10 of the
D&D 5th Edition Player's Handbook. To use the symbol in this way, the caster must
hold it in hand, wear it visibly, or bear it on a shield.

**Holy Water.** As an action, you can splash the contents of this flask onto a
creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.
In either case, make a ranged attack against a target creature, treating the holy
water as an improvised weapon. If the target is a fiend or undead, it takes 2d6
radiant damage.
A priest may create holy water by performing a special ritual. The ritual takes 1
hour to perform, uses 250,000 Zeni worth of powdered silver and special salts, and
requires the caster to expend a 1st-level spell slot.

\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.

**Pouch.** A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun


needles, among other things. A compartmentalized pouch for holding spell components
is called a component pouch (described earlier in this section).
**Power Source.** A power source is a special item—a battery, a special dial, an
energy crystal, a fuel rod, or a similar item—designed to channel the power of
abilities and spells. This item functions as an **Arcane Focus** for **Spells**
cast through the *Gadgets* **Class Feature.**

**Ram, Portable.** You can use a portable ram to break down doors. When doing so,
you gain a +4 bonus on the Strength check. One other character can help you use the
ram, giving you advantage on this check.

**Rations.** Rations consist of dry foods suitable for extended travel, including
jerky, dried fruit, hardtack, and nuts.

**Rope.** Rope, whether made of hemp or silk, has 2 hit points and can be burst
with a DC 17 Strength check.

**Scale, Merchant’s.** A scale includes a small balance, pans, and a suitable


assortment of weights up to 2 pounds. With it, you can measure the exact weight of
small objects, such as raw precious metals or trade goods, to help determine their
worth.

**Spellcasting Focus.** A spellcasting focus is an item that is held by some


spellcasters to direct their magical energy through. These can be represented by
different objects such as wands or staffs. Using a Spellcasting Focus grants you a
static bonus +1 to spellcasting.

These can be found in +1 to +3 variants that increase your Static Bonus by an


additional +1 to +3 depending on the bonus.

**Spyglass.** Objects viewed through a spyglass are magnified to twice their size.

**Tent.** A simple and portable canvas shelter, a tent sleeps two.

**Tinderbox.** This small container holds flint, fire steel, and tinder (usually
dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or
anything else with abundant, exposed fuel—takes an action. Lighting any other fire
takes 1 minute.

**Torch.** A torch burns for 1 hour, providing bright light in a 20-foot radius and
dim light for an additional 20 feet. If you make a melee attack with a burning
torch and hit, it deals 1 fire damage.
\page

##### Adventuring Gear


{{column
| Item | Cost |Weight|
|:----------------|:------:|:-------:|
| Abacus | Ƶ20,000 | 2 lb |
| Acid (vial) | Ƶ250,000 | 1 lb |
| antitoxin (vial) | Ƶ500,000 | - |
| Arcane Focus | Ƶ100,000 | 3 lb |
| Attack Cuisine | Ƶ500,000 | 2 lb |
| Backpack | Ƶ20,000 | 5 lb |
| Ball Bearings (bag of 1,000) | Ƶ10,000 | 2 lb |
| Barrel | Ƶ20,000 | 70 lb|
| Basket | Ƶ4,000 | 2 lb |
| Bedroll | Ƶ10,000 | 7 lb |
| Bell | Ƶ10,000 | - |
| Blanket | Ƶ5,000 | 3 lb |
| Block and tackle | Ƶ10,000 | 5 lb |
| Book | Ƶ250,000 | 5 lb |
| Bottle, Glass | Ƶ20,000 | 2 lb |
| Bucket | Ƶ500 | 2 lb |
| Caltrops (Bag of 20) | Ƶ10,000 | 2 lb |
| Candle | Ƶ100 | - |
| Case, Gun Bullets | Ƶ10,000 | 1 lb |
| Case, map or scroll | Ƶ10,000 | 2 lb |
| Chain (10 feet) | Ƶ50,000 | 10 lb|
| Chalk (1 piece) | Ƶ100 | - |
| Chest | Ƶ50,000 | 25 lb|
| Climber's kit | Ƶ250,000 | 12 lb|
| Clothes, Common | Ƶ5,000 | 3 lb |
| Clothes, Costume | Ƶ50,000 | 4 lb |
| Clothes, Fine | Ƶ150,000 | 6 lb |
| Clothes, Traveler's | Ƶ20,000 | 4 lb |
| Crowbar | Ƶ20,000 | 6 lb |
| Fire Explosive | Ƶ500,000 | 6 lb |
| Fishing Tackle | Ƶ10,000 | 6 lb |
| Flask or tankard | Ƶ200 | 6 lb |
| Grappling Hook | Ƶ20,000 | 6 lb |
| Hammer | Ƶ10,000 | 6 lb |
| Hammer, Sledge | Ƶ20,000 | 10 lb|
| Handcuffs | Ƶ20,000 | 6 lb |
| Healers Kit | Ƶ50,000 | 3 lb |
| Holy Symbol | Ƶ50,000 | 1 lb |
| Holy water (flask) | Ƶ250,000 | 1 lb |
| Hourglass | Ƶ250,000 | 1 lb |
| Hunting Trap | Ƶ50,000 | 25 lb|
| Ink (1 ounce bottle) | Ƶ100,000 | - |
| Ink Pen | Ƶ200 | - |
| Ladder (10-foot) | Ƶ1,000 | 25 lb|
| lamp | Ƶ5,000 | 1 lb |
| Lanter, bullseye | Ƶ100,000 | 2 lb |
| Lantern, hooded | Ƶ1,000 | 2 lb |
| Lock | Ƶ100,000 | 1 lb |
| Mess Kit | Ƶ2,000 | 1 lb |
| Mirror, steel | Ƶ50,000 |1/2 lb|
| Oil (Flask) | Ƶ1,000 | 1 lb |
}}

\column

##### Adventuring Gear (Cont.)

{{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

##### Tools (Cont.)


{{column
| Item | Cost |Weight|
|:----------|:------:|:-------:|
| **Gaming Set** | - | -|
| Dice Set | Ƶ1,000 | -|
| Playing Card Set | Ƶ5,000 | -|
| **Musical Instrument** | - | -|
| Bagpipes | Ƶ300,000 | -|
| Drums | Ƶ60,000 | -|
| Dulcimer | Ƶ250,000 | -|
| Ocarina | Ƶ20,000 | -|
| Lute | Ƶ350,000 | -|
| Lyre | Ƶ300,000 | -|
| Horn | Ƶ30,000 | -|
| Pan Flute | Ƶ120,000 | -|
| Shawm | Ƶ20,000 | -|
| Viol | Ƶ300,000 | -|
| **Other** | - | -|
| Navigator's tools | Ƶ250,000 | -|
| Thieves' tools | Ƶ250,000 | -|
| **Scouters** | - | -|
| Tier 1 | Ƶ250,000 | -|
| Tier 2 | Ƶ750,000 | -|
| Tier 3 | Ƶ1,500,000| -|
| Tier 4 | Ƶ3,500,000| -|
}}
:
**Artisan’s Tools:** These special tools include the items needed to pursue a craft
or trade. The table shows examples of the most common types of tools, each
providing items related to a single craft. Proficiency with a set of artisan’s
tools lets you add your proficiency bonus to any ability checks you make using the
tools in your craft. Each type of artisan’s tools requires a separate proficiency.

**Disguise Kit:** This pouch of cosmetics, hair dye, and small props lets you
create disguises that change your physical appearance. Proficiency with this kit
lets you add your proficiency bonus to any ability checks you make to create a
visual disguise.

**Forgery Kit:** This small box contains a variety of papers and parchments, pens
and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary
to create convincing forgeries of physical documents. Proficiency with this kit
lets you add your proficiency bonus to any ability checks you make to create a
physical forgery of a document.

**Gaming Set:** This item encompasses a wide range of game pieces, including dice
and decks of cards (for games such as Three-Dragon Ante). A few common examples
appear on the Tools table, but other kinds of gaming sets exist. If you are
proficient with a gaming set, you can add your proficiency bonus to ability checks
you make to play a game with that set. Each type of gaming set requires a separate
proficiency.

\column

**Herbalism Kit:** This kit contains a variety of instruments such as clippers,


mortar and pestle, and pouches and vials used by herbalists to create remedies and
potions. Proficiency with this kit lets you add your proficiency bonus to any
ability checks you make to identify or apply herbs. Also, proficiency with this kit
is required to create antitoxin and potions of healing.

**Musical Instrument:** Several of the most common types of musical instruments are
shown on the table as examples. If you have proficiency with a given musical
instrument, you can add your proficiency bonus to any ability checks you make to
play music with the instrument. A bard can use a musical instrument as a
spellcasting focus. Each type of musical instrument requires a separate
proficiency.

**Navigator’s Tools:** This set of instruments is used for navigation at sea.


Proficiency with navigator's tools lets you chart a ship's course and follow
navigation charts. In addition, these tools allow you to add your proficiency bonus
to any ability check you make to avoid getting lost at sea or in the stars.

**Poisoner’s Kit:** A poisoner’s kit includes the vials, chemicals, and other
equipment necessary for the creation of poisons. Proficiency with this kit lets you
add your proficiency bonus to any ability checks you make to craft or use poisons.

**Thieves’ Tools:** This set of tools includes a small file, a set of lock picks, a
small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair
of pliers. Proficiency with these tools lets you add your proficiency bonus to any
ability checks you make to disarm traps or open locks.

### Scouters
Using a scouter you can see how many levels in a class with ki they have (or their
CR) and their current Power Bonus. So long as you know their radio frequency you
may speak to anyone else with a Scouter.
#### Tier 1 Scouter

Using this handheld Binocular like device you may search for ki without the feature
as an action.

If you scan someone with more than a +3 Power bonus or 5 levels in a class with Ki
this device explodes.

#### Tier 2 Scouter

Using this headgear like device you may search for ki without the feature as an
action.

If you scan someone with more than a +5 Power bonus or 10 levels in a class with Ki
this device explodes.

\page

#### Tier 3 Scouter

Using this headgear like device you may search for ki without the feature as an
action.

If you scan someone with more than a +7 Power bonus or 15 levels in a class with Ki
this device explodes.

#### Tier 4 Scouter

Using this headgear like device you may search for ki without the feature as an
action.

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

#### Scouter Ranges


- Rank 1 has a range of your current Continent
- Rank 2 has a range of your current Planet
- Rank 3 has a range of your current Solar System
- Rank 4 has a range of your current Galaxy
## [Magic Items](#p3)

### Ultra Divine Water


When you drink this seemingly normal water you immedietly fall unconcious and begin
making death saving throws. If you survive and stabalize yourself naturally then
you gain 2 Training Boons.

### Phoenix Plant


Eating this plant makes you immune to the affects of aging for 50 years.

### Shenron Scale


This is a scale of the eternal dragon Shenron and it reacts when near a dragon
ball. When the user is within 10 miles of a dragon ball the scale will glow
brightly and when focused on the user will know the general direction of the dragon
ball.

### Fruit of the Tree of Might


*Wondrous Item, Legendary*
:
A fruit created by the *Tree of Might*, also known as the Fruit of the Kais.
However growing the tree drains planets out of their energy until nothing is left.
You may as a bonus action eat the fruit, each time giving you 2 **Training Boons**.
You may benefit from eating multiple fruits.

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

### Potara earrings


Earrings of the Kais that allow fusion. The users must wear them in opposite ears,
they are then merged into one entity. When two creatures would put on this matching
set of earrings, they count as being under the Metamorean Fusion Dance Feature as
if they both succeeded the Performance Check.
:
You may put the earring on or switch the ear it is being worn in as a bonus action
on your turn.

- If neither fusee is a *Kai* you defuse after using 60 stamina


- If one fusee is a *Kai* you defuse after using 75 stamina.
- If both fusees are *Kais* you defuse after using 90 stamina.
- If either fusee is a *Supreme Kai* then the effect is permanent and no longer
drains **Stamina** unless undone by way of the dragon balls or similar wishing
abilities.

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

### Kinto'un (Flying Nimbus)


*Requested by @DomDom*

*Can be attuned*

This is a medium sized golden cloud passed on to those with pure hearts. Only those
with a "Good" alignment can ride on this cloud, all others harmlessly pass through.
The Kinto'un has an AC of 15 and 10 HP. It is immune to nonmagical slashing,
bludgeoning, and piercing damage. While being ridden it has a fly speed of 60 feet
and while not being ridden it has a fly speed of 120 feet. The Kinto'un acts on
your turn.

Whenever you mount the Kinto'un you may choose to attune to it. 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.
:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2Ff44da375-7a68-4841-baab-
3585b4a98b47%2Fdboj4vz-61cf61d8-3aaf-4256-a873-95194c06d689.png%2Fv1%2Ffill
%2Fw_1024%2Ch_1280%2Cstrp%2Fvegeku__ex_gogeta__by_ruga_rell_dboj4vz-fullview.png
%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI4MCIsInBhdGgiOiJcL2ZcL2Y0NGRhMzc1LTdhNjgtNDg0M
S1iYWFiLTM1ODViNGE5OGI0N1wvZGJvajR2ei02MWNmNjFkOC0zYWFmLTQyNTYtYTg3My05NTE5NGMwNmQ2
ODkucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9
ucyJdfQ.zI9lRzvf9bX5C72v-
pOvfG09Xij6HQLi_6ehgGcwwxM&f=1&nofb=1&ipt=e8012d05f8202eb971a0870265cf6cac2e2187453
c46a73c5483ffa27dc0a60c&ipo=images) {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

#### Maxi Fusion

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*.

A **Three-Member** *Maxi Fusion* is an *EX Fusion* with the following changes:

- The Fusion has its **Stamina Upkeep** increased by 1


- this increases by an additional 1 for each additional member of the *Maxi
Fusion*
- The Fusion gains a +1 **Power Bonus**
- this increases by an additional 1 for each additional member of the *Maxi
Fusion*
- The Fusion's *Size Category* is one higher then the members of the *Maxi-
Fusion.*
- This increases by an additional *Size Category* for each additional member of
the *Maxi Fusion*
:
:
:
:
![cat warrior](https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fptop.only.wip.la%3A443%2Fhttps%2Fimages-
wixmp-ed30a86b8c4ca887773594c2.wixmp.com%2Ff%2F42785bda-7b6e-46fa-8f19-a16cf95b565b
%2Fdfsccll-bd60e218-00bc-4201-82db-0a19904973db.png%2Fv1%2Ffill
%2Fw_755%2Ch_1058%2Fmaxi_pinich_by_nikolas180_dfsccll-pre.png%3Ftoken
%3DeyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzN
hNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMj
ZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTc5MyIsInBhdGgiOiJcL2ZcLzQyNzg1YmRhLTdiNmUtNDZmY
S04ZjE5LWExNmNmOTViNTY1YlwvZGZzY2NsbC1iZDYwZTIxOC0wMGJjLTQyMDEtODJkYi0wYTE5OTA0OTcz
ZGIucG5nIiwid2lkdGgiOiI8PTEyODAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9
ucyJdfQ.YrW7ndZz1RKNwy23T8z0rZS4KHXrq4d_qtSoCR_nhI0&f=1&nofb=1&ipt=c6ef77e229159fad
34828871f1103d263608c53c10dbfb0bec9c27faf3dd7a7a&ipo=images) {width:300px,mix-
blend-mode:multiply}

{{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:

##### Gift Dragon


*Gift* are true wish granters and as such are heavily tied to the power of their
creator, being unable to pull off feats beyond them. *Gift Dragons* will attempt to
satisfy a wish to the best of their abilities have even been known to warn others
of possible consequences to their wish.

##### Deal Dragon


*Deal Dragons* are much more rare, even among **Wishing Dragons**, allowing them to
take something they view as
an equal deal to perform greater wishes than *Gift Dragons*. *Deal Dragons* are
crafty and almost never tell the user the *complete* truth in regards to the cost,
such as telling the user what they are spending but neglecting to say how
***MUCH***.

\column

#### Black Star Balls


*Black Star Dragon Balls* are an extremely rare and powerful set that result in
excessive amounts of *Negative Energy* but with seemingly no limitations. If the
*Black Star Dragon Balls* are not recollected on the Planet that the wish was made
on before they recharge, the Planet that the wish was made on is destroyed.

#### Super Dragon Balls


The original set of planet sized dragon balls created by the dragon god Zalama.
These orbs are scattered across the multiverse and are said to be able to grant any
wish without limitation.
:
:
:
:

![cat warrior](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/84dc13b7-
a2e7-4b45-83ec-311e72e82900/dcp0y3r-6d86520f-e001-4ff7-8097-ff361da8333e.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzg0ZGMxM2I3LWEyZTctNGI0NS04M2VjLTMxMWU3MmU4Mj
kwMFwvZGNwMHkzci02ZDg2NTIwZi1lMDAxLTRmZjctODA5Ny1mZjM2MWRhODMzM2UucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.nP0jPlTnt5Ri7UkSEwZCdF2bjdFRFD-
P4tM__26u5Zg) {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:

- Bio-Android Options from all canon and official expansion material.

{{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**!

}}

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