D&DBZ Multiverse Expansion By: Joshua Sauceda Find more at Dungeons and Dragon Ball 5e on Facebook or r/DnDBZ5e on reddit (enjoy my random BS lore for fitting things into DBZ where I could)
Table Of Contents Races 3 Nikaling 3 Shinigami 6 Ikarin (Dragneel) 8 Kamado 10 Gemite 12 Therian 13 Lucii (Kingsglaive) 14 Ghoul 15 Ōtsutsuki 17 Fish-men 18 Kryptonian 19 Subraces 22 Jinchuriki 22 Vessal for Rebirth 25 Cainite 27 Saints of Zalama 29 Akuman 32 User of One For All 34 Champion 36 Mako Enhanced (Soldier) 37 Jenova Cells 38 Vongola 39 Special Racial Features 41 Heritages 41 Abilities 45 Powers 49 Dojutsu 52 Items 61 Omnitrix 61 Keyblades 63 Chaos Emeralds 65 Life Fiber Outfits 66 Klyntar (Symbiotes) 67 Chrome Modifications 68 Extra Items 69 Special 70 Spirit Control 70 Haki 71 Breathing Techniques 72 Drive Forms 73 Senjutsu 75 Shadow Clone Technique 76 Flying Raijin 76 Classes 77 The Protaganist 77 The Warrior 79 Techniques 82 Feats 84
Races Nikaling History Long ago there was once a counterpart to a great God of Destruction, his name was Nika and it was said his imagination could create whole worlds and was believed to be so powerful that he tipped the scales of creation too far away from destruction. Nika himself was truly immortal and could not be killed, after a long fight they were however able to lock him in an eternal slumber with his final thoughts being of a power rising to stop them. Due to this his dreams eventually strayed to that thought and due to this rousing need to awaken he dreamt of and in turn created the Nikalings, humanoids born with a fraction of his power. This Race is compatible with Half-Saiyans or as a Subrace for any race where you swap up to 3 racial features as per the Reincarnation rules. Physical Description Born in Nika’s image Nikalings are humanoids only made notable by there near indestructable rubber-like bodies. Society Nikalings tend not to fit into large Societies. They are born overflowing with the joy, curiosity, and drive of the great Joy Boy himself. From the moment they become self-sufficient they tend to leave home with dreams of adventure, never truly knowing what this goal is they are trying to reach even is. Racial Traits Ability score increase Con +2, Dex +2, Int -1 Speed Your movement speed is 30 Languages You can speak common and Celestial Racial Features Rubber Body You gain Resistance to all nonmagical bludgeoning, piercing, and slashing as well as resistance to Force damage. You can’t swim to the strange dense nature of your anatomy. Your melee attacks and techniques gain the reach property. It increases by an additional 5 feet each time your ki rank increases. In addition your jump height/distance is doubled with each ki rank as you use your additional stretch as springs. You gain access to Nikaling Feats Melee Superiority You are naturally adept at hand-to-hand combat. You gain +1 power added to all melee attacks and techniques. This increases to +2 at level 7, +3 at level 13, and +4 at level 19. Gift of Nika The Bloodline of Nika is strong in you and you have access to the Nikaling Power-Up and Transformations as laid out in the Power-Ups and Transformations section. Your creature tag is Celestial. Haki is added to your technique list to learn without a Master. Death Defying The children of Nika survive off of belief and thus only need to believe they will survive to do so. You have advantage on death saving throws and when you take damage at 0 Hp you only receive 1 death saving failure. Flames of the Sun God At level 5 you may replace any physical damage you deal with fire damage. At level 10 this damage ignores resistance. At level 15 this damage treats immunity as resistance.
Rubber Control With this Power-Up you have learned to manually use the rubber qualities of your body to your advantage. These are learned as if techniques. you do not lose access to lower ranks when you learn higher ranks. Rank 1 Melee Power +2 Melee reach +5 feet AC +1 1 Stamina Rank 2 Melee Power +3 Melee reach +10 feet AC +2 Resistance to nonmagical Bludgeoning, Piercing, and slashing If you have resistance already this becomes immunity. 2 Stamina Rank 3 Melee Power +4 Melee reach +15 feet AC +3 Resistance to nonmagical Bludgeoning, Piercing, and slashing If you have resistance already this becomes immunity. 3 Stamina Transformations Breath of Nika (Gear 2) Unlocked at Level 5 You Increase your blood and oxygen flow throughout your body, this causes you to have bright red skin and increased body temperature that even ignites your attacks. This also grants you a large boost in speed and power. +20 Move Speed +2 Power +1d6 fire damage Ki attacks have their damage replaced with fire damage. 2 Stamina NikaNika Mode Obtained at level 15 You have finally unlocked the ability of your ancestor The Great Nika though it’s not perfected yet. When you obtain god ki this ability can be used as a Transformation or a Power-Up. +4 Power +50 Speed You may replace damage you deal with fire damage. Resistance to magical and nonmagical Bludgeoning, Piercing, and slashing If you have resistance already this becomes immunity. You do not provoke Attacks of Opprotunity. 5 Stamina
Joy Boy The truly divine form of Nika himself. This is unlocked with God Ki, if this is obtained before NikaNika Mode you immedietly obtain it. +5 Power +75 Speed You may replace damage you deal with fire damage. Resistance to magical and nonmagical Bludgeoning, Piercing, and slashing If you have resistance already this becomes immunity. You do not provoke Attacks of Opprotunity. 5 Stamina Feats Bounce Man Requires Gear 2 and Rank 2 Armament Haki. You may activate Armament Haki using the Transformation Slot of Gear 2 for an additional 1 stamina per round. This Transformation is called “Bounce Man” . (Using any Rank of armament Haki with gear 2 counts as Bounce Man) Snake Man Requires the “Bounce Man” Feat and rank 2 Rubber Control. As an action while you are in Bounce Man and you have Rubber Control active you may spend an additional 1 stamina per round to merge Rubber Control into your Bounce Man Transformation creating “Snake Man” . (Using any Rank of Rubber Control with Bounce Man counts as Snake Man) Joy Boy Reborn You have become the living incarnation of Joy Boy himself. You may use Joy Boy as a transformation or a powerup.
Shinigami This can be taken as a full race or as a subrace for any base race, swapping up to 3 base racial features for features from this race. History Long ago there was a champion of the Kaio-Shin that fell to earth while battling the destruction caused by the first Mashin-Jin, Sesa. Bloody and tired he dropped his sword and fell before a young man by the name of Ichigo. The young man was confused and frightened but grabbed the fallen sword without hesitation in defense of the strange warrior when the first demon himself appeared. The young man was sadly no match and fell to the Mashin-jin and he was followed soon after by the Champion who sang his praises to the Gatekeeper of Otherworld and earned the young man a place in the heavens as a warrior of the gods. Many eons have passed sense then and generations of Shinigami have joined the ranks of the Otherworld Society. On rare occasions these warriors are allowed to return to the world of the living and through this their abilities have fostered in rare bloodlines throughout the universe. Physical Description Shinigami come in all shapes and sizes as any soul may be eligible to join their ranks and their unique bloodline in the mortal realm has been spread far and thin across the galaxy. Society In the otherworld Shinigami act as a sort of police force and defenders of the gods and are seen a rank of importance higher than the ogres of otherworld. Mortal born Shinigami are born with incredible Ki energy output and an almost innate since of seperation from others of their species. Racial Traits Ability score increase Wis +2, Int +2, Con -1 Speed Your movement speed is 30 feet Languages You can speak common, infernal, celestial Racial Features Weapon Mastery You gain proficiency with Martial Weapons and can use them in place of unarmed strikes for melee techniques. Otherworldly Heritage Your creature tag is either fiend or celestial granting you resistance to Necrotic or Radiant Damage respectively depending on your alignment (choose if neutral). You have resistance to nonmagical bludgeoning, piercing, and slashing damage as you exist partially in the spiritual realm. If you have the embodied spirit condition and are in the physical world your stats are not halved. Spiritual Nature Whenever you Block you may spend double stamina to cause the attack to pass harmlessly through you. You gain proficiency in the Spirit skill. If you have proficiency already it becomes expertise. You begin with the Sense Ki Heroic Feature. Zanpakto You gain a Magical Silver Longsword with the versatile property. You may stow this weapon in a small pocket dimension or draw it from it as an action. This sword becomes a +1 at level 5, +2 at level 10, and +3 at level 15. At level 5 you gain access to the Shikai Power-Up and at level 10 you gain access to the Bankai Transformation. Hollowed Soul Due to your spiritual nature you are susceptible to the darkness that lies in the soul to take over. You gain access to Shinigami Feats. Power-Ups and Transformations You gain these features at their listed levels. Shikai Power-Up Shikai, or Initial Release, is the second form (First upgraded form) of a Zanpakutō. In order for a Shinigami to active his or hers Shikai they must learn the name of their Zanpakutō. (Level 5) You may choose change the weapon that your zanpakto becomes, this can not be changed later. Regardles, it gains an additional +1 to attack and damage rolls. You gain 1 “Power” from the Optional Racial Features chapter while this is active, this does not count towards your number of powers. You can not change this later You gain +1 Power 2 Stamina
Bankai Transformation Bankai, or Final Release, is the second and final upgrade for a Zanpakutō. To achieve the level of Bankai one must summon and subjugate their Zanpakutō spirit. This process is opposite of the way a Shinigami would obtain Shikai, as the Shinigami must force the Zanpakutō to manifest in the real world as opposed to conversing with them in their inner world. Usually it would take a Shinigami ten years to reach this level, and even more years to master it. (Level 10) Your zanpakto has it’s damage die increased to 1d12 If it is higher already it is increased by 1 step You gain 1 “Power” from the Optional Racial Features chapter while this is active, this does not count towards your number of powers. You can not change this later +2 power +30 movement speed 3 Stamina Feats The Hallowing You have felt the hallowing, a terrible struggle when a spiritual entity begins to become corrupted. You are holding off the worst of the darkness, for now. You gain the Hallow Mask Power-Up. Hallow Mask You wear the mask of your dark half, empowering you with demonic energy +1 Power +15 Speed +1d4 damage 1 stamina Alignment goes down a step and you become a fiend Power-Up Demon Mode You have embraced your hallow mask and cant briefly take on a complete demon transformation. You gain the Vasto Lorde Transformation. Vasto Lorde +3 Power +30 Speed Your Zanpakto damage goes up by 1 step 3 stamina Alignment goes down a step and you become a fiend. Zanpakto Syncronization Requires Bankai to learn You have merged yourself body and mind with your zanpakto and have achieved the truest state for a shinigami. You gain the Mangetsu Transformation. Mangetsu Fused spiritually and physically you and your zanpakto are one. +2 Power +30 Speed Your Zanpakto deals an additional 2 damage dice 3 stamina Dual Zanpakto You gain an additional zanpakto that you may draw and stow at the same time as your original. Constant Shikai Requires “Bankai” Your masterery over your zanpakto allows you to manifest your Shikai Abilities without having to actively manifest it. You may as a bonus action change your Zanpakto between it’s normal form and it’s altered form (without the bonus to hit or Power Bonus). You also gain access to your Shikai’s “Power” while not having it activated, this does NOT count towards your maximum number of Powers. Master Shinigami Requires “Zanpakto Syncronization” and “Dual Zanpakto” You can now merge or seperate your zanpakto as a bonus action. This new Zanpakto has the following features: Damage die becomes 3d12 +4 magical weapon +10 foot range This weapon crits on a 19 or 20.
Ikarin (Dragneel) History Long ago there was a young Icarus who had yet to learn to fly, this however did not stop him from trying and falling to the mountains below. While hunting and growing his strength to attempt to fly once again he saw a beautiful woman walking along the trail. The young dragon was so enamored that he scoured the globe for a way to be with her, eventually finding the mythical dragon balls and wished for a human body. The now human returned for his love. This draconic bloodline was strong and spread far and wide across the world and occasionally this heritage shows up in magnificent displays of physical and magical abilities. This can be taken as a full race or as a subrace for any base race, swapping up to 3 base racial features for features from this race. Physical Description Ikarin blood is most common in humans but could find its way into any bloodline. Racial Traits Ability score increase Con +2, Chr +2, Int -1 Speed Your base movement speed is 30 feet Languages You know Common and Draconic. Racial Features Draconic Lineage The blood of Icarus flows strongly in your veins. Your creature tag becomes draconic. You gain access to the Dragon Blood transformations Draconic Magic You gain access to learning the Draconic Magic PowerUps. You gain resistance to damage types from Draconic Magic damage types that you know and when you are hit with a technique or spell that deals that damage type you restore stamina equal to (2* technique rank) or the spell level. Draconic Resistance You gain advantage on all spell saving throws. Draconic Stamina You gain an additional +1 Stamina every time you level up. Draconic Ability Your Stat cap is increased by 4.
Draconic Blood You can call upon your draconic nature to boost your abilities and grows scales to protect yourself. When this form increases in Rank you lose access to previous Ranks. You gain access and level up this transformation at the listed levels. Rank 1 (level 5) Grow scales, fangs, and claws. +1 Power +1d6 damage +1 AC 2 stamina Rank 2 (level 10) Your arm is now draconic and you have grown a dragon wing. +2 Power +1d8 damage +2 AC +30 foot walk/fly speed 3 Stamina Rank 3 (level 15) You have 2 wings and both arms are draconic. +3 Power +1d10 damage +3 AC +60 foot walk/fly speed 4 Stamina Draconic Magic At level 1, 7, 13, and 19 you choose a Dragon type from the following list. You learn “Dragon Magic- LV 1” using it’s associated damage type. You may Rank this PowerUp up like a technique, replacing the level you have with the next level. Each time you gain a new type of dragon magic you gain a new instance of “Dragon Magic- LV 1” for that dragon type. While you have a Dragon Magic Power-Up active you gain additional stamina back when hit by those damage types equal to the LV of the dragon magic active. Red- Fire White- Cold Black- Acid Blue- Lightning Green- Poison Crystal- Radiant Emerald- Psychic Sapphire- Thunder Topaz- Necrotic Dragon Magic- LV 1 Change your energy into that of your draconic magic. +1 Power +1d4 damage of the associated damage type 1 Stamina Dragon Magic- LV 2 Change your energy into that of your draconic magic. +2 Power +1d6 damage of the associated damage type +5 Movement Speed 2 Stamina Dragon Magic- LV 3 Change your energy into that of your draconic magic. +3 Power +1d8 damage of the associated damage type Techniques instead have their damage types replaced with the associated damage types +10 Movement Speed 3 Stamina Dragon Magic- LV 4 Change your energy into that of your draconic magic. +4 Power +1d10 damage of the associated damage type Techniques instead have their damage types replaced with the associated damage types +15 Movement Speed 4 Stamina Feats Dragon Magic Awakening May be taken once per Ki Rank You gain gain “Dragon Magic LV 1” for a dragon magic type that you have not already chosen. Draconic Magic Mixing Requires morer than 1 type of Dragon Magic When you take this Feat choose 2 types of Dragon Magic that you know, you may have “Dragon Magic” Power-Ups active for those types using the same PowerUp Slot. This Feat may be taken again as long as a new combination can be made.
Kamado History A rare bloodline capable of using a divine breathing technique to add the energy of the sun behind their attacks and the best are supposedly able to see the weak points on anyone’s body. Physical Description Kamado blood is most common in humans but could find its way into any bloodline. This can be taken as a Sub-race replacing any number of racial features with features from this race. Racial Traits Ability score increase Wis +2, Dex +2, Con -1 Speed Your base movement speed is 30 feet Languages You know Common and 1 more of your choice Racial Features Melee Technique Proficiency Whenever you learn a melee technique it gains 1 star immediately. Hinokami Kagura The Kageyama Clan are masters of Sun Breathing, a breathing technique that can stop the body from tiring and add the heat of the Sun behind your attacks. You gain access to the Sun Breathing Forms Power-Ups. You learn Sun Breathing as if it’s a technique without replacing lower forms. You may activate this Power-Up with Concentration to half the stamina cost per round and not take up your Power-Up Slot. If you lose Concentration you are stunned until the start of your next turn as you fight to realign your breathing. Transparent World You gain access to the Transparent World Power-Up. You gain access to higher ranks of this by upgrading it like a technique and replacing the lower version. Survivability When you are at zero hp and not stable you may spend 10 stamina to instantly stabilize yourself or any amount up to 9 stamina to gain a bonus to your death saving throw equal to the stamina spent. Demon Slayer’s Mark You gain access to the Demon Slayer’s Mark Transformation. Sun Breathing Forms Rank 1 +1 Power +1 to Saving Throws +1d4 Radiant Damage +10 move speed 2 Stamina Rank 2 +2 Power +2 to Saving Throws +1d8 Radiant Damage +20 move speed 4 Stamina Rank 3 +3 Power +3 to Saving Throws +1d12 Radiant Damage +30 move speed 6 Stamina Rank 4 +4 Power +4 to Saving Throws +2d8 Radiant Damage +40 move speed 8 Stamina
Transparent World Your senses are so sharp you can slightly glimpse past the veil and see through people and objects, this allows you to see weak points and vital spots in the body. You unlock this ability at level 5 and it upgrades to the next rank at levels 10, 15, and 20. Rank 1 +1 to critical threat range +1 AC 2 Stamina Rank 2 +2 to critical threat range +1 AC 3 Stamina Rank 3 +2 to critical threat range +2 AC 4 Stamina Rank 4 +3 to critical threat range +2 AC 5 Stamina Demon Slayer Mark The strongest of the Kamados can manifest a marking on their body and power themselves up massively. This ability is unlocked at level 10 and increases in power at levels 15 and 20. Stat bonuses gained through this transformation ignore stat caps. Rank 1 Increase your Str and Dex by 2 +20 Movement Speed 1 Stamina Per Round Rank 2 Increase your Str and Dex by 4 +30 Movement Speed You may make an additional attack as part of the attack action 2 Stamina Per Round Rank 3 Increase your Str and Dex by 6 +40 Movement Speed You may make an additional attack as part of the attack action 3 Stamina Per Round Feats Kamado Skill Combination Requires Sun Breathing and Transparent World at Rank 3 You may use Sun Breathing and Transparent World in the same Power-Up Slot Skills of the Hashira Requires Rank 2 Demon Slayer Mark You may activate “Demon Slayer Mark” as a Transformation or a Power-Up.
Gemite History Gemites are sentient crystals that can produce bodies made out of light. The more pure and strong the crystal, the higher in the society you stand. Gemites have a long history of traveling to planets to grow new gems in the crust, destroying the planet in the proccess. In certain galaxies and universes gemites have learned to help the universe around them to be given safe spaces to grow. Physical description The bodies of gemites are made from thier will and determination and as such are as varied and complex as any race in the multiverse. Ability Score Improvement Any 2 ability scores +2, any 1 score -1 Racial Traits POOF! If you hit 3 death saving throws your body poofs away leaving your gem behind. You are not dead unless your gem takes 100 Damage. You reform with a look of your choice after 24 hours. Gem Weapon Choose any weapon type of your choice. At level 1 you may create a magical construct of your weapon as a bonus action on your turn. You can not be disarmed of this weapon by any means. At levels 3, 7, 11, 15, and 19 this weapon gains a +1 to attack and damage rolls. If you choose a shield it gains the thrown (30/90) and returning properties and the bonus to attack becomes a bonus to AC. Gem Resistance You have Resistance to nonmagical slashing, bludgeoning, and piercing damage. Light Construct Your body is made of light and therefore the only mass is the gem itself, because of this you only weigh around 5 pounds. You also do not age and do not need to eat or sleep. You do however need a resting period of 4 hours that is spent doing no more than light activity to benefit from a long rest. Gem Type Your type of gem affects your abilities. At level 1 choose your gem type from the following: Quarts You gain the lay on hands feature as if you were a paladin of equal level to you. Garnet As a reaction when you take damage, you may spend stamina and reduce the damage by 1d12 per stamina spent. Pearl Whenever you learn a melee technique it gains 1 star instantly. Amethyst You gain the druids wild shape feature as if you were circle of the moon druid of equal level to you but your beast shapes do not get their own unique health pool and you revert to normal and drop to 0 HP if you hit 0 hp while transformed. Jasper Your Natural AC calculation begins at 13.
Therian Therians may benefit from subraces and optional race features like humans. Ability Score Improvement +2 to any two ability scores and -1 to any one ability score of your choice Size Your size is either medium or small Speed Your speed is 40 feet if you are small and 30 feet if medium Racial Features Homing Attack/Spin Dash As an action you can spend 3 stamina choose to do a homing attack, curling into a ball or darting at sonic speeds, firing toward a targeted enemy. Make a melee attack roll to a target within your maximum move speed dealing 1d10 per 10 foot moved. Alternatively you may Homing Attack as an action and move as if dashing and deal 1d6 per 10 foot moved. Chaos Energy Replace this feature with EITHER 1 Ability or 2 Powers. These do not count toward your maximum amount of Abilities or Powers. Fast and Nimble By spending 1 Stamina you can dash, dodge, or disengage as a bonus action. Animal Athleticism You gain an additional 2 stamina each time you level up. Area of Expertise Choose 1 stat, it’s stat cap it’s maximum is increased by 6. Therianthrope Examples This is the animal you are based on. You gain a bonus feature depending on your species. Hedgehog Small Your movement speed is increased by 10 feet and if you use stamina for more movement speed that added speed is doubled. Lion Medium As an action on your turn you inhale a vortex of air to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Echidna Small You may choose 1 type of technique from melee, beam, blast, barrage, or omni. Whenever you learn techniques of that type they immedietly gain 1 star. You may not change this choice later. You gain a burrow speed of 15 feet. Fox Small You have 2 tails and have learned to use it to fly. You gain 15 feet fly speed per ki rank. Chameleon Small For 2 stamina you may cast the invisibility spell on yourself as a bonus action. Armadillo Small Your Natural armor calculation is increased by an amount equal to your half of your proficiency modifier rounded down. Bear Medium Your unarmed strikes have their damage die increased by 2 stages and can deal slashing damage. Crocodile Medium You gain a swim speed of 45 feet and have advantage against strength checks underwater. You can hold your breath a number of hours equal to your Con mod.
Lucii (Kingsglaive) Taken as an alternate Human Race or a subrace for any race where you choose 3 features to trade with your base race’s. History Those with the magical blood of the kings that grants them natural magic and the ability to create magical weapon constructs. Physical Description Usually human in appearance Lucii can be any speciecs but all possess glowing Violet eyes when they use their magic. Racial Traits If used as your primary Race. Ability Score Improvement +2 Con, +2 Chr, -1 Dex Speed 30 foot walk speed Languages Common and 2 other of your choice Racial Features Royal Arms At level 1 and everytime you rank up choose any 1 martial or simple weapon. You can conjure a magical version of this weapon for 1 minute for 1 stamina. Summoning this weapon requires a bonus action and it can be stowed and summoned within that minute for free as a flourish. You may bond to a weapon over 8 hours to attune it to this feature and summon it instead, you may bond with a new one to replace an old one. If the weapon has the Ammunition Property than you may create magical ammo for 1 ki point a piece while ignoring any reloading property. You also gain access to the Armiger Power-Up. Royal Magic You gain access to 1 school of magic of your choice and can learn spells from it as if they are technique. You may not learn a spell level higher than your proficiency modifier. Casting spell costs stamina equal to the spell level cast. Constitution is your modifier for these spells. If you gain access to spells through “Mysticism” or similar features these spells also use Constitution. Royal Talent You gain Proficiency in all weapons and armors. Power-Up Mastery Power-Ups take 1 less stamina to maintain (minimum 1) Magic Supremacy You gain +1 Power to all magic casted, this increases by 1 each time you Rank-Up. Armiger All of your weapons from Royal arms float around you and you may attack with any of them each time you attack. Gained at level 5. +2 Power +30 foot fly speed 3 Stamina per round
Ghoul Ghouls are a carnivorous and cannibalistic humanoid species that are only able to feed on the flesh of humans and other ghouls. They are as close to humans as possible: they normally display the same attributes; the same physical appearance and intelligence as a human with the main exception being their inner biology, mentality, and diet. Through rare circumstances any humanoid creature can be transformed into a ghoul hybrid through a process known as ROS, or “RC cell over-secretion disease” . If this is taken as a subrace you gain the abomination tag on top of any others you have and you gain the “Ghoulish Anatomy” feature and up to 2 other features from the Racial Feature section. Additionally ignore the Racial Traits unless ghoul is your primary race. Racial Traits Ability Score Improvement +2 Con, +2 Str, -1 Wis Speed 40 foot walk speed Languages Common and 2 others of your choice Racial Features If Ghoul is taken as your primary race you gain Ghoulish Anatomy and 3 others of your choice from Ghoul as well as 1 racial feature from another race (this choice determines what you look like visually). Ghoulish Anatomy You can not eat normal food and violently vomit when attempting to, other than coffee beans and extracts made from it. You survive off of a very specific enzyme produced in the flesh of life forms with higher thought. Once a month you must consume 100 pounds of flesh from a creature with an intellegence score of 8 or higher. You gain 1 stacking Rank of Exhaustion each month that you do not eat. This exhaustion can not be removed by means other than consuming at least 100 pounds of this flesh which removes 1 rank per 100 pounds. If the flesh that is eaten if from a creature with the abomination tag you remain fed for 2 months and remove 2 ranks of hunger based exhaustion. If the flesh is specifically from another ghoul you can choose to gain 1 ghoul racial feature that they have and you do not(Each “Kagune” counts as a different feature). is exempt from that rule. You may benefit from this a number of times equal to half of your proficiency modifer rounded up. Ghoulish Power Your Unarmed Strikes have their damage die increased by 1 stage. Ghoulish Resistance You have advantage on death saving throws. Ghoulish Regeneration You can heal yourself as an action 1 HP for every 1 Ki you spend. Kagune This feature can be taken twice per kagune type. You can excrete and harden your RC Cells into appendages called Kagune. When you take this feature you chose 1 from the following list. Specific Kagune can be upgraded if you gain this feature another time and choose it again. Ukaku (Feather-Red) Blade-like Kagune shoot from your upper shoulders designed for defense from ranged combat with midrange attack. When you make take the attack action you can instead make an Ukaku attack. Ukaku act as unarmed attacks dealing slashing damage equal to 1 damage die less than your unarmed strike. You make 1 additional attack than you make with the attack action including extra attack. You may attack enemies 15 feet away without disadvantage or 10/20 feet with disadvantage If you enhance this kagune you make an additional attack with this each time you gain the extra attack feature when making Ukaku attacks and can make attacks within 10 feet of you without disadvantage.
Koukaku (Shell-Red) Released from below the shoulder blades Koukaku are heavy, strong, and destructive at close range. Partially covering the body, Koukaku are defensive and slow. You gain the Koukaku Power-Up. +1 AC +1 power to melee attacks and techniques You may make an unarmed strike a Koukaku attack, increasing the damage die by 1 step. 2 Stamina If you Enhance this Kagune the bonuses to AC and Power become +2. Rinkaku (Scale-Red) Sprouting from the waist your Rinkaku is powerful and boasts increadible regeneration. You gain the Rinkaku Power-Up. 1d8 Hp regen at the start of your round As an action you may make a Rinkaku attack. Make an unarmed strike against a target in range, ending their current Power-Up on a hit. 2 Stamina If you enhance this Kagune the HP regen becomes 1d10 and you can end your choice of an active PowerUp or Transformation on the target when hit. Bikaku (Tail-Red) Bikaku Kagune typically has a tail-like appearance and is released around the tail-bone/coccyx. It is good for medium-distance attacks and has decent offense, defense, and speed. Thus, they have no notable strengths or weaknesses like the kagune based on other Rc types, meaning the kagune itself is treated as a surprise “trump card. ” The number of tails a bikaku user can create is usually one, but some can create more. You gain the Bikaku Power-Up. +2 Power 2 stamina If this is enhanced the power bonus becomes +4. Feats Chimera Requires 2 types of Kagune You can use 2 types of Kagune together much easier. You may use any 2 Kagune of your choice in a single Power-Up slot. This combination can not be changed later. Fasting You can last twice as long before taking exhaustion from hunger.
Ōtsutsuki The Ōtsutsuki are an ancient clan of horned celestial aliens. As a parasitic species they have spent thousands of years traversing the cosmos in order to carry out the Ōtsutsuki Will, a doctrine which dictates that clan members consume the life energy and genetic material of other worlds in order to continuously evolve, with the ultimate goal of attaining godhood. Many Ōtsutsuki have rebeled against this doctrine and traveled the cosmos to live free lives. Racial Traits You gain the Abberation creature tag. Ability Score Improvement +2 Con, +2 Wis, -1 Strength Speed 30 foot walk speed Languages Common, Celestial, and 1 other of your choice Racial Features When you choose this as your race you pick 5 Racial features, if this is taken as a subrace then you can trade up to 2 of your races traits with this races. Natural Dojutsu Can be taken up to 3 times if main race or 1 time if Subrace You gain 1 Dojutsu of your choice. Celestial Reserves Can be taken up to 2 times if main race or 1 time if Subrace You gain +3 ki everytime you level up. Uneaerthly Stamina Can be taken up to 2 times if main race or 1 time if Subrace You gain +2 Stamina everytime you level up. Shikotsumyaku You can turn your bones into weapons. You may replace your ki blasts with bones shards, changing their damage to magical piercing damage. You may as a bonus action on your turn spend 2 stamina to grow bone armor, increasing your AC by your constitution mod. You must pay this stamina again at the start of each turn you keep it active. You may create any Simple weapon out of bone for 1 stamina or a martial weapon out of bone for 3 stamina. They fall apart after 1 hour. Kama Mark You have the ability to leave a Seal of Rebirth on a creature of your choice. If you ever die and someone with your seal reaches the same ki rank as you then you may make a monthly contested wisdom check to overtake their body. If at any point they go berserk using the “Seal of Rebirth” after you have died you gain control of them for the duration of the Berserk Condition. You may place a number of Kama Marks equal to half of your proficiency modifier rounded down. You may only have 1 “active” seal to reincarnate into at any point in time, you choose when you place it if it is active or inert. If your active seal bearer dies then a random inert seal will become active if you have them. Half-ōtsutsuki While not recommended it is possible for a ōtsutsuki subrace to gain the 3 Great Dojutsu Heritage. This can only result in one of the following options depending on if they have the Natural Dojutsu feature: No prior dojutsu Functions as normal. Sharingan Choose 1 of the following A) Can replace their sharingan with a Rinnegan of equal tomoe and gain an additional 3 rinnegan abilities. B) You function as having the Eternal Mangekyou as soon as you acquire the Mangekyou. Byakugan You may advance to the Tensiegan. Rinnegan You may gain 3 additional rinnegan abilities. Jōgan You gain 3 Rinnegan Abilities other than “6 Paths of Pain”, “Tomoe”, or “Rinne-Summoning” that can be used while your Jōgan is active Tenseigan You gain 3 Rinnegan Abilities other than “6 Paths of Pain”, “Tomoe”, or “Rinne-Summoning” that can be used while your tenseigan or tenseigan chakra mode are active Ōtsutsuki Will induced Evolution Anyone with sufficient knowledge could use the body of an Ōtsutsuki as if it were a Tree of Might Seed
Fish-Men Fish-men are more fish-like than merfolk, usually looking like a combination between a man and a fish or other aquatic creature, such as an octopus, manta ray, or sawshark; however, they still have legs (in fact, Decken has four). They also have gills between their shoulders and necks, sometimes covered by their clothing, as well as often having webbed hands. Depending on species, they may have multiple limbs (mainly extra arms). Racial Traits Ability Score Improvement +2 Con, +2 Str, -1 Int Speed 30 foot walk/swim speed Languages Common and 1 other of your choice Racial Features Choose 5 of the following as long as Aquatic Soul is taken. Aquatic Soul Your aquatic nature has altered your body as well as your natural energy, you can breath air and water as well as communicate with fish telepathically within 30 feet. You can replace your damage for melee attacks, ki blasts, and techniques with your choice of one of the following: Lightning damage Poison damage Cold damage Wild Endurance You are naturally long winded to help you swim for long periods of time. You gain +2 Stamina everytime you level up. Energy Recovery In the animal kingdom those that recover faster survive. Whenever you regain ki through any means you always regain the maximum amount possible. Natural Haki Capability Can be taken 3 times. At level 1 choose 1 Branch of Haki, it is added to your technique list without being taught. Ravenous Energy When you deal damage with a ki technique or an Evocation spell, reduce the target’s stamina by 2 times the technique rank or equal to the spell level and you gain that amount as temporary stamina for a minute. Hardened Exterior Your scales are harder than steel. Increase your AC by an amount equal to your ki rank. Predator Mode You can draw on your animal side to become a bigger, more ferocious, and animalistic form. You gain this transformation at level 5. Your predator form can be upgraded like a technique up to 3 times increasing it’s Power Bonus, damage die, or AC Bonus by +1 each time. predator mode Unlocked at level 5 +1 power +1d4 damage +1 AC 3 stamina
Kryptonians History In each of the main universes, the aspects of the Kryptonian culture had differences, but in all it is accepted that Kryptonians are a highly technologically advanced people. In Earth-Two’s Krypton, children as young as 5 years of age studied engineering. In New Earth’s Krypton, the people lived isolated lives, rarely having personal meetings, only communicating through electronic methods. They had no sexual intercourse anymore, and their sons were generated by artificial ways; gathering gametes of a couple into a matrix chamber. Their technology seems to be based on selfgrown crystals which made up the vast majority of their planet’s surface. Vast amounts of data and information could be stored on relatively small crystals. The Fortress of Solitude is a recreation of Krypton’s surface, and also serves as a storehouse for all the knowledge obtained by the Kryptonian race from the 28 known galaxies. Physical Description Kryptonians are an extraterrestrial humanoid species of beings who originate on the planet Krypton. Kryptonians are basically human in their structure and appearance, but their biology is far more advanced than that of Earth based humans. They are able to utilize energy in their body in far more direct and elaborate manners than Earth based humans do. The source of their immense energy metabolizing abilities lies in their cells, which are said to be the greatest organic power storage units in the known galaxy. Society Kryptonian society mainly places its values on arts, science, military might, and theology, strictly dividing its citizens into the five respective guilds. All citizens must choose to be part of a guild or it will be chosen for them against their will: Military Guild Science Guild Artist Guild Religious Guild Labor Guild Racial Traits Ability score increase Int +2, Con +2, -1 Dex Speed 30ft Walk Speed Languages Common, Kryptonian, one other of your choice. Skills Technology, Investigation Racial Features High Evolution At an Ability Score Improvement, Kryptonians gain 4 points to distribute amongst scores, rather than the usual 3. Durable Structure At level one and again when you reach 10th and 20th level you may gain 1 resistance of your choice. You have disadvantage on Spell saving throws. Solar Stamina Whenever you are in direct sunlight you may ignore 2 ranks of exhaustion. Super Senses You have advantage on all perception checks. Solar Storage Your cells work as solar batteries that can charge your supernatural abilities. You gain or lose solar energy every hour that you are in the light of a star as listed in the Star Effects section. You may use these solar points in place of stamina and to use “Solar Powered Abilities”. You can hold a maximum amount of Solar Points equal to 3 times your proficiency modifier. For each 5 Solar Points you have stored you gain +1 Power as if it was from a transformation.
Solor Storage Abilities Flight As a bonus action on your turn you may grant yourself a fly speed of 15 times the amount of solar points spent for the next hour. Super Strength As a bonus action on your turn you may increase your strength score by the amount of Solar Points spent for the next minute. As an action on your turn you may make yourself one size category large when determining lift and carry capacity for every 5 Solar Points spent for the next minute. Regeneration As an action on your turn you may heal yourself 1d6 HP per solar point spent. You may do this as a bonus action for double solar points. Longevity You are functionally ageless while you have at least 10 Solar Points. Invulnerability As a reaction in respone to being attacked you may increase your AC by 1 for every Solar Point spent. This benefit lasts until the end of your next turn. Alternatively as a reaction you may spend 5 solar points to half damage recieved for 1 attack or technique. This can be used in conjunction with block. Energy Conversion As long as you have at least 1 Solar Point you do not need to sleep, eat, or breathe. Each day that passes that you do not do one of these things you lose 2 Solar Points. X-Ray Vision As an action on your turn you may spend 3 solar points to gain X-ray vision. This allows you to see through objects less dense than lead. Radiant Damage When some features such as Hamon or spells like “Sunbeam” or “Daylight” are used against a kryptonian they will still recieve damage but will gain solar points equal to the spell level or the stamina cost of the feature causing radiant damage each round they remain under the effect. Solar Powered Techniques Collab with @Gio2994 Kryptonians gain access to unique techniques that use Solar Points instead of Ki. You gain access to these techniques as soon as you reach the listed rank. These can be mastered as if they were regular techniques. Heat Vision Rank 1 Beam Technique Solar Cost: 2 Solar Points Casting Time: 1 action Range: 60 ft By collecting and concentrating your stored solar energy to your eyes you are able to send out a powerfully concentrated beam of fire. Make a ranged beam attack roll dealling 2d6 fire damage on a hit. You may spend an additional 2 Solar Point to deal an additional 2d6, to a maximum of 10d6. Super Breath Rank 1 Omni Technique Solar Cost: 2 Solar Points Casting Time: 1 action Range: 30 ft Cone By using your incredibly powerful lungs you may intake an obscene amount of air before emptying them at a superfast, concentrated rate. All creatures within range must make a Constitution Saving throw or take 4d6 cold damage and be knocked back 30 ft on a failure, taking half damage and only being pushed 15 feet back on a success. Solar Flare Rank 3 Omni Technique Solar Cost: All Casting Time: 1 action Range: 120 foot sphere (centered on you) Duration: 1 hour Build together all of your stored solar energy and release it all at once. You spend all Solar Points you currently have, dealing 1d12 fire damage for every Solar Point Spent. Creatures within range, must make a Dexterity Saving Throw based on your Omni Save DC, taking half damage on a success.
Solar Effects When Kryptonians are in the light of different suns they produce different effects. Mainly following the pattern of: The more powerful the star the more solar points per hour a kryptonian absorbs. Yellow Suns The most common star level found throughout the galaxy, light from a single yellow sun can impart 2 Solar Points per Hour. White Sun Immensely hot and powerful, these small white hot stars impart 5 solar points per hour. Red Sun Possibly the most dangerous sunlight to a kryptonian, the light of these deep red suns blocks access to all Sunlight Storage features and drains 3 Solar Points per Hour. Kryptonite The material of their home planet krypton has the effect of depowering kryptonians of their solar abilities. Kryptonians born and raised on Krypton never even notice this weakness do to the overabundence of the material. If a Kryptonian comes within 15 feet of Kryptonite they lose access to all Kryptonian features. There are also other colors of kryptonite that produce alternate effects. Bizarro Kryptonite This material has no effect on Kryptonians, deals 10d6 necrotic damage upon contact for non-kryptonians. X-Kryptonite This material grants the “Solar Storage” feature with 20 solar points for the next hour. White Kryptonite This material kills all plant life within 60 feet of it. Gold Kryptonite This feature completely removes the “Solar Storage” feature from a creature. This can not be undone by anything short of a wish. Silver Kryptonite This material causes intense hallucinations in Kryptonians for 1 minute upon contact. Red Kryptonite Mutated Kryponite, who knows what effect this could have on a kryptonian? No two pieces have the same effect.
Subraces Jinchuriki This is a subrace given to any race you can replace up to 3 of your racial traits with the following traits. History Occasionaly there is a creature or entity that is so powerful it can only be sealed inside of a living vessel. Due to your ki enhanced nature you are durable enough to take in those entities and have learned to tap into it’s ki and the dormant power it provides. Society If known about Jinchuriki are usually revered as heroes or feared as walking nuclear bombs. The lifestyle and care given to jinchuriki tends to vary per society. Racial Features Ki Connection Once per long rest you can enter the Berserk Condition to completely restore you Ki. This condition lasts for 1 minute or until it ends naturally. You gain Jinchuriki transformations and power-ups as listed in that section. You gain access to jinchuriki feats. Strength of the Beast Increase all of your stats and stat caps by 2. At level 10 it increases by an additional 2. Unyielding Stamina You gain +2 to Stamina every time you level up. Healing Factor You may heal yourself at a rate of 1 Ki for 1 HP or 1 stamina for 10 HP as an action. As an action you may also exchange ki for stamina at a rate of 10 ki to 1 stamina. Unstoppable Engine You gain advantage on Death Saving throws. Signiture Energy Type Choose 1 damage type that is not bludgeoning, piercing, slashing. You may add 1d4 of that damage type to all techniques and attacks when you have a Jinchuriki Power-Up or Transformation active. This becomes 1d6 at level 5, 1d8, at level 10, 1d10, at level 15, and 1d12 at level 20. Level-up Power-Ups and Transformations Every round you are in a jinchuriki form you must make a wisdom save or go berserk, the save dc increases by 1 every round. If you enter a higher form your save dc sets to the minimum save dc unless already higher. If you enter the beserk condition you regain your stamina to it’s maximum and immediately enter the highest jincloak you have access to, “Jin-Cloak 1” if none are available. Your Berserk check resets after a long rest. Dregs of Chakra Obtained at level 1 You can draw minute amounts of ki from the beast inside of you. Your eyes resemble the creature inside and your nails grow out like claws. +1 Power +1d8 damage +10 speed 1 Stamina Berserk DC: 5 Power-Up Jin-Cloak 1 Obtained at level 5 You are covered in a full body covering of bubbles made of ki in the shape of a beast with the purpose of building a body for your beast. +2 Power +2d8 damage +20 speed 2 Stamina Berserk DC: 10 Power-Up
Jin-Cloak 2 Obtained at level 10 You are covered in a full body covering of bubbles made of ki in the shape of a beast, it has become so dark that you can no longer be seen in the construct. +3 Power +3d8 damage Your melee range is 15 feet +30 speed 4 Stamina You are considered one size category larger than you are. Berserk DC: 15 Jin-Cloak 3 Obtained at level 10 You are covered in a full body covering of bubbles made of ki in the shape of a beast, it has become so dark that you can no longer be seen in the construct. +5 Power +3d8 damage Your melee range is 30 feet +60 speed 6 Stamina Your size category is increased by 2 sizes Berserk DC: 20 Feats Dregs of Control Requires Jin-cloak 2 You may use “ Dregs of Chakra” without having to make berserk checks. Partial Control Requires “Dregs of Control” You may Use Jin-Cloak 1 without having to make berserk checks. Intermediate Control Requires “Partial Control” You may Use Jin-Cloak 2 without having to make berserk checks. Total Control Requires “Intermediate Control” You may Use Jin-Cloak 3 without having to make berserk checks. Jin-Cloak Mastery Requires “Total Control” You have become so adept at using your Jin-Cloak that you can apply it to others. As an action on your turn you may give any number of creatures within 30 feet you Jin-Cloak 1. You must pay the Stamina Costs for all of these at the start of your turn. This does not use up you or the target’s Power-Up slot when used in this way. Also anytime you use a Jin-Cloak Transformation or Power-Up on yourself reduce the stamina cost by 1. Destructive Beast Energy Requires Jin-Cloak 2 Whenever you are in a Jinchuriki Transformation or Power-Up and use a ki technique you may pay double ki to convert the damage to Destruction Damage.
“Friends” Requires Jin-cloak 2 Your attempts at friendship have paid off and at least it’s working with you now. You gain the Chakra Mode Power-Up Chakra mode You light up with the ki of the beast inside and well up with energy. +4 Power +1d8 damage Your melee range is 10 feet +45 speed 4 Stamina Best Buddies Requires “Friends” You are truly becoming friends with your sealed beast and gain the Chakra Link Mode and Baryon mode Power-Ups. Chakra Link Mode You have merged your energy with your sealed beast becoming something greater than the some of it’s parts. +5 Power +1d10 damage Your melee range is increased 15 feet +60 speed 5 Stamina Baryon Mode Backs against the wall there is only 1 way left to win. You and your beast clash your energies together instead of mixing them, creating a truly destructive power at the cost of you and your beast’s lives. At any time while you have Chakra Link Mode you may choose to turn it into Baryon Mode. Your Chakra link mode is replaced with the following features. +9 Power +1d12 damage Damage you deal can not be reduced by any means. +90 speed 5 Stamina Stamina lost due to this Power-Up can not be regained by any means. Beastly Connection Requires “Friends” The close connection between you and your beast’s Ki Signatures has irrevocably changed your DNA . Choose any 1 Jinchuriki Racial Feature you did not already have.
Vessal for Rebirth You have been marked with a seal of rebirth and your DNA is slowly becoming that of someone (or something) else. This becomes a subrace where you replace up to 1 feature from your race with this subrace’s features and then gaining 1 additional feature. Features in this subrace all increase with your ki rank along with any beserk checks. When you hit Rank 4 you gain the creature tag of your Patron. Inspirations for this subrace included: Orochimaru’s Curse Mark, the Otsotsuki Kama Mark, Sung Jin Woo from solo leveling, and Itadori from Jujutsu Kaisen. Racial Features Seal of Rebirth The seal is so strong that it has manifested tangibley for you to access. You gain the Seal of Rebirth Transformation. Strength of the Sealed You gain extra strength from the seal placed on you. You gain an additional +1 stamina and ki when you level up. DNA Bleed You gain 1 Racial Feature from the creature that placed the seal. Inherited Skill Your Proficiency modifier is counted as 1 higher than it is. You gain 1 skill or tool proficiencies or expertise in one you know. You gain an additional one each time your ki rank increases. Greater than Whole Your Stat Cap is increased by 3 instead of 2 each time your ki rank increases. Twin Heart Beat You gain advantage on Death Saving Throws. You gain a +1 to death saving throws at ki ranks 2, 3, and 4. Will to Carry on As long as you are carrying out the goal of the giver of the seal you gain +1 to power each time your ki rank increases.. If you have Seal of Rebirth you do not make berserk checks while you gain this benefit. You may no longer take the “Seal Bleed” Feat.
Seal of Rebirth You can now manifest the power of the creature you are becoming. You gain access to this at level 5 and gain each new transformation when your ki rank increases unless through special plot means. When you gain access to a new rank you may use the previous rank as a Transformation or Power-Up. Power bonuses from this feature can not apply to your berserk saving throws by any means. While this Form is active your attacks ignore resistances. Partial Manifestation (Rank 2) The visual marking of your patron are only slightly visable though the power bonus is noticable. +2 power +10 move speed 1d6 damage 1 stamina 10 + (Rounds active) berserk check at the start of each of your turns. Complete Manifestation (Rank 3) The visual markings of your patron are clearly visable across your body and the power bonus is amplified. +3 power +20 move speed 1d10 damage 2 stamina 13 + (Rounds active) berserk check at the start of each of your turns. Seal Overflow (Rank 4) Your body has mutated to better handle the power that flows through you. You gain a Power from the optional racial traits secion and it only appears while in this form, this can not be changed later. +4 power +30 move speed 2d6 damage 3 stamina 16 + (Rounds active) berserk check at the start of each of your turns. Feat Seal Bleed You gain 1 additional racial feature from the Vessel Subrace. Berserk checks have their DC increased by 1 each time that you take this Feat. Overwhelming Willpower Requires “Seal of Rebirth” You may use Rank 1 “Seal of Rebirth” without a berserk check. You may take this feat 2 additional times and apply it to rank 2 and 3 respectively.
Cainite A creature of the night, the human beast, the living dead, Vampires. Named as a race from the first true vampire in History, Caine. There have been many variations of Cainites throughout the ages with many different abilities. This is taken as a Subrace where you gain the “Vampiric Biology” Racial Feature and gain 2 more of your choosing on top of your standard racial features. Racial Features Vampiric Biology Your character tag becomes undead, and you no longer need to eat and sleep normally. You have a maximum number of blood points equal to double your proficiency modifier. When you feed the creature you are feeding on Every 2 weeks you must drink a total of 1 gallon of humanoid blood or 10 gallons of animal blood. You gain 1 stacking Rank of Exhaustion every 2 weeks that you do not accomplish this. This exhaustion can not be removed by means other than consuming at least 1 gallon of humanoid blood or 10 gallons of animal blood. If you drink additional servings outside of this you gain +1 Power for the rest of that 2 week duration, maximum of +5. Each 2 weeks this bonus reduces by 1 and you do not get hungry until the bonus hits Zero. While you have this benefit creatures have advantage on ki control checks against you as you vaugely eminate the ki of those you’ve gorged yourself with You can not step foot on hallowed ground or be touched by the light of the sun. At the start of each round on initiative count 20 when one of these conditions are met you take 2d10 radiant damage that can not be reduced bt any means and ignores any other Hit Point types that you may have. “Diablerie”, also called the Amaranth, is a term used by vampires to describe the act of drinking another Cainite’s blood and drawing their soul into one’s own. When you preform this act you are fed as if you drank enough for 4 weeks and gain 1 Cainite Feature that you did not already have. Protean You gain the druids wild shape feature as if you were circle of the moon druid of equal level to you but your beast shapes do not get their own unique health pool and you revert to normal and drop to 0 HP if you hit 0 hp while transformed. Mist Form As an action on your turn you may swap between your corporeal form and a cloud of mist. When you are in your Mist Form you have immunity to all nonmagical damage but can not take the attack action or use techniques. While made of mist you may travel between cracks as small as one quarter of an inch and gain/increase a fly speed of 90 feet. Celerity You have supernatural speed and reflexs. You have double your natural move speed and your natural armor calculation starts at 12 instead of 10. Obfuscate As an action you may attempt to shield yourself from sight of the universe. Hold concentration to grant yourself invisibility to all but true sight. Undead Fortitude If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken beyond 0, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. Potence Your Strength Maximum is increased by 6. As a bonus action on your turn you may give yourself Bulk equal to the stamina spent, max of 10, until the start of your next turn. Presence You have the mystical presence of the night. Spend 3 stamina as an action, choose a number of humanoids within 60 feet of you who can see or hear you, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest. Animalism You are closer to your beastial nature than other Cainites. You can speak to animals and enter an animalistic fury. As a bonus action, you transform into a animalistic form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die. Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:
Feral Might You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level and to +3 at 18th level. Resilient Hide You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered/hollowed weapons. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC. Predatory Strikes You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, which deal an additional 1d6 bludgeoning or slashing damage (your choice). This damage increases to 1d8 at 11th level. Additionally, when you use the Attack action to make an unarmed strike, you can make one additional unarmed strike as a bonus action. Bloodlust If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself. Auspex You have supernatural senses for your immediate area. As a bonus action on your turn you gain true sight of 60 feet until the start of your next turn. Oblivion You can call the spirits of the damned to aid you. Using either of these abilities costs 2 stamina. Haunted Protectors The first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect lasts for 30 seconds (or 5 rounds), or until you use this effect again. Spirit Shield The enthralled spirits that aid you can provide supernatural protection to those you defend. another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level. Blood Magic You gain access to 1 branch of magic of your choice to learn and cast as if they are techniques using stamina equal to the level of the spell. This Feature can be taken more than once. Daywalker As long as you are fully fed you do not take damage from Sunlight.
Saints of Zalama History Occasionally someone is born with such an overwhelming Spiritual Ki they are blessed with the power of Cosmo from The Dragon God Zalama. Due to the nature of this, it is taken as a subrace for any race and you may replace up to 3 of your racial features with features from this subrace. Racial Features Divine Resilience When you drop below 1 HP you may spend Ki equal to the amount dealt after reaching 1 HP to stay at 1 HP. Cosmo Reserve You gain an additional +1 stamina and +1 ki every time you level up. You gain access to the Cosmo Power-Ups. You gain access to Saint Feats. Saint’s Cloth You gain access to the Saint’s Cloth Transformations. At level 3 you gain the Bronze Cloth transformation at level 1, Silver cloth at level 5, Gold Cloth at level 10, and True Gold Cloth with the “Champion of Zalama” feat. Divine energy Creatures without God Ki have disadvantage on Ki Sense checks to find you and you may replace any damage done by ki techniques with radiant damage. You also gain resistance to radiant damage. You gain the celestial tag. Constellation Energy Your Saint abilities are tied to a certain constellation. Choose a constellation from the list below, you gain resistance to the associated damage type and may replace damage dealt with unarmed strikes, ki blasts, and Techniques with that damage type. If the attack already deals this damage type it deals an additional 2d6 of that damage type. Your Saint Cloth (if you have one) also appears emblazoned with the visage of this constellation. Scorpion Poison Pheonix Fire Swan Ice Lion Thunder Hyena Necrotic Dragon Lightning Owl Psychic Unicorn Radiant Bear Force
Cosmo Power-Ups Starlight Cosmo Gained at level 3 You channel the power of the cosmo around you to fuel you. +2 Power 1 Stamina Milkyway Cosmo Gained at level 7 You can now channel the force of the whole solar system to empower you. +3 Power 2 Stamina Universal Cosmo Gained at level 11 The Universe itself is your battery. +4 Power 3 Stamina Saint’s Cloth You do not lose access to early Transformations when you unlock a higher tier. You gain the Celestial tag while this is active. Bronze Cloth You call upon your Blessing of Zalama to create a suit of bronze armor to protect and empower you. Gained at level 5 +1 Power +10 Move speed +1 AC 2 Stamina Silver Cloth You call upon your Blessing of Zalama to create a suit of Silver armor to protect and empower you. Gained at level 10 +2 Power +20 Move speed +2 AC 3 Stamina Gold Cloth You call upon your Blessing of Zalama to create a suit of Gold armor to protect and empower you. Gained at level 15 +3 Power +30 Move and Fly speed +3 AC 4 Stamina cat warrior
God Cloth Obtained when you obtain God Ki. Your divine energy has allowed you to push your Saint Cloth to a divine level. +4 Power +50 Move and fly speed +1d8 Damage +4 AC 5 Stamina Feats Champion of Zalama Requires Gold Cloth You have become a true Saint and your Gold Cloth is forever changed. This transformation replaces Gold Cloth. True Gold Cloth You call upon your Blessing of Zalama to create a suit of Gold armor to protect and empower you. This form is considered “Gold Cloth” for the sake of feature interactions. +4 Power +30 Move and fly speed +1d6 Damage +3 AC 4 Stamina Intermediate Saint Requires Silver Cloth You can activate Bronze and Silver Cloth as either a transformation or a Power-Up. Master Saint Requires “Intermediate Saint” and Gold Cloth You can activate Gold Cloth as either a transformation or a Power-Up. Divine Saint Requires “Master Saint” and God Cloth You can activate God Cloth as either a transformation or a Power-Up.
Akuman This can be taken as a subrace for any race replacing up to 3 of your original racial traits with traits from this subrace. History Occasionally a major Devil from the depths of the Otherworld sneaks into the mortal realm and intermingles with the living, usually with disastrous results. The world at large still waits to see if you are will follow that pattern. One of your parents is an Arch Devil and with that comes certain benefits from your lineage Racial Features Demonic Lineage Creatures without god ki have disadvantage searching for your ki. You gain resistance to necrotic damage and vulnerability to radiant damage. Your creature tag becomes Fiend. Flames of Hell You gain access to the Blue Flame Power-Ups. Strength of Hell You gain +2 to all stats and stat maximums. Ferocious Demon You gain access to the Ferocious Demon Transformations Demonic Resistance You gain resistance in 2 damage types of your choice other than radiant and necrotic. Devil Form You gain access to the Devil Form Transformation. Blue Flames You alight yourself with the fires of hell. You do not lose access to lower forms when you gain new ones. Ignite You cover your arms with fire to power yourself up. Gained at level 5. +1 power +1d6 fire damage This ignores resistance and treats immunity as resistance. +10 Speed 2 stamina Blaze Your blue flames burn even brighter and can now overtake your abilities. Unlocked at level 10. +2 power +1d8 fire damage You may also replace the damage of techniques with this blue fire This fire damage ignores resistance and treats immunity as resistance. +20 Speed 4 stamina Inferno You look like a living blue star as your flames burn so bright you are almost difficult to look at. Unlocked at level 15. +3 power +1d10 fire damage You may also replace the damage of techniques with this blue fire This fire damage ignores resistance and treats immunity as resistance. +40 Speed 6 stamina
Ferocious Demon You release the animalistic nature of your demon heritage in this bestial transformation. Ferocious Demon Unlocked at level 5 +1 power +1d6 damage +10 Speed 2 stamina Vicious Demon Unlocked at level 10 +2 power +1d10 damage +15 Speed 3 stamina feats Demonic Mastery Requires level 10 You may use any Akuman transformation as a Transformation or Power-Up. Devil Form You transform yourself into your complete demon form. Devil Form can be upgraded like a technique up to 3 times increasing it’s Power Bonus or damage die by +1 each time. Devil Form Unlocked at level 5 +2 power +1d6 damage +30 Speed You gain a flight speed equal to your move speed if you do not already have one 4 stamina
User of One For All Those given the power of One for All, a cumulative power building ability. This is taken as a Subrace for any race where you lose 2 racial features and gain 2 from the list provided. Your 2 features are stored as One For All features for anyone you pass it on to. Racial Features Full Cowling You gain access to the Full Cowling Transformations. When you unlock a new stage of Full Cowling the previous stage can be used as a Transformation or a Power-Up. Muscle Mode You gain access to the Muscle Mode Power-Ups. Float As a bonus action on your turn you may spend stamina to gain a fly speed equal to 10 times the stamina spent for 1 minute. If you already have a fly speed it is increased by this amount. Smoke screen For a cost of 2 stamina you may cast the darkness spell centered on yourself. You may upcast this for additional stamina to a max of 9 stamina. Fushin When you make an attack roll or force a saving throw you may, as a reaction, spend stamina to add +1 power equal to the amount spent. Transmission You can learn the Kaio-Ken Power-Up as if it were a rank 2 ability. As an action on your turn you may touch a creature and activate Kaio-ken on them for 1 minute or until you lose concentration, when you do this the target pays all HP costs. Black whip Your melee reach is increased to 30 feet and you are considered 1 size category larger for the sake of grappling by using Black Whip like living rope. As an action you may pull yourself to a location that is within your Black Whip reach without provoking attacks of opprotunity Danger Sense You have a supernatural ability to tell when danger is near. You gain blindsight of 15 feet and +2 AC. You can not be Surprised. Full Cowling Full Cowling 5% Unlocked at level 1. +2 Strength and Dexterity +10 Speed 1 Stamina Full Cowling 10% Unlocked at level 5. +3 Strength and Dexterity +1d4 Damage +15 Speed 2 Stamina Full Cowling 20% Unlocked at level 10. +4 Strength and Dexterity +1d6 Damage +20 Speed You may Dash, Dodge, or Disengage as a bonus action 3 Stamina Full Cowling 50 % Unlocked at level 15. +5 Strength and Dexterity +1d8 Damage +30 Speed You may Dash, Dodge, or Disengage as a bonus action 4 Stamina Full Cowling 100% Unlocked when you get god ki +6 Strength and Dexterity +1d12 Damage +50 Speed You may Dash, Dodge, or Disengage as a bonus action 6 Stamina
Muscle Mode Bulk up your body and improve your abilities greatly. Unlocked at level 5 +4 Strength and Dexterity You are considered 1 size category larger than you already are. +1d6 Damage +20 Speed You may Dash, Dodge, or Disengage as a bonus action 4 Stamina Feats Quirk Awakening You gain a racial feature from the “user of one for all” Subrace that you did not pick before. This feat may be taken multiple times. Plus Ultra Requires all racial traits from one for all. Reduce the stamina cost for all “One for All” Transformations and power-ups by 1 (minimum 1) Concussive Force Whenever you have a One-For-All Transformation or Power-Up active your melee attacks and techniques gain a range of 30 feet as you punch blasts of air at the target.
Champion History Occasionally gods choose a mortal to be a conduit for their power. This subrace can be applied to any race and you may choose 3 racial traits to trade with your standard race’s. Racial Traits Champion of the gods Your stats all increase by 2 Demigod Capabilities Your stat cap increases by 4. Weapon of Power At level 1 choose any one weapon of your choice you have a magical bond with this indestructable weapon and can always feel a general direction to locate it. You gain the creature tag of your Patron while Transformations and Power-Ups from this feature are used. You gain access to the Champion Forms and Champion Feats. Unkillable You always have 1 successful death saving throw. Stamina of the Gods You gain +2 Stamina every level Aided Power-Ups Your god blesses you and enhances your Power-Ups. Reduce the Stamina cost of Power-Ups by 1. (Minimum 1) Champion Form Champion forms are very powerful and very stamina heavy. The overflow of energy will drive a mortal mad without their weapon conduit present. If you activate a champion form without your weapon of power in your hand you gain +1 Power while using these abilities but must make a wisdom saving throw DC 10+(rounds a champion form has been active) or go berserk and be unable to end the ability until the berserk condition ends, you run out of stamina, or hit zero HP. You gain access to all of these Transformations. All Champion Forms drain 4 stamina per round. Champion of Strength +1 Power +5 Strength You are considered 1 size larger than you are Champion of Speed +1 Power +5 Dexterity You are always under the effects of the dodge, dash, and disengage actions Champion of Durability +1 Power +5 Constitution +3 natural AC Champion of Clarity +1 Power +5 Intelligence You gain +1 to Saving throws Champion of Sages +1 Power +5 Wisdom You have advantage on spell saving throws Champion of Heroes +2 Power +5 Charisma Feats True Champion Choose 1 Champion Form, it can be used as a Transformation or Power-Up. This feat may be taken up to 3 times.
Mako Enhanced (Soldier) This is taken as a Subrace where you may replace up to 3 of the “Racial features” from this with any of your base race. You may pick 5 features to keep and use this as an alternate Human race called “Soldier” . History Long ago, man found “Mako” and found it to be the energy of the planet itself. Certain socienties have learn to siphon this energy off in the form of electricity and even other have bathed in it to infuse it into their very bodies, those of whom survive end up changed from the process. Physical Description Identical to the base race except they always have bright green eyes and appear magical to any forms of magical sensing. Racial Features Magical Ease Anytime you cast a spell you reduce the cost of the spell by 1 stamina (minimum 1). Mako Enriched Increase all of your stat caps by 4. Power Boost Choose 1 from the following: Beam Blast Barrage Omni Melee You gain a static +2 Bonus to all techniques in this category. This becomes +3 at level 10. Mako Energy You gain +1 Stamina and Ki everytime you level up. Natural Magic You gain access to 1 school of magic of your choice and can learn spells from it as if they are technique. You may not learn a spell level higher than your proficiency modifier. Casting spell costs stamina equal to the spell level cast. Charisma is your modifier for these spells. Your ki blasts have their damage replaced with either; Fire, Cold, or Lightning (choose when you use your basic ki blast) First Class Your natural abilty is higher than ever before. You may learn technques and abilities 1 rank higher than you normally would. Becoming Mako Enhanced through story If you have proper knowledge and technology you may submerdge yourself in a life support tank of Mako for 6 Months to gain 1 Racial Feature from Mako Enhanced. You can only do this a number of times equal to your constitution modifier, going into an additional 6 month coma if you over step this. If you attempt it again you must pass a DC 20 con save to succeed, falling into an additional coma to recover or dying on a failure.
Jenova Cells This MUST be taken as a subrace where you choose 3 of the following features to trade with your base races features. History Jenova was a living fossil found deep in the crust of the earth with a strange blend of human and monster genetics. Many tests have been done to implant her genetics into others. You were one of these experiments. Racial Traits Genetic Copy - Blank You may touch a creature and copy a racial trait they have over this trait. You may replace this trait by using this ability again. You may take this feature up to 3 times. Genetic Gift You may touch a willing creature and overwrite 1 racial feature of theirs with one of your own except “Genetic Copy” and “Genetic Gift” . They also gain physical traits to more closely resemble you. Ancient Power Your stat caps increase by 4. Ancient Durability You are always at 1 death saving throw success and do not require material components to be revived through magic. Ancient Magic You gain access to 2 schools of magic of your choice and can learn spells from it as if they are technique. You may not learn a spell level higher than your proficiency modifier. Casting spell costs stamina equal to the spell level cast. Charisma is your modifier for these spells. Monsterous Wing Once you reach ki rank 2 you can grow a wing as a bonus action. This wing grants you a 60 foot bonus to fly speed. This increases by 30 feet each time your ki rank increases. The Color of this wing matches your Alignment when it forms for the first time. White=Good, Gray=Neutral,Black=Evil. Magic Integration You gain an additional attunement slot. This becomes 2 additional slots at level 10. Ancient Talent From levels 10-20 you gain a technique everytime you level up instead of every even level.
Vongola This can be taken as subrace where you swap 3 features out of your base race with features from this race, humans may trade any number of their features. Racial features Vongola Instinct You have access to the Vongola Instinct Power-Up Hard Flame You have access to the Hard Flame Power-Up. Deathperation Flames You have access to the Deathperation Flame transformation and the damage type that you pick is used if you have Hard Flame or a Vongola Cold Flame You can overpower others with the force of your soul. A number of times equal to your half of your proficiency modifier rounded up per long rest when you hit someone with an unarmed strike you may send a wave of your soul through them, prompting them to immedietly spend the stamina cost of all currently active Transformations and Power-Ups or have them end. Vongola Weapon If you have this feature choose 1 weapon from the Vongola Weapon Section. You are always proficient with this weapon and it gains a +1 each time your Rank increases. You may summon and stow this weapon as a bonus action. While this weapon is summoned you may use it in place of unarmed strikes for techniques and treat its bonus to attack as a Power bonus for any abilities that deal fire damage (if you have the deathperation flame feature then that damage type is chosen instead). Weapon types include: X-Gloves Your damage die for unarmed strikes are increased by 1 step. Your bonus to melee attacks functions as Power when using melee techniques Sword This is a longsword with its damage die increased by 1 step. Your bonus to hit with this weapon is replaced with a bonus to critical threat range with the weapon. Hammer This is a warhammer with its damage die increased by 1 step. Whenever you hit a creature with this hammer every creature within 5 feet of the target must make a dex save equal to your melee technique save or take half of the damage dealt to the original target. Fire Arms Fire arms require ammunition in the form of 1 ki per shot. Their ranges and damages are as follows. If a gun requires a saving throw it is based off of your barrage saving throw. Handgun: 30/90 range. 1d8 damage Shotgun: 15 cone. 2d6 damage Machine gun: 30/90 range. 1d4 damage. Makes 3 shots per ki point.
Vongola Instincts You have the raw power and killer instincts of the Vongola’s of old, you only must access it. At level 5 you gain the Vongola’s inctinct Power-Up and it Ranks up as you do. Rank 1 +1 Power +1 AC 2 Stamina Rank 2 +1 Power +2 AC 3 Stamina Rank 3 +2 Power +2 AC 4 Stamina Hard Flame Your flames are powerful and hot enough to burn the unburnable. While this Power-Up is active Fire damage that you deal ignores resistance and treats immunity as resistance. You gain this Power-Up at level 1 and it ranks up as you do. You do NOT lose access to lower ranks as this ranks up. Rank 1 +1 Power +1d4 fire damage to all attacks. 1 Stamina Rank 2 +2 Power +1d6 fire damage to all attacks. 2 Stamina Rank 3 +3 Power +1d8 fire damage to all attacks. 3 Stamina Rank 4 +4 Power +1d10 fire damage to all attacks. 4 Stamina Deathperation Flames The Dying Will Flame is described as a high-density form of energy that is refined from one’s own life-force. Due to the way it resonates with one’s emotions, it has been regarded as a type of battle aura. However, unlike the aura, which is a supernatural phenomenon that can only be seen by a few individuals, the Dying Will Flame is in many ways more alike to a real flame, possessing even its own destructive properties. At level 1 you choose 1 of the damage types below, all of your Vongola features have their damage type replaced from fire with the type Choosen and you gain the Deathperation Flame Mode Transformation at level 5. Deathperation Types: Sky (Radiant) Storm (Destruction) Sun (Fire) Lightning (Lightning) Rain (Cold) Mist (Psychic) If you choose storm as your type Hard Flame and Deathperation Flames take an additional 2 stamina per round. Deathperation Flame You ignite the light of your soul to empower you. +2 Power +30 move speed +2d6 Chosen Type damage. 3 Stamina per Round
Special Racial Features hese are special traits and features that Traits can replace 1 racial feature of your choice. Humans may replace as many traits as they wish. Heritages These are features that are genetic in nature, whether through some longpast ancestor or you might be a mutant of your parent’s abilities. You may only ever have 1 Feature from heritages. Quirk: Explosion You have a genetic mutation that allows you to produce small fiery explosions, with proper energy control it becomes devestating. You may replace the damage of unarmed strikes, Ki blasts, and Techniques with fire damage. At level 10 this damage ignores resistance. At level 15 this damage treats immunity as resistance. You also gain a fly speed equal to 15x your ki rank as you shoot fire from your feet to fly. At level 5 you gain a +1 Power to blast techniques, this becomes a +2 at level 10, +3 at level 15, and +4 at level 20. Living Weapon At level 1 choose any 1 simple, martial, or exotic weapon. Your unarmed strikes now gain all properites and range of that weapon as you can partially change into that weapon. At level 5 you can change into that weapon as a transformation. You may change back and forth from your weapon form as an action. Living Weapon You take the form of the weapon chosen in your living weapon feature As a weapon you have a magical bonus to hit equal to your current Power Bonus As a weapon you deal additional damage equal to your Proficiency bonus. on your turn you may only either revert to your human form or use a feature with a range of self. BlueFlame Your energy takes the form of blue fire that is so hot even you have trouble handling it. You may replace any damage done by unarmed strikes, ki blasts, and techniques with magical fire damage. At level 10 this damage ignores resistance. At level 15 this damage treats immunity as resistance. You gain access to the OverHeat Power-Up at level 1 OverHeat +2 Power All unarmed strikes, ki blasts, and techniques have their damage changed with fire damage. When you successfully hit a technique you may choose to spend hp equal to the ki spent to make the attack a critical hit. 1 Stamina Joestar Bloodline You possess a star shaped birthmark and the unstoppable drive of the Joestar bloodline. You gain +2 Stamina every level and if you roll a 1 on a death saving throw you may roll again and you must use the new roll. Quirk: Hardening Whenever you are targeted with an attack roll you may use your reaction to spend stamina up to but not exceeding your proficiency bonus to increase your AC by the amount spent. At level 10 your AC increases by 2 instead of 1 for each stamina spent Quirk: Meta-Human You gain 3 “Powers” from the Powers section. These do not count toward your maximum Powers count.
Animal Shape-Shifting You can change between your form and different animal forms. You gain the Druid of the moon’s Wild Shape as if you were a Druid with no subclass of the same level as your total character level Perfect Symbiosis Your Codex and any Klyntar you bond with can hold up to 10 features. Quirk: Acid Production Your body produces a strong acid from it’s skin at all times. You may replace the damage of unarmed strikes, Ki blasts, and Techniques with acid damage. At level 5 you gain a +1 Power to barrage techniques, this becomes a +2 at level 10, +3 at level 15, and +4 at level 20. Your walking speed increases by 10 feet per ki rank and you can choose to make any squares you move across difficult terrain until the start of your next turn. BioElectricity Your body produces a strong electic current from it’s skin at all times. You may replace the damage of unarmed strikes, Ki blasts, and Techniques with lightning damage. At level 10 this damage ignores resistance. At level 15 this damage treats immunity as resistance. At level 5 you gain a +1 Power to blast techniques, this becomes a +2 at level 10, +3 at level 15, and +4 at level 20. Chaos Conduit The powers of chaos flow through your blood, whether it be from a lineage of close ties to the Master Emerald or by genetic design. Gain +1 stamina everytime you level up and you gain access to the next available rank of Chaos Energy. Density Control You have the ability to control your own weight through magical means or something similar. When using Stamina for extra move speed double the added movement. As an action on your turn you may double your weight for 1 stamina and gain advantage on saves against being moved until the start of your next turn. As an action on your turn you may make yourself weightless until the end of your next turn, granting yourself a fly speed of 10 feet and the ability to walk on weight sensitive surfaces without triggering them or stand unaided on the surface of water. Whenever you use an unarmed strike you may spend 1 stamina to increase or decrease the damage die, you must do this for each unarmed strike. Whenever you use a melee technique you may spend stamina equal to double the rank to use this feature. Whenever you use a weapon with the ammunition or thrown property you may spend 1 stamina to increase the density of the ranged attack, raising the damage die by 1. You must do this for each attack. Gluttony (Blue Mage) You have the ability to learn random abilities from creatures you eat. When you eat a creature Roll a d100, DC equal to 5x the creature’s level or CR. (For example you have a 100% chance to gain a feature from CR 20 creature and a 25% chance to gain a feature from a CR 5 creature.) If the creature has a CR equal or greater than your own level you have advantage on the d100 roll. If you succeed the check the DM randomly awards you a benefit from the list at the end of this Heritage. You may only have a number of active gluttoney abilities equal to half of your Proficiency modifier rounded down. You may change an active ability as an action on your turn. If you eat something with God Ki you can instead permanently gain that point of God Ki to your maximum. If you do not have God Ki naturally then you can not use this extra God Ki until you can. Possible features you can gain this way: Skills Proficiencies Techniques Power-Ups Racial Features Racial Traits Class Features
Air Bender You power naturally extends into the world around you through the element of air. Your base movement speed is increased by 10 feet each time you rank up. Your unarmed strikes, ki blasts, and techniques can have their damage replaced with Wind (magical slashing damage). Whenever you use this ability to make a shove action they are instead moved back 15 feet instead of 5. You may dash, dodge, or disengage as a bonus action. Water Bender You power naturally extends into the world around you through the element of Water. Your unarmed strikes, ki blasts, and techniques can have their damage replaced with Water (magical Cold) damage as long as water of some form is within 120 feet. You gain the control water cantrip. As long as you are touching water you may heal yourself or others at a rate of 2 ki for (1 X your ki rank) HP. During a fullmoon you gain +3 Power and heal at a 1:1 ration. Fire Bender You power naturally extends into the world around you through the element of Fire. Your unarmed strikes, ki blasts, and techniques can have their damage replaced with Magical Fire damage. You learn the fire bolt, control fire, produce flame, and create bonfire cantrips. At level 10 you can instead replace your damage types with lightning damage. During the day you gain +1 Power and lose access to this feature during a Solar Eclipse. Earth Bender You power naturally extends into the world around you through the element of Earth. Your unarmed strikes, ki blasts, and techniques can have their damage replaced with Earth (Magical bludgeoning) damage as long as rock is within 120 feet. At level 10 you may use metal instead of earth and can choose to replace the damage with magical slashing or piercing damage. On your turn as long as you are touching a material that you can manipulate you can coat yourself in it as an action. As long as you hold concentration and do not get hit with a Critical Hit your AC is increased by 2, if the material is metal it is +4 instead.
FullBringer Must be Human or part human You were born with an inate connection to the dead and the mystical power of the humans once lost to time. You gain this ability at level 10. You may cast the “Speak with Dead” using 3 stamina. Fullbringer Form Can be used as a transformation or power-up. +2 Power +2 AC +45 movement Speed 3 Stamina Advanced Haki You gain rank 1 in all forms of haki. Choose 1 type of Haki, the chosen type has it’s stamina cost reduced by 1, minimum of 1. Natural Spirit Control Your control over your spirit is natural and powerful. You gain 1 ability from Spirit Control. Each time you Rank Up you gain an additional ability from the Spirit Control list. Sunshine Suggested by Shadowgoku on discord Your power rises and swells with the sun. You gain a modifer to your “Power bonus” depending on the time of day. Night: -3 power Dawn: +0 Early Morning: +1 11:00-11:59/12:01-12:59: +2 Noon: +3, Resistance to all damage Late Afternoon: +1 Dusk: +0 Nature Energy Overload As an action on your turn you may gain 60 Nature Chakra, you must make a DC 15+(the number of times you have used this feature) each time you do this, this save resets to 15 after a long rest. You may use this features a number of times equal to half of your Con Mod rounded down. You only gain the benefits of Sage mode and do not gain any Sage Totem bonus without sage training. If you gain Sage Training you no longer make Berserk checks. If you fail the berserk check the berserk condition automatically ends when you reach zero Nature Chakra. Three Great Dojutsu You have long past blood from an Ōtsutsuki that has manifested in a magic eye or “Dojutsu” . Gain 1 Dojutsu of your choice from the following list Sharingan Byakugan Rinnegan See the Dojutsu Section at the end of the Special Traits chapter. Functional Immortality Whenever you are knocked to zero HP you are unconcius but stable, waking up after 10 - minus your con mod in hours or whenever you regain 1 HP. You can only die from starvation or taking damage equal to your maximum HP past 0 HP. You do not age past your prime.
Abilities Whether through Fate or chance you have gained an ability that most others do not. You can never have more than 2 Abilities. Spider Sense You have a supernatural ability to tell when danger is near. You gain blindsight of 15 feet and +2 AC. You can not be Surprised. You can also take the dodge action in respone to being targeted using your reaction. Ninshou You know an alternative teaching of Ki called Ninshou and a modified way to use it. You must always have both hands open to use a ki technique in this way as you need to weave complicated hand signs. With Ninshou you may replace the damage type with one of the following magically infused damage types, you gain an additional type at levels 7, 13, and 19: Fire Cold Lightning Earth (Bludgeoning) Wind (Slashing) Spiritual Weapon You create a weapon out of your spirit. When you take this feature you choose the weapon it takes the form of. If the weapon has the ammunition or reloading property you ignore these, instead spending 1 ki point per ammunition as the weapon creates it’s own. This weapon gains a +1 bonus when you reach Rank 2 and an additional +1 each time you Rank Up afterwards. You may stow or summon this weapon from a pocket dimension in your soul as a bonus action on your turn. Speed Force You’re quick, some may even call you “The Fastest Thing Alive” . You gain access to the Speed Force Power-Up. Speed Force Power-Ups You move faster than anyone else and nothing can get in your way. You gain “Mach 1” at level 1 and it Ranks Up with each Ki rank increase you reach. You do not lose access to previous Power-Ups. When you use this power up outside of combat you pay the stamina cost every minute. While this power-up is active you may travel vertically or horizontally across any surface, such as up walls or across water so long as they do not end their turn there, falling if they do. Mach 1 You gain +1 power to melee attack Double your movement speed 2 Stamina per round
Mach 10 You gain +1 power to melee attack Triple your movement speed You gain an additional attack as part of the attack action You do not provoke attacks of opprotunity 4 Stamina per round Mach 100 You gain +2 power to melee attack quadruple your movement speed You gain an additional attack as part of the attack action You gain an additional reaction each round You do not provoke attacks of opprotunity 6 Stamina per round Light Speed You gain +2 power to melee attack Quintuple (5x) your movement speed You gain an additional 2 attacks as part of the attack action You gain an additional reaction each round You do not provoke attacks of opprotunity 8 Stamina per round Keyblade’s Chosen Whether it be for light or for darkness you have gained a keyblade. You can summon an keyblade and gain a keychain of your choice. Limit Breaker Your natural magical essense has awakened inside you and given you the “Limit Breaker” Power-Up. Limit Breaker +2 Power +2d4 damage +20 move speed 3 Stamina
Mutant Reserves Your blood runs stronger than most. You gain +1 stamina and ki per level. Major Haki Choose 2 types of haki, they are added to your technique list without being taught. Pyrokenisis You know the produce flame and control flames cantrips. You may replace any damage done by unarmed strikes, ki blasts, and techniques with magical fire damage. At level 10 this damage ignores resistance. At level 15 this damage treats immunity as resistance. You also gain a fly speed equal to 15x your ki rank as you shoot fire from your feet to fly. Shared Suffering You have the ability to make contact with someone and tie your life essences together for 1 hour. As an action on your turn make an unarmed strike against a target in range. On a hit instead of dealing damage you place a seal on the target that lasts for 1 hour or until you dispell it as an action. You may only have 1 seal placed at a time, replacing a previously placed seal when you place another. This seal can be used in 2 ways, you must choose which function this seal has when it is placed. All damage dealt to you or the target is split between both targets before resistances and immunities are applied. All damage dealt to you is dealt to the target in full. Ki attack inability You are unable to use basic ki blasts or ki techniques. You gain +1 Stamina every level. You gain +2 Power to melee attacks and techniques you also gain 1 star upon learning a melee technique. This increases by +1 power each time your ki rank increases. This does not stop you from learning Power-Ups that are learned as techniques. This does not stop you from learning magic. Luminary You bare the holy mark of the luminary on your hand. You gain +1 Stamina every level. You may replace any melee damage you deal with Radiant Damage and any ki damage you deal with Lightning Damage. At level 10 this damage ingores resistance and at level 15 it treats immunity as resistance.
Ecto-Energy Your body has been irreversibly changed from direct contact with the energy of the other world. As a bonus action on your turn you may spend 1 stamina to become intangible. You gain a fly speed of 30 feet and can move through any solid objects as if they are difficult terrain. If you start your turn inside of an object do not have the stamina to continue this feature, you and the object take 2d10 force damage and you are ejected into the nearest free space. You also gain the Ghost Form Power-Up. Ghost Form You gain the undead tag while this is active +2 Power +30 walk/fly speed Ecto-Energy intengibility effect does not require stamina while this is active. 2 Stamina. Healing Factor You regain 10 HP at the start of each of your turns so long as you are above Zero HP. As an action you may spend stamina on your turn to regain Hp equal to 10 times the stamina spent. If you are stable and at zero HP you may spend 1 stamina to rejoin combat at 10 HP. If you are at zero HP and not stabalized you may spend up to 3 stamina on your turn to automatically succeed a death saving throw for each stamina spent. If you become stabalized in this way you rejoin combat with 10 HP. Black Mage You are a true adept of the Mystic arts. You gain access to 1 school of magic of your choice and can learn spells from it as if they are technique. You may not learn a spell level higher than your proficiency modifier. Casting spell costs stamina equal to the spell level cast. Constitution is your modifier for these spells. This replaces any other spell casting modifier if it is higher. Everytime you reach an even character level (2,4,6,8,etc) you learn an additional technique when you level-up, this technique must be a spell that you are capable of learning. Henshin/Magical Girl You have chosen to join the ranks of Sentai and can call upon your Henshin Form Power-Up. You may master this power-up like a technique to a max of 3 stars to increase the Power bonus, or AC bonus by 1, or you can increase the force damage die by 1 step. Henshin/Magical Girl Form +2 Power +1d4 force damage +1 AC 2 Stamina
Powers Vat of acid, galactic energy, or genetic mutation you have super powers that you did not have before. You can never have more then 3 Powers. Living Shadow Your shadow is alive and can be manifested behind you. You gain the “Living Shadow” Power-Up. Living Shadow +1 Power You manifest your shadow. The shadow counts as you and can not be targeted except by other living shadows. It can move anywhere within a 30 foot tether to you and can use your action and/or bonus action as if it were you. 2 Stamina Spirit Power You are proficient in using your very soul as the fuel for your attacks. You gain expertise in the “Spirit” skill. At level 5 you gain a +1 Power to beam techniques, this becomes a +2 at level 10, +3 at level 15, and +4 at level 20. Hamon You are a practicioner of the magical breathing technique of Hamon. You gain access to the Hamon Power-Up. You may upgrade this as if it’s a technique up to 3 times increasing the Power bonus by 1 or increasing the regeneration die by 1 step each time. Hamon Your breath fuels you with the power of the sun. This power can heal your injuries and empower your abilities. +1 Power Your weapon attacks and Techniques have their damage replaced with Radiant damage. You regain 1d8 HP at the start of each of your turns. You may spend stamina as a bonus action to regain 1d8 HP per stamina spent 3 stamina Ice Magic You are a master of Ice Magic. You may replace any damage done by unarmed strikes, ki blasts, and techniques with magical cold damage. At level 10 this damage ignores resistance. Whenever you take the dash action you can make the spaces you cover difficult terrain for the next minute. Whenever you use a Technique or Spell that deals Cold damage you gain a bonus to your AC equal to the rank of the technique used or half of the spell level rounded up until the start of your next turn. Minor Healing Factor You regain 5 HP at the start of each of your turns. As an action you may spend stamina on your turn to regain HP equal to 5 times the stamina spent. Minor Haki Choose 1 type of haki, it is added to your technique list without being taught.
Isekai Status Window This world is the next life for you and you’ve been given some accomedations to help out. Once per long rest you may designate a target of your choice. You learn their Ability Scores. Once per long rest you may cast the Identify Spell at it’s lowest possible level at no cost. Overwhelming Energy You gain a static +2 Power Bonus when using ki blasts and ki techniques. Super Strength Your Strength score and stat maximum increase by 4. Your carry and lift capacity is also doubled. Supernatural Flight You gain a fly speed equal to 30 times your ki rank. Energy Beams Your basic ki blasts have their damage increased by 1 damage step and now use your require a Dexterity saving throw versus your beam save DC and take half damage on a successful save. These energy beams still functions as a basic ki blast. Prodigy Your proficiency modifier is increased by 1. Fourth Wall Awareness The Dice Roll and Players groan and there is nothing you can do except wait for your player to act. At least sometimes you can hear their conversations, even if no one believes you. Once per day you may spend 5 Stamina and cast “Contact Other Plane” without a possibility of phychic damage. Anime Sword Skills You are better at swords than anyone else. You may use 2-handed weapons in 1 hand as if they did not have the heavy and 2-handed properties. If you wield a 2-handed weapon in 2 hands the damage die is increased by 1 stage, if you wield a 1-handed weapon with the versatile propertity with 2 hands it is increased by 2 stages. Due to this you may duel wield 2-handed weapons or equip 3 1-handed weapons at a time. You do not add your modifier to damages with the 3rd weapon. You may also wield over-sized weapons as long as you use 2 hands. Clever Your powers are strange, unorthodox and almost impossible to get away from. You gain a +1 power to omni techniques and your ki techniques ignore half cover. Your bonus to power increases each time you rank up and at level 10 your omni techniques ignore 3/4 cover.