Serious Strikes Your mastery of your body is beyond anything else in existance. Whenever you make an unarmed stike you may use any number of stamina you have to grant the attack +1 power and an additional damage die per stamina used. Wings You gain wings sprouting from your back. You gain 20 feet of fly speed for each Ki Rank. Your AC increases by 2 while you are flying. Spider Climb You gain the ability to move on any flat surface and end your turn attached to your location. You can not be forcably removed from this surface though the surface itself can still break and be pulled with you. You gain the thorn whip cantrip and may cast the “Web” spell using 2 stamina. Tail You gain a natural tail weapon. As an action or a bonus action you may do an unarmed strike that deals 2*(your unarmed strike damage) Claws You may extend or retract razor sharp claws as a bonus action on your turn. Your unarmed strikes have their damage increased by 1 stage and replaced with slashing damage. At rank 3 your unarmed strikes ignore resistance and treat immunity as resistance. Armor/Scales Whether you have scales or energy armor your body is supernaturally protected. Your natural AC calculation Increases by 1 for each ki rank. Invulnerability You gain Resistance against magical and nonmagical bludgeoning, piercing, and slashing damage. Hyper Endurance Whenever you hit 0 stamina you may refill yourself to half stamina once per long rest. Empath You are more adept than others at sensing the emotions and energy of others. You gain the detect ki ability if you do not already. You gain expertise in the detect ki and replace insight checks with detect ki checks. Energy Absorption Whenever you are hit with a spell or ki technique your reqain stamina equal to the spell level or (2 times the technique rank). Healing Touch You may heal yourself or anyone you touch at a rate of 1 HP per 2 ki you spend. Attosecond Perception (PowerUp) Your perception of the world around you can become so good that time almost stops allowing you to react almost instantly. You may increase this as a technique up to 3 times and increase the AC bonus by 1 or gain an additional reaction while active. You gain +1 AC You gain an additional reaction per round. 2 stamina Speedster Your base movement speed is 2x your race’s base speed and you can dash as a bonus action on your turn. While dashing 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. Manifested Weapon Choose a Simple, Martial, or Exotic weapon, you can not change this later. You may manifest or demanifest a magical/psionic version of the weapon as a bonus action on your turn. You are always proficient with this weapon. If the weapon has the ammunition property then you instead spend 1 ki point per shot of ammunition. Supernatural Criticals Your critical threat range increases by 1 and you deal an additional damage die when you land a critical hit.
Dojutsu (Naruto 5e inspired) Sharingan You possess the bloodline of the mystical copy wheel eye, able to predict attacks and pinpoint weak points. You gain access to the Sharingan Power-Up at level 3 and it Rank Ups at level 6 and level 9, replacing the previous version. 1 Tomoe Sharingan +1 Power +1 AC 1 Stamina 2 Tomoe Sharingan +1 Power +2 AC Increase Critical Threat Range by 1 Whenever someone you can see uses a technique that is possible for you to do you may copy them as a reaction. You may do this move after the completion of theirs or immedietly to instigate a clash 2 Stamina 3 Tomoe Sharingan +2 Power +2 AC Increase Critical Threat Range by 1 Whenever someone you can see uses a technique that is possible for you to do you may copy them as a reaction. You may do this move after the completion of theirs or immedietly to instigate a clash You may dodge as a reaction to being targeted for an attack 3 Stamina Mangekyou Sharingan Once your sharingan has completely matured it can be evolved again through great emotion. Your DM may rule this as entering the berserk or enraged conditions or when seeing a close person to you die. Whenever you activate your sharingan or as a bonus action when your sharingan is active you may activate your mangekyou sharingan, permenantly losing 1 Stamina anytime you do. When your Stamina count is at zero you are blind and can not gain any benefits from the Sharingan. If you ever lose one of your sharingan you lose one of your mangekyou arts. When you unlock the Mangekyou Sharingan you gain access to the Susano’o ribcage and incomplete Susano’o Features and 2 Mangekyou Arts, these can only be used while your Mangekyou is active. While your Mangekyou is active you increase the power and AC bonus of your sharingan by 1. Eternal Mangekyou Obtained by replacing your mangekyou with another set of mangekyou sharingan. You immedietly regain all Hit Die lost because of “Mangekyou Sharingan”. You gain access to the Perfect Susano’o Feature and 1 additional Mangekyou Art. Activating your mangekyou still expends a Stamina but they restore themselves as per normal rules. Your eyes always appear to as if they are the Mangekyou Sharingan and you no longer need the Sharingan Power-Up to use Mangekyou Arts. Mangekyou Arts Mangekyou arts are special abilities that can only be used while the Mangekyou is active. Mangekyou arts require their stamina cost to be paid at the start of each of your rounds that you maintain concentration. Amaterasu Whenever you make an attack roll or use a spell or technique you may add 2d12 Fire damage per 1 stamina spent along with any ki or stamina cost. If the attack lands the target is caught on fire with an unstoppable black flame. As long as you hold concentration on this ability the ignited creature(s) take 2d12 fire damage at the start of each of their turns. Fire damage from this ability ignores immunity and resistance. If you have a feature that allows you to replace you ki damage with another damage type you may also choose to apply it to this feature. Tsukuyomi The ultimate illusion. As an action on your turn you may spend 2 stamina and attempt to lock eyes and throw an opponent into a mental trap. The Target makes a saving throw equal to your Omni Save DC or take 3d12 phycic damage and be stunned until the end start of their next round. This feature can instead be held for an additional 2 stamina at the end of your turns to deal 3d12 to the target at the start of their rounds. You must maintain eye contact to maintain this feature.
Close Range Kamui This feature and “Long Range Kamui” share a Kamui Space if you have both You have the ability to move yourself, either completely or partially, between the material world an a Kamui Space all your own. As an action on your turn you may transfer yourself or anything/anyone you are touching to this Pocket Dimension using 2 stamina. While you are inside the Kamui Space you may use 2 stamina and exit it at any location you can vividly imagine in your mind, this location MUST be on the same plane of exsistance as you were on when you entered the Kamui Space. While you know this feature and have the Mangekyou activated you may spend double stamina when you block to cause attacks to harmlessly pass through you. Long Range Kamui As an action you can spend 2 stamina and cause a portal to your kamui dimension to appear a distance away. This ability has a range of 15 to 30 feet, increasing this distance by 15 feet for each additional 2 stamina spent. If you place this portal in a space occupied by a creature they must make a dexterity saving throw equal to your Omni Saving Throw or be teleported into your kamui dimension. If this feature is used on a creature of huge size category or larger instead take 4d10 slashing damage as part of them is torn off and pulled into the dimension. You may also use this feature to eject anything from your dimension so long as you are aware of it being there. Telekenisis You may spend 1 stamina to, as a bonus action, attempt to telekinetically shove one creature you can see within 30 feet of you. The target of the shove has to succeed on a Strength saving throw with a DC equal to your Omni save DC. If the target fails their saving throw, you move it either 5 feet toward you or away from you. A creature can willingly fail this save. You may spend additional stamina to increase the DC by 1 or increase the distance of the push or pull by 5 feet per point of stamina. Mangekyou Instincts You use your Sharingan to recall all of the martial techniques you’ve seen over your career, and even theorize techniques you’ve never seen but your Sharingan concludes is absolutely feasible. You may use any melee techniques that you fit the Requirements for while your Mangekyou is active. Kotomatsukami Select one creature that you can see and whom you can make eye contact with, within 60 feet of you. Target creature makes two Charisma Saving Throws vs your Omni Save DC. If a creature has Chakra sight, they instead make a single Saving Throw. If even one save is failed, the target creature is permanently Charmed by you until they are aware of this feature’s existence and hold a general understanding of what it does. In which case they can, as an Action remake the Saving Throw once per Short Rest. As long as the target is under the effects of this spell you may either Rewrite or Enforce as an action. Rewrite: you are able to rewrite memories that you are aware of. Affected creatures’ memories are overwritten and suppressed for the duration of this Arts effects. You are not able to completely change a creature’s personality using this additional effect. But you are able to alter their reasoning behind their actions. Enforce: select one thing they could normally do with their Actions, Bonus Actions, or Reactions. They, for the duration of this Art, forget how to perform the selected action, unable to learn, or relearn the forgotten ability, feature or jutsu. You lose sight in one of your sharingan, losing access to this feature, you regain the use of that eye and this feature after 12 minus your con mod months have passed. Izanagi As an action on your turn you may record yourself in a moment in time, this covers your stats, inventory, and current conditions and lasts for 1 minute. As an action at a later time you may rewind yourself to how you were at that moment at a cost of losing 1 hit die permenatly for each round that has passed since the recording. Hit die lost in this manner are not tied to the mangekyou sharingan feature and can not be restored by any means. If your Hit Die reach zero from this feature you lose your sharingan and can no longer use it or any of it’s features.
Susano’o When you unlock this ability choose one of your technique types, this feature counts as that when determining attack rolls, save DCs, and later stats. This can not be changed later. You have the ultimate defensive ability, the Susano’o, a construct made of pure energy. You gain the Ribcage Feature. This ability is mastered as a technique granting you the next step each time. You do not lose access to lower forms when you unlock new ones. Your Susano’o has a color of your choice when you unlock it. You retain access to the Susano’o with or without the sharingan once it is obtained. Materializing the Susano’o without the Sharingan costs double stamina. Ribcage As an Action you manifest your Susanoo’s ribcage by spending 3 Stamina. This ribcage is of any color you choose and has a unique design of your choice. This ribcage, regardless of the spaces between each rib, guards you from serious damage. For the next minute you gain 100 Susanoo Hit Points. These hit points take damage in place of you, before even Temporary Hit Points. Any attacks that target you while you have Susanoo Hit points instead target your Susanoo, which is immune to all conditions, unless they ignore Full Cover. Spells and techniques that target areas can apply conditions to you as normal. When these hit points are reduced to 0, you immediately end this feature. These hit points do not have a way to be recovered outside of reactivating this feature. Any excess damage breaks through and affects the targeted creature as normal. As a Bonus Action, you can manifest your Susanoo’s arms for but a moment by spending 5 ki. When you do your Susanoo generates a skeletal arm made of pure energy. You must spend ki each time you wish to manifest and attack with this arm, while you only have the Partial manifestation feature active. You make a technique attack roll using your chosen type against a creature you can see within 15 feet of you. On a hit, the target creature takes 5d8 magical bludgeoning damage. As an Action, you can attempt to grapple a creature within 15 feet of you with your Susanoo’s manifested arm. You make an Athletics check using chosen technique modifier, and add twice your proficiency to the check. Half-Body You can manifest the entirety of the upper body of your Susanoo, complete with muscles, skin, and clothes. As an Action, you manifest both your Susanoo’s torso, head, and arms by spending 6 Stamiina. While HalfBody Manifestation is active, it occupies a Concentration slot and costs 5 ki at the beginning of each of your turns to maintain concentration. You cannot lose concentration on this feature as a result of a failed concentration check, damage, or condition. This manifestation covers the entirety of your body and makes you count as Huge for the next minute, while also magnifying your innate bonuses that the Susanoo already grants. You gain 200 Susanoo Hit points and, although creatures can see you inside your avatar construct, you count as being behind full cover and cannot be targeted by spell and techniques with that deal physical damage or cause physical effects as your Susanoo protects you from all sides. Spell and techniques that force mental stat saves or cause mental effects can target and affect you as normal. The Susanoo’s skeletal arms are now always active and cost no chakra to use. When it is summoned, your Susanoo also manifests a single chakra construct like melee or ranged weapon resembling a weapon that you are proficient in. If the Susanoo Weapon is a melee weapon it has a range of 15 feet or a 120-foot range if it is a ranged weapon. Making an attack with this weapon does not cost Ki and can be made as both an Action and Bonus Action, using your melee technique or any ki technique bonus, and deals 7d8 in Force damage. Also, for your Half-Body Manifestation’s duration, when you would make a Strength or Constitution Saving throw or Ability check, you may instead use a Ki technique modifier of your choice, in place of Strength or Constitution and are treated as if you are proficient if you aren’t already.
Armored As a Bonus Action, while you have your Half-Body Manifestation already active, you can manifest a set of armor over your Susanoo by spending 2 stamina. All damage to your Susanoo is repaired as muscles knit themselves back together, sprouting from the skeleton, then skin covers the muscles, then clothes, and finally a thick set of armor forms over the Susanoo. The amount of Susanoo Hit Points you have immediately becomes 300. Alternatively for 9 stamina you may directly manifest the armored Susano’o as an action without having the Half-Body activated. Also, you gain the ability to quickly manifest your Susanoo in times of extreme danger. While you don’t have a Susanoo, as a Reaction to being affected by an Art or Jutsu or taking damage you can spend 3 stamina to summon your Susanoo’s ribcage until the beginning of your next turn to protect yourself. Alternatively, as a Reaction, you can manifest your Partial or Half Body Susanoo for 3 Stamina in addition to its activation cost with its normal duration.
Perfect You must have the EMS to be able to use this feature As an Action you manifest this full-bodied Susanoo by spending 20 Stamina, 6 stamina if armored susano’o is active. While your Full-Body Manifestation is active, it occupies a Concentration slot and costs 10 ki at the start of each of your turns to maintain concentration. You stand inside your Susanoo’s head while you pilot it (you remain still while inside it), and cannot be targeted or affected while it still has Hit Points. While it is manifested, any spells or techniques affecting you instead affect your Susanoo, granting it their benefits and detriments for the same duration you would have them. If the Susanoo is destroyed you once again gain the benefits and detriments (if it is not immune to them) of any Jutsu or Arts affecting the Susanoo, including any it fell under the effects of while it was active as if you had gained them at that point in time yourself. The FullBody Manifestation has the following Statistics, and acts in place of you on your turn, being able to use your Action, Bonus Action, movement and Reaction as you see fit; Perfect Susano’o Colossal Humanoid Construct Armor Class 20+(Susano’o modifier) Hit Points 100 X Susano’o modifier Speed Equal to twice yours, Flight Speed equal to three times your speed STR DEX CON INT WIS CHA 26 (+8) 26 (+8) 26 (+8) 1 (-5) 1 (-5) 1 (-5) Condition Immunities None Senses Yours Skills Yours Full Body Manifestation. Susanoo uses your Intelligence, Wisdom and Charisma saving throws in place of its own. It also adds your Proficiency to its Strength, Dexterity, or Constitution saving throws. Power Bond. Your Susano’o may benefit from your power-up and features as if you had cast it. You spend chakra and stamina as normal when doing this, you also use your Susano’o modifier for save DC and attack roll bonuses. Linked Fatigue. The Susano’o suffers from exhaustion and all other conditions that you suffer from. Malefic Techniques. Your Susano’o can use spells and techniques that you know, using your Attack Bonus and Save DC. You spend chakra and gain detriments as normal. If these Jutsu have a range of Self, they instead target the Susanoo. The Susanoo can’t add its Manifested Weapon and Arm damage to Weapon Attacks or melee techniques more than 3 times per round, or multiply it by more than 3, defaulting to your weapon and unarmed damage after that. Majestic Power. Your Susano’o attacks can never deal less than half damage. This does not ignore immunity, but ignores all other effects. Also, Susanoo adds twice your Proficiency bonus to checks that use Strength, Dexterity, or Constitution regardless of if you are proficient in them. Actions Multiattack. Susanoo can make 3 Melee or Ranged Manifested Weapon attacks as an Action. Melee Manifested Weapon. Melee Weapon Attack: Susano’o Attack Bonus to hit, reach 25 ft., one target. Hit: (8d10) Force damage. Ranged Manifested Weapon. Melee Weapon Attack: Susano’o Attack Bonus + your level in this Class Mod to hit, reach 240 ft., one target. Hit: 9d8 Force damage. Manifested Arm. Melee Weapon Attack: Susano’o Attack Bonus + your level in this Class Mod to hit, reach 25 ft., one target. Hit: 6d10 Force damage.
Byakugan You possess the mystical “Pure White Eye” that allows you to see in 359 degrees for far distances. At level 1 you gain access to the Byakugan Power-Up and Tenketsu Feature Byakugan Your veins in your head throb as you output massive amounts of energy into your optic nerves. +1 AC +1 to critical threat range True sight of 120 feet in all directions You automatically pass all ki sense checks in this range 3 Stamina Outside of combat you pay this cost every minute. You may master the Byakugan as if it is a technique up to 3 stars to gain one of the following benefits to the Byakugan for each star. +1 AC +1 to critical threat range +120 feet to true sight range Tenseigan Obtained by gaining the “Dojutsu” feature and taking Byakugan a second time An evolution of the Byakugan caused by an Ōtsutsuki mastering their own Byakugan or gaining a mastered Byakugan by other means. Your Byakugan Power-Up gets renamed to “Tenseigan” . You gain the Tenseigan Chakra Mode Transformation. You gain 1 Rinnegan Ability other than “6 Paths of Pain” , “Tomoe” , or “Rinne-Summoning” Tenseigan Chakra Mode +5 Power +1d10 damage Your melee range is increased 15 feet +60 move speed You gain a 60 foot fly speed if you did not already. 5 Stamina
Rinnegan The Rinnegan is reputed as the most exalted eye amongst the “Three Great Dōjutsu” , the others being the Sharingan and the Byakugan. It is said that in times of disorder, one who wields the Rinnegan is sent down from the heavens to become either a “God of Creation” who will calm the world or a “God of Destruction” who will reduce everything to nothingness. The Rinnegan is characterised by concentric circles covering the eyeball. You gain all Rinnegan features from a single Rinnegan. When you gain the Rinnegan you gain 3 features from the following list, you may pick 3 more if you ever take this feature again: Deva Path Space-Time Manipulation Demi-Plane Chakra Rods 6 Paths of Pain Rinne-Summoning Absorption\Redirection Limbo Clones (Up to 3 times) Tomoe (Up to 3 times) Deva Path You have gravity manipulating abilities in the forms of two abilities: Shinra Tensei, Chibaku Tensei, and Bansho Ten’in. For sake of clashes these abilities are considered techniques of the same Rank as you. Shinra Tensei You have the ability to push away everything from yourself. As an action for 1 stamina per 5 feet you expand the radius from yourself, you force all creatures within the radius to make a Strength Saving Throw equal to 10+Prof mod+Con mod. Targets that fail take 4d6 force damage and be thrown back 15 feet past the end of the radius. Targets that succeed take half damage and are only pushed to the end of the radius. Chibaku Tensei You have the ability to designate a location that you can see and make it a gravity well. As an action for 1 stamina per 5 feet you expand the radius from the location, you force all creatures within the radius to make a Strength Saving Throw equal to 10+Prof mod+Con mod. Objects that are not tied down automatically fail this saving throw. Targets that fail take 4d6 force damage and are pulled to the center of the radius. Targets that succeed take half damage and are only pulled half the distance. If any object hits another because of this pull they take 1d6 for every 10 feet the object moved. Bansho Ten’in You may use a small version of Chibaku Tensei centered on yourself. As a bonus action on your turn for 4 Stamina all creatues within 15 feet of you are immedietly pulled 5 feet closer to you into the nearest unoccupied space and knocked prone. Space-Time Manipulation For 3 stamina as an action you may swap places with any person or object of 1 size category larger than yourself or any size smaller than yourself. You may use this ability as a bonus action for 4 stamina or as a reaction for 5 stamina. Demi Plane You can cast the Demiplane spell for 5 stamina as an action.
Chakra Rods As an action for 3 stamina per melee weapon made you may make a weapon out of black mass. These weapons functions as normal but deal Destruction Damage. You can not regain this stamina by any means as long as the chakra rod exists. You may dissolve any number of created chakra rods as an action. Six Paths of Pain Requires Chakra Rods You have the ability to break apart and implant a chakra rod into a recently deceased corpse. The body restores to life under your conciousness with 25x your ki rank HP and uses your ki pool for their features and abilities. They have an amount of stamina equal to 3x the number of implanted chakra rods. The bodies also have a set of rinnegan with 1 Rinnegan ability that you have per chakra rod implanted. You may have up to 6 individual bodies puppeted in this way. Rinne-Summoning You know all conjuration spells and can cast them using stamina equal to the spell level cast. You can not cast a spell of higher level than your Proficiency Modifier. Absorption/Redirection When you block a technique or spell you can spend double stamina to absorb it, either storing it or completely absorbing it to empower yourself. If you store it you may cast it yourself with all bonuses that it originally had plus your own modifiers as an action on your turn. You may only have 1 move stored at a time in this way. If you absorb it you restore all ki, stamina, or hp expended in the moves casting, with all points over your maximum becoming temporary Ki, Stamina, or HP. Limbo Clone You can make a Shadow Clone that is invisible to all but True Sight. You can only create 1 Limbo clone for each time you take this feature. Tomoe You gain a Sharingan Tomoe on your Rinnegan. You can take this feature up to 3 times gaining the “1 Tomoe Rinnegan Power-Up” the first time and increasing with each time you take this feature. This Power-Up is “1 Tomoe Sharingan Power-Up” renamed.
Jōgan requires Ōtsutsuki as Race or Subrace The Jōgan is a mysterious dōjutsu that is implied to belong to the Ōtsutsuki, and used by those who strongly inherited the powers of the clan. You gain the Jōgan Power-Up and can use Jōgan Features while it is active. Jōgan The Jōgan can be mastered as technique up to 3 stars to increase any of the +1 bonuses by 1 each time. +1 AC +1 Critical Threat Range +1 Power 3 Stamina per round Demiplane Travel You can cast the Demiplane spell for 3 stamina as an action but can only use it to travel to existing Demiplanes. Detect Energy You have advantage on ki sense checks and can cast the following spells using stamina equal to the spell level cast at. Detect Thoughts Detect Magic Detect Good and Evil Tenketsu Sight Your ability to see the energy pathways of the body is not as good as the byakugan and as such you can reduce all melee damage dealt by 1/2 and target Ki instead of HP.
Items Omnitrix The omnitrix is a futuristic device designed to be a failsafe for saving dying species. The omnitrix in it’s many forms has the capacity to scan and save dna and even shift it’s bearer to the stored gentics. The Omnitrix is attuned as soon as it is worn and unattuned if removed. The omnitrix refuses to attach if all attunement slots are filled. These may be ruled as an evolving item or each type as a unique device. To protect the user from losing their mind to lesser instincts the Omnitrix can only scan creatures with an Intellegence score of 6 or higher. Unitrix This small chest-mounted device can scan and store up to 10 racial features, replacing an old feature of your choice if you ever scan an 11th. By using a full turn you may scan a creature within 5 feet of you, choose 1 racial features they have and store it within the Unitrix. As an action on your turn you may choose a racial feature in the unitrix and add it to your character for the next minute. At the end of every hour roll a d6, the unitrix recharges on a roll of a 5 or higher. The Unitrix can also be upgraded with an “Ultimate” Function for the user. You may add yourself as a scan to the Unitrix. Choose any 1 Ractial Feature from the user’s race that they do not have or any 1 Optional Racial Feature and gain it’s benefits as if it was your DNA strand in the Unitrix Count. Omnitrix This wrist-mounted device can scan and store up to 10 races, replacing an old race of your choice if you ever scan an 11th. By using a full turn you may scan a creature within 5 feet of you, you create a genetic copy of them, adding their exact combination of racial features as a unique transformation for the Omnitrix. As an action on your turn you may choose a stored genetic sample in the Omnitrix and replace it with your character for the next 5 minutes. At the end of every hour roll a d6, the Omnitrix recharges on a roll of a 5 or higher. Recalibrated Omnitrix This wrist-mounted device can scan and store up to 15 races, replacing an old race of your choice if you ever scan a 16th. By using a full turn you may scan a creature within 10 feet of you, you create a genetic copy of them, adding their exact combination of racial features as a unique transformation for the Omnitrix. As an action on your turn you may choose a stored genetic sample in the Omnitrix and replace it with your character for the next 5 minutes. At the end of every hour roll a d6, the Omnitrix recharges on a roll of a 5 or higher. Ultimatrix This wrist-mounted device can scan and store up to 10 races, replacing an old race of your choice if you ever scan a 11th. This device was made by stealing a Unitrix and creating a modified omnitrix from it. By using a full turn you may scan a creature within 10 feet of you, you create a genetic copy of them, adding their exact combination of racial features as a unique transformation for the Omnitrix. As an action on your turn you may choose a stored genetic sample in the Omnitrix and replace it with your character for the next 5 minutes. At the end of every hour roll a d6, the Omnitrix recharges on a roll of a 5 or higher. As an action on your turn you may upgrade your current transformation into an “Ultimate Alien” . While you are Ultimate the duration of the transformation is halved. Whenever you make a form go ultimate for the first time choose 1 feature from the optional racial feature list to add to that transformation whenever it is in this form, you may not change this choice later.
Completed Omnitrix This wrist-mounted device can scan and store up to 15 races, replacing an old race of your choice if you ever scan a 16th. By using a full turn you may scan a creature within 10 feet of you, you create a genetic copy of them, adding their exact combination of racial features as a unique transformation for the Omnitrix. As an action on your turn you may choose a stored genetic sample in the Omnitrix and replace it with your character for the next 5 minutes. While timed-out roll a d6 every 30 minutes, the Omnitrix recharges on a roll of a 4 or higher. Modifications Modifications can only be put on the regular or recalibrated Omnitrix. Master Control While you are transformed using the omnitrix, double your time that you are transformed and you may swap between any of your tranformations as a bonus action while it is active continuing your previous active timer. Biomnitrix You have modified your omnitrix or ultimatrix to meld and mix your DNA samples. Whenever you use your Omnitrix to transform into a stored DNA sample you may choose 1 other Sample you have, replace any number of racial traits from your active Sample with the choosen Sample. When you are merged you are treated as being in the DNA Sample that you originally transformed into. Extra Storage You gain a second set of DNA Samples available to fill in your Omnitrix. You may swap between your DNA sets when you take a long rest. DNA Melding The Omnitrix is fully integrated with your DNA and only responds to you. The Omnitrix you wield is no longer capable of being used by another creature without you issuing a verbal or mechanical input for it to allow another creature to use it. You may also cause it to detach from them through a verbal command. Dna Transformation When you transform into a DNA Sample you keep your statistics and class features but replace all racial features and natural abilities with the Sample’s and gain +1 Power. You visually appear to be a peak example of the Species you scanned, if the creature is Unique you appear to be that exact scanned creature with the only noticable difference being the embedded omnitrix in your body. All gear and equipment of your choosing is melded into the transformation, seemingly vanishing until your transformation ends. You retain any features from the “Optional Racial Feature” section. Failsafe Program Once per Long rest you can use your omnitrix and instantly transform when you are targeted with an attack roll or forced to make a saving throw.
Keyblades You are always considered proficient with your keyblade. You may draw or stow your keyblade from a pocket dimension in your heart as if you were drawing a weapon. If you are ever disarmed you may summon it back to your hand as a bonus action on your turn. Melee/Ki This weapon gains a +1 to attack and damage rolls each time your Ki Rank increases and deals an extra 1d6 Radiant or Necrotic Damage (you choose when you gain this feature). You may attack with the keyblade in place of any unarmed strike. You may fire ki blasts from your keyblade if you have it summoned. While you have your ki blade summoned you replace your ki blast damage with your keyblade damage. Magic Keyblades have a single school of magic attached to them. You may cast any spell in this school using stamina equal to the spell level it is cast at. You may not cast a spell that is a higher level than your proficiency modifier. All keyblades have baseline magical abilities. Using the keyblade you may magically lock or unlock anything that you can see by firing a beam of light from the tip of your keyblade at the object as an action. At level 10 you may cast Plane Shift using the keyblade once per day as an action. Keychains Keychains attach to your keyblade and decide it’s ability and a branch of magic that you know while wielding it. You gain the ability at all times and may cast the branch of magic only with the attached keyblade in hand. Keychain options include but are not limited to: Kingdom Key Longsword Abjuration Ability: Defender Whenever you are below 1/4 HP you gain resistance to all forms of damage Shooting Star Shortsword Evocation Ability: MP Hastega Whenever you are below 1/4 Stamina you restore 1 stamina at the start of your turn. Way of the Dawn Longsword Necromancy Ability: Dark Magic You may replace any damage you deal with spells, ki blasts, and ki techniques with necrotic.
Wayward Wind Shortsword Transmutation Ability: Combo+ Whenever you use your attack action you gain 1 additional attack at the end of the attack action. Two Become One Longsword Evocation Ability: Transformation+ Your Power-Ups cost 1 less stamina per round to maintain, minimum 1. Ends of the Earth Longsword Transmutation Ability: Damage+ Whenever you roll damage on a weapon you are wielding and roll a 1 you may roll again and must use the new result. Flame Liberator Longsword Evocation Ability: Elemental Adept (Fire)
Chaos Emeralds Each Chaos Emerald is said to possess mystical properties and contains unlimited amounts of highly potent and powerful Chaos Energy that is said to give life to all things. The main power of each Chaos Emerald is described as being able to “transform thoughts into power” , implying they have some form of reality-warping capability. This allows them to perform certain feats, such as showing visions, perform rituals and even revive the recently deceased. Foremost, however, this power allows the Chaos Emeralds to generate the Chaos Energy they contain, making it the source of the emeralds vast energies. This makes the Chaos Emeralds an everlasting source of pure energy and enables them to float in the air by themselves. This energy can be harnessed from the Chaos Emeralds, either by their wielders, or machinery and can be used for various purposes. This energy can even be drawn and reacted from the emeralds without physical contact and be done so over great distances, but they still have to be in close vicinity to the user. A chaos emerald has 15 stamina that refills at dawn and it can be used as an action to cast any spell of 2nd level at a cost of the spell level + 1. If you know the spell the stamina cost is equal to the spell level. For each additional Emerald you have the collective stamina pool increases and the spell level increases by 1. If you have all 7 chaos emeralds together you may bond to all 7 as an action and enter “Super Form” for 1 minute while the emeralds merge with you. At the end of this Minute the emeralds are ejected from the user and must be regathered. Super Form With the power of all 7 Emeralds combined you have become a Force of Nature. +5 Power +60 Fly Speed Resistance to all Damage Chaos Energy (Power-Up) Using the Chaos Emeralds leaves your body able to pull chaos energy from the Master Emerald remotely as your own conduit. After “Super Form” expires you gain Rank 1 “Chaos Form” and it ranks up each time you use “Super Form” . You do not lose access to lower ranks when you gain access to higher ranks. Rank 1 +1 Power +10 Fly speed 1 Stamina Rank 2 +2 Power +20 Fly speed 2 Stamina Rank 3 +3 Power +30 Fly speed 3 Stamina Rank 4 +4 Power +40 Fly speed 4 Stamina
Life Fiber Outfits Life Fiber Outfits come in 1-3 star variations and the especially unique Kamui variant. You activate a Life Fiber Outfit as a bonus action on your turn and they drain Hit Dice equal to the listed cost upon activation and last for 1 minute. While you have stamina you may spend twice as much stamina instead of hit dice to activate life fiber outfits You can not use a life fiber uniform if you have the undead tag. 1 Star Goku Uniform Drains 1 hit die +1 Power +1 to all stats 2 Star Goku Uniform Drains 2 hit die +2 Power +2 to all stats 3 Star Goku Uniform Drains 3 hit die +3 Power +3 to all stats Kamui Uniform Drains 4 hit die +5 Power +5 to all stats
Klyntar (Symbiote) Requires Attunement The klyntar are a species of inorganic, amorphous, symbiotic extraterrestrials created from the “living abyss” at the beginning of the universe by the primordial deity Knull, who manifested a sword of living darkness called All-Black from his shadow to slaughter the Celestials and other deities. By bonding to a Symbiote you gain the Symbiote transformation and can use your Klyntar’s abilities and powers while it is active. Bonding with Klyntars Bonding with a Klyntar is an incredibly fast process, taking only an action to do. When you do this you permentaly lose 1 Attunement slot as it is filled with a “Codex” . If you have no attunement slots available then the symbiote bounces off of your body from the sheer magical force coming from you. You can remove a symbiote as an action on your turn, only removing the codex through a “greater restoration” spell or similar effect. Codex A codex is a small fragment of symbiote that is left behind in those that bond with a symbiote. Residing in the base of the spine the codex provides a living record of your first symbiote as it was when it bonded with you. So long as you have this Codex you can bond with any fresh klyntars and they will become an identical copy of that record. If you bond with a Pre-bonded Klyntar they gain the features of your codex ONLY if they have room for all of them, otherwise they overwrite your current codex. Blank Klyntars Klyntars are created mindless but learn and retain abilities and thoughts of everyone they bond with. The first time a Klyntar bonds with someone they gain the alignment and all memories of the one they bonded with. Klyntars also copy all Abilities and Powers of those they bond with and allow anyone attuned to it to use them as well. A Klyntar can have up to 5 Abilities or Powers copied in total at one time. Pre-bonded Symbiotes If your symbiote is a different alignment than yourself, your alignment shifts 1 step towards the symbiote’s alignment. Sybiotes are intellegent and bonding with one that does not align with your on motivations can lead to the symbiote attempting to take control of your body. When this happens you must make a contested charisma check against the klyntar every hour that you are going against each other to remain in control or regain control if lost. Symbiote Suit Transformation/Power-up As a bonus action on your turn you can change the material around your hand, shaping your unarmed strikes into a weapon of your choice until the start of your next turn or until you end this feature as a free action. +2 Power +15 Movement Speed You gain vulnerability to fire and thunder damage You gain access to all abilities and powers of the symbiote You may use 1 transformation or power-up that the symbiote has in the same slot as this Transformation/Power-up 2 stamina as a Transformation/3 stamina as a Power-Up Bonding with Multiple at once You may bond to more than one Klyntar at a time though you may only ever access a maximum of 5 total abilities and powers that they have when you are in your Symbiote Suit. Stealing abilities If you and your klyntar are of the same mind you may use it to copy features from others. As an action on your turn, you may target an unconcious or incapacitated creature, your Klyntar will move to that target until your next turn where you recall it as an action. Your klyntar can copy 1 feature or ability from the target in this manner and add it to your codex. A klyntar can not learn any abilities that deal fire or thunder damage.
Chrome Modifications Chromed Up High powered enhancements are hard on the body, both physical and mechanical and can overload processors and even the human mind. You can only have a number of enhancements equal to half of your Wisdom or Constitution, whichever is higher, modifier Rounded Up. If you cross this threshold you gain a DC 1 Berserk check whenever you activate one of your modifications. Once you have passed your chrome threshold your modifications begin to tax your psyche a well as your body, you add your modifications’ berserk bonus to all berserk checks you make. Body Modifications Super Skin +3 Berserk DC Your Natural AC increases by 2 and you gain resistance to nonmagical bludgeoning, piercing, or slashing damage. Gorilla Arms +3 Berserk DC Your unarmed strike damage die increases by 1 and you may double your strength modifier when calculating damage. Mantis Blades +3 Berserk DC As a bonus action you can extend or retract razor sharp blades from your arms. You may replace your unarmed damage with slashing damage and increase the critical threat range by 1. Super Shot +3 Berserk DC As a bonus action you can extend or retract a cannon from your hand. Your Ki blasts have their damage die increased by 2 steps. Chrome Enhancement +2 Berserk DC each time Increase your strength, constitution, or dexterity stat and it’s maximum by 2. Subdermal Implants +2 Berserk DC each time You gain Resistance in 1 damage type of your choice. Scouter Implant +2 Berserk DC You gain the sense ki feature and can make these checks at advantage. Nervous System Modifications Neurolink +1 Berserk DC This is the most basic chrome modification and is necessary to activate any modifications as a bonus action or action. You also gain the ability to jack into devices. You gain proficiency with Technology or Expertise if you are already Proficient. Pain Inhibitors +2 Berserk DC each time You reduce all incoming damage by 1. Heightened Reflexes +3 Berserk DC You gain the Evasion and Uncanny Dodge Features. Sandevistan A supercharger attached to the base of the brain stem. This has multiple levels that increase in rarity and price. After you use the Sandevistan roll a d6 at the end of your turns, it recharges on a 5 or 6. Mark I +3 Berserk DC For 3 stamina you can use the Action Surge feature. Mark II +5 Berserk DC For 3 Stamina you can cast the Haste Spell on yourself as an action. Mark III +7 Berserk DC For 3 Stamina you can cast the Haste Spell on yourself as a bonus action but do not suffer detriments from it.
Extra Items Armor Materializer Requires Attunement This device can create a +1 suit of armor of your choice. This armor can be donned and doffed as a bonus action on your turn. B.A.D Bat +1 Greatclub As an action you may wind up and take a big swing. Make a melee attack roll with the B.A.D, on a hit the target the target take the maximum damage from a melee attack with this weapon and must make a strength saving throw equal to your melee technique save DC. On a failure they are sent back 30 feet, taking 2d6 bludgeoning damage if they hit a solid surface. On a Success they are sent back 15 feet and only take 1d6 damage. If the attack roll is a critical hit the enemy makes no saving throw. This effect also activates on a critical hit with this weapon during the attack action though the target gets to make a saving throw as normal. GunBlade attachment Can only be attached to a slashing weapon You have modified your weapon to have a built in gun to be fired as you strike. This function requires ammunition or 5 ki point per shot. Whenever you land a weapon attack with this weapon you may pull the trigger, expending 1 unit of ammunition or 5 ki, dealing an extra 2d6 fire damage on a hit. Sword of Kusanagi A +3 longsword made out of energy conductive material. As a bonus action on your turn you may coat your weapon in your energy, replacing it’s damage with the damage type of your ki blasts so long as you hold concentration. Tailed-Beast Chakra Pill By eating this pill as an action you gain 20 Temporary Stamina and immedietly enter “Jin-Cloak 2” without needing to make Berserk Checks. This effect ends when you hit 0 Temporary Stamina. Dojutsu Goggles Requires Attunement by someone with the “Natural Dojutsu” or “The Great Dojutsu” Racial Features. After you have attuned to these goggles you can no longer gain the benefits of your Dojutsu Features and Power-Ups. Anyone wearing these goggles gains these features as if they were you. Materia Materia is solidified Mako Energy. Materia has 1 Spell inside of it and while holding it you may cast the spell inside of it as an action using stamina equal to the spell level as if you were proficient in it. Charisma is the modifier for these spells. Demon Orbs High leveled Demi-Humans produce gems of concentrated magic, similar to materia, that appear embedded into their bodies or are dropped when they are killed. Demon Orbs carry a feature or ability of the Demi-Human inside of them and can be used by anyone who attunes themselves with it. Naturally formed Demon Orbs do not use an attunement slot.
Special Spirit Control Spirit Control has been moved to the main D&DBZ Book
Haki Haki is a mysterious power that allows the user to utilize their own spiritual energy for various purposes. It can be used to sense people’s spiritual energy and predict their actions (Observation Haki), give the user a protective coating of spiritual energy (Armament Haki), and, for a certain group of “chosen ones” , overpower the willpower of others ( Conqueror’s Haki). Unless you have a feature that says otherwise you must be taught Rank 1 access by a master for each branch of Haki. Once you reach the required rank you can upgrade a known branch and gain access to the next rank as well as all previous ranks. Observation Haki Open your mind to the world around you allowing nothing to escape. You automatically succeed any ki sense check if they are within the radius. Rank 1 30 feet of true sight +2 AC You can not be surprised 2 Stamina Rank 2 60 feet of true sight +4 AC bonus You can not be surprised 4 Stamina Rank 3 120 feet of true sight +6 AC bonus You can not be surprised You gain an additional Reaction each round 6 Stamina Armament Haki Coat your arms, body, and eventually your weapons with a mystical protective force. Rank 1 Your unarmed attacks and techniques bypass resistance and immunity 1 Stamina Rank 2 Your unarmed attacks and techniques bypass resistance and immunity +1 melee power +1d4 Force Damage +1 AC 2 Stamina Rank 3 All unarmed and weapon attacks and techniques bypass resistance and immunity +2 melee power +1d6 Force Damage +2 AC 3 Stamina Conquerer’s Haki Exert your will power to all around you, the weak will buckle. Rank 1 Creatures in a 10 foot radius take 2d6 psychic damage when they enter the radius or end/start their turn in the radius Creatures in radius have their speed reduced by 5 feet 2 Stamina Rank 2 Creatures in a 20 foot radius take 3d6 psychic damage when they enter the radius or end/start their turn in the radius Creatures in radius have their speed reduced by 10 feet 3 Stamina Rank 3 Creatures in a 30 foot radius take 4d6 psychic damage when they enter the radius or end/start their turn in the radius Creatures in radius have their speed reduced by 20 feet and they can not take reactions 4 Stamina Rank 4 All melee and weapon attacks you make deal an additional 4d6 Psychic Damage and the target can not make reactions until the start of their next turn on a hit. 4 Stamina
Breathing Techniques Breathing Techniques are similar to the kaio-ken Power-Ups in the fact that they must be taught to gain access but can be upgraded afterwards and are open to everyone. Unlike Kaio-ken you are limited to the same Rank as your Ki Rank. Breathing Techniques PowerUps are learned and handled identically other than the damage type used with it. If multiple are learned they are upgraded and activated seperately. Elements include: Flame Breathing: Fire damage Water Breathing: Cold damage Beast Breathing: Slashing damage Thunder Breathing: Lightning damage Sound Breathing: Thunder damage Insect Breathing: Poison damage Rank 1 +1 Power +1d4 Choosen Damage +10 move speed 1 Stamina Rank 2 +1 Power +1 to Saving Throws +1d6 Choosen Damage +20 move speed 3 Stamina Rank 3 +2 Power +1 to Saving Throws +1d8 Choosen Damage +30 move speed 4 Stamina Rank 4 +2 Power +2 to Saving Throws +1d10 Choosen Damage +40 move speed 5 Stamina
Drive Forms Magical forms used to enhance your abilities. Drive Forms may be used without using a Power-Up Slot for an extra 2 stamina per round. These are learned as Rank 2 Techniques as long as you have access to 1 school of magic. These Power-Ups may be mastered as if they were techniques, increasing a single bonus by 1 each time. Valor Form Your clothes and aura become a vibrant crimson and you are filled with physical vigor. You gain the extra attack feature or an additional attack if you already have it. +1 Power to melee attacks and techniques 2 Stamina per round Wisdom Form Your clothes and aura become a deep blue and you are filled with magical might. all ki blasts, techniques, and magic have their range increased by 50% +1 power to ki blasts, techniques, and magic 2 Stamina per round Limit Form Draw out your own hidden potential. You decide the color changes this form causes when you first unlock it. Your proficiency modifier is considered 1 higher while active Transformations and racial features used while this active have their stamina cost reduced by 1 per round, minimum 1. 3 stamina
Anti-Form Draw on your inner darkness to empower you +2 Power +15 Move speed 2 Stamina per round Drive Form Feats Drive Form Mastery requires 2 stars in any 2 drive forms You may use drive forms in the transformation slot or the power-up slot. Master Form Requires 2 stars in valor and wisdom form You may activate Valor and Wisdom Form together as if they are they were the same Power-Up, this combonation is known as Master Form. Final Form Requires 2 stars in Valor, Wisdom, and Limit Forms You may activate Valor, Wisdom, and Limit Form together as if they are they were the same Power-Up, this combonation is known as Final Form.
Senjutsu The ability to take in Natural energy or “Senjutsu Charka” from your surroundings and mold it into yourself for power. This feature is taught using an entire training arc from a master who is a Nature Sage. Sage Chakra Sage Chakra is the spiritual manifestation of nature energy after you draw in and combined it successfully with your own chakra. You can use your Action to concentrate on drawing this chakra. Make a Wisdom (Ki Control) check vs DC 20 that cannot be modified in any way. On a success, you gain Sage Chakra equal to 20 times half of your proficiency mod rounded up. When gathering Sage Chakra in this manner, you must Concentrate on this effect to continue to gather Sage Chakra. At the start of each turn, while you are concentrating on this effect, you can make another Wisdom (Ki Control) check and gain an additional Sage Chakra equal to 20 times half of your proficiency mod rounded up. Until you drop concentration, gather a combined total equal to your maximum Sage Chakra, or have your natural energy gathering interrupted, this is treated as a single attempt to gather Sage Chakra. Each time you attempt to gather Sage Chaka after the first, the DC increases by 5. This DC increase resets when you complete a Full Rest. Gathering Sage Chakra requires you to become completely one with nature, and doing anything else while gathering it is akin to looking in two directions at once. When you are trained to gather nature energy you can choose one of two ways in which you become one with nature, this can’t be changed later. You must reduce your movement speed to 0, standing completely still. Alternatively, you must clasp your hands in a special seal, unable to use techniques and ki abilities. If you fail a Ki Control check to draw in Nature Energy, reduce your current normal ki by 1/4th of your maximum. If your current normal Ki is 0, and you fail a Ki Control ability check to draw in Nature Energy, you become permanently petrified. Sage chakra remains in your body for up to 1 Minute before it harmlessly disperses from your person. When you gain access to this you can only hold a maximum of 80 sage chakra. You may upgrade this as if it was a technique to add 40 your sage chakra maximum to a maximum of 400. Techniques that use sage chakra become “Sage Arts”. Sage arts gain +1 Power and they ignore resistance and immunity unless the target also has Sage Chakra. Sage Mode Sage mode exceeds the absolute peak of most warrior’s careers in terms of their power. So long as you have at least 1 Sage Chakra, you automatically enter Sage Mode. Techniques and Features you use while in Sage Mode, must use Sage Chakra. Using Sage Chakra while in Sage mode does the following; You add half of your Proficiency bonus (Rounded Down) to all saving throws you are not proficient in for the duration. You add half of your Proficiency bonus (Rounded Down) to all Ability checks you are not proficient in for the duration. +2 Power Sage Totems When you train for this ability you choose 1 of the following animals to have your sage mode based on. You gain the listed benefit while sage mode is active. Toad You gain advantage on all perception and sense ki checks. Snake you gain a 1d10 Hp regen at the start of each of your turns. Slug you gain a 1d10 normal Ki regen at the start of each of your turns. Ape Your unarmed strikes deal an additional damage die. Dragon You gain a 60 foot fly speed Pheonix You may turn sage chakra into HP at a ratio of 1 sage chakra per 3 HP. Bear You have advantage on all strength checks and saving throws. You gain Bulk 2. Hedgehog Your movement speed is doubled. Turtle Your natural AC increases by 2 Manatee You gain advantage on Constitution saves and checks. You gain a 60 foot swim speed.
Shadow Clone Technique An art once seen as forbidden due to the weakening of the caster in the progress. As an action you create a clone of yourself. When you do this you split your current and maximum ki and stamina between yourself and the clone equally. Clones may make other clones, splitting only it’s own ki and stamina between it’s clones. You are still considered the creator of these clones. When a clone is destroyed or dispelled as a bonus action all stamina and ki they held goes to it’s creator. When you take this ability you may only create 1 clone each time you use the action. You may improve this ability as if it was a technique to increase the number of possible clones made at 1 time by 1 up to 3 times. Each act on the user’s initiative but are considered their own turn. If the actual user is damaged they must make a concentration check for this ability or have all clones dispelled, otherwise this does not count as using concentration. Flying Raijin You have mastered the movement of the thunder god and can place teleportation marks as an action. Placing a teleportation mark reduces your maximimum Stamina by 1. You may dispel a Raijin seal as an action on your turn to regain the stamina placed into the seal. Having a seal allows you to teleport to it as long as it is on the same plane of existance as you as a bonus action on your turn for 1 stamina. You may use this feature as a reaction for 3 Stamina. For 3 Stamina as an action you may teleport to a seal regardless of if it is on the same plane of existance as you.
Classes The Protaganist Class Features As a Protaganist, you gain the following class features Hit Points Hit Dice: 1d10 per Protaganist level Hit Points at 1st Level: 1d10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Protaganist level after 1st Ki points gained per level Wisdom modifer + Constitution modifer + 2 per protaganist level Proficiencies Armor: Light armor, Shields, Medium armor Weapons: Martial weapons Tools: None Saving Throws: Dexterity, Charisma Skills: Choose three from Survival, Medicine, Acrobatics, Spirit, Athletics, Ki Control, Technology, Intimidation. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons (a) five javelins or (b) any simple melee weapon 1 set of Light or Medium Armor Combat Ability Your natural grit and reluctence to lose push you to fight until the bitter end. You have proficiency in unarmed strikes and it’s damage die is replaced with the damage die as shown in the table above. Unarmored Determination You inability to quit helps you shrug off blows that would take down weaker men. While not wearing armor your AC is calculated as 10+Dex mod+Chr mod+Half proficiency mod rounded Up. When you are wearing armor you may replace dexterity with Charisma for AC calculation. Protaganist Level Proficiency Bonus Features Combat Ability 1st +3 Combat Ability, Unarmored Determination 1d4 2nd +3 Unstoppable 1d4 3rd +3 Heroic Feature 1d4 4th +4 ASI 1d4 5th +4 Extra Attack 1d6 6th +4 Boundless Stamina 1d6 7th +5 Heroic Feature 1d6 8th +5 ASI 1d6 9th +5 Uncanny Luck 1d8 10th +6 Heroic Feature 1d8 11th +6 Extra Attack 1d8 12th +6 ASI 1d8 13th +7 Signature Move 1d10 14th +7 Heroic Feature 1d10 15th +7 Natural Talent 1d10 16th +8 ASI 1d10 17th +8 Extra Attack 1d12 18th +8 Heroic Feature 1d12 19th +9 ASI 1d12 20th +9 Undefeatable 1d12
Unstoppable It really seems that nothing can stop you. Whenever you fall unconcious you may use your reaction and gain a level of exhaustion and roll any amount of Hit Die and regain that much HP. Heroic Features Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature. Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th level, you have 3 points to distribute into your stats. As normal, you can’t increase an ability score above your maximum using this feature. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can instead take three attacks, and at 17th level you may take 4 attacks. Boundless Stamina At 6th level you gain an additional 1 stamina every time you level up. Uncanny Luck Whenever you roll a 1 on any dice roll you may spend 5 stamina and reroll all ones. You must use the new roll. Signature Move At level 13 you may designate 1 technique that you know. You double your proficiency mod with this technique when calculating attack bonus and save DCs. You may change this move on a long rest. Natural Talent At level 15 your natural talent and skill make it almost impossible to fail. When you roll a skill check that you are proficient in and roll less than a 10 you may count the roll as a 10. If you roll a skill check that you are not proficient in you add half of your proficiency modifier to the roll. Undefeatable Whenever damage would drop you below 1 HP you may redirect that damage to your ki or stamina.
The Warrior Class Traits As a Warrior, you gain the following class features. Hit Points Hit Dice: 1d12 per fighter level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per fighter level after 1st Ki Points As a warrior you gain your con mod + your wisdom modifier (minimum 1) Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival, Spirit, Technology Equipment (a) Light Battle armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light blaster and 20 Rounds or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorer’s pack Class Features Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. The Warrior Level Proficiency Bonus Features 1st +3 Fighting Style, Second Wind, Heroic Feature, Boundless Endurance 2nd +3 Mysticism 3rd +3 Action Surge 4th +4 ASI 5th +4 Extra Attack, Heroic Feature 6th +4 ASI 7th +5 Mysticism,Heroic Feature 8th +5 ASI 9th +5 Extra Attack, Heroic Feature 10th +6 Weapon Skill 11th +6 Sparking! 12th +6 ASI 13th +7 Mysticism, Heroic Feature 14th +7 ASI 15th +7 Heroic Feature 16th +8 ASI 17th +8 Mysticism, Heroic Feature 18th +8 Extra Attack 19th +9 ASI 20th +9 Mysticism, Heroic Feature
Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. When you finish a short or long rest, you regain your expended superiority dice. Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. Mariner (UA) As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. Tunnel Fighter (UA) As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. Heroic Features Gain 2 features from the Heroic Features list. Every time you get this feature after the first you gain 1 additional feature. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again. If you have this feature already by any means then you roll an additional die when you use this feature. Boundless Endurance You gain +2 to stamina at every level in this class.
Mysticism Whenever you gain this feature choose 1 school of magic, you may now learn spells and cantrips from that school as if they were techniques. You may not learn or cast a spell of a higher level than your proficiency modifier and you spend stamina equal to the spell level to cast them. Charisma is your casting modifier for these spells. The list of Magic Schools include: Conjuration Necromancy Evocation Abjuration Transmutation Divination Enchantment Illusion Action Surge Starting at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Extra Attack Whenever you gain this feature you may make an additional attack as part of the attack action. Weapon Skill Whenever you use a weapon that you are proficient in you increase the damage die by 1 step. Multiclassing To multiclass into a warrior you need a strength and constitution of 15+.
Techniques PlaceHolder *Rank - * Ki Cost: 0 ki Casting Time: 1 action Range: Self Duration: 1 hour Placeholder Melee Rank 1 Cross-Slash Rank 1 melee technique Ki Cost: 10 ki Casting Time: 1 action Range: weapon range Make an X-Shaped slash at the opponent. Make a melee attack roll with a weapon you have equipped with all of it’s features, on a hit the target is stunned until the end of your turn. Braver Rank 1 melee techique Ki Cost: 10 ki Casting Time: 1 action Range: melee Make a weapon attack with a melee weapon you have equipped. Leap into the air before delivering a devestating attack from your weapon dealing 3x your weapon damage on a hit. Boomerang Shot Rank 1 melee techique Ki Cost: 5 ki Casting Time: 1 Bonus action You give your weapon the thrown (30/90) and returning propererties until the end of your turn. Energy Arc Rank 1 melee techique Ki Cost: 10 ki Casting Time: 1 Bonus action You replace the range of a weapon you wield with a 10 foot cone of energy that retains all features of the weapon until the start of your next turn. Rank 2 Melee Blade Beam Rank 2 melee techique Ki Cost: 20 ki Casting Time: 1 Bonus action Give your weapon a ranged attack range of 60/180 as you fire beams of energy from the tip of the weapon until the end of your turn. Climmhazzard Rank 2 melee techique Ki Cost: 25 ki Casting Time: 1 action Range: melee Requirements: 1 star in Braver Make a weapon attack with a melee weapon you have equipped. Leap into the air before delivering a devestating attack from your weapon dealing 5x your weapon damage on a hit. Tunnel-Vision Strike Rank 2 melee techique Ki Cost: 20 ki Casting Time: 1 action Range: 30 feet Concentrate energy in your fingertips before dashing recklessly at the target to pierce through them. Make a melee technique attack roll dealing an additional 5d10 ki damage on a success. Due to the speed of this attack, you have a -2 on the attack roll. Rank 3 Melee Meteor Rain Rank 3 melee techique Ki Cost: 35 ki Casting Time: 1 Action Range: 90 feet Destroy the ground in the surrounding area or pull in nearby boulders before launching them into the air to smash on nearby threats. Make 3 ranged attack rolls dealing 4d6 bludgeoning damage on a hit.
Finishing Touch Rank 3 melee techique Ki Cost: 50 ki Casting Time: 1 Action Range: Melee Requirements: 1 star in Cross-Slash. A ferocious attack to completely tear apart your opponent’s ability to fight back. Make a melee attack against a target in range, on a hit the target is stunned until the end of their next turned and dazed until the end of their following turn. Rank 4 melee Omni-Slash Rank 4 Melee technique Ki Cost: 65 ki Casting Time: 1 Action Make 8 weapon attacks as an action. Ranzanzoken Rank 4 Melee technique Ki Cost: 60 ki Casting Time: 1 Bonus Action Make 5 weapon attacks as a bonus action. Rank 1 Ki technique Propulsion Rank 1 “Other” Ki technique Ki Cost: 5 ki Casting Time: 1 Action Send small explosions of energy behind you. You gain a 30 foot fly speed until the end of your turn. You may, as a reaction, use this again at the end of it’s duration to remain active until the end of your following turn. Rank 2 Ki technique Energy Sphere Rank 2 “Other” Ki technique Ki Cost: 10 ki Casting Time: 1 Action Range: Self Duration: 1 Minute (Concentration) Concentrate energy in the palm of your hand before spinning it at a rapid pace. As long as you hold concentration you can continue to hold and spin the sphere. Your next unarmed strike deals an additional 5d6 ki damage and knocks the target back 30 feet. The Sphere dissipates after this effect. Rank 3 Ki Technique Prolonged Energy Sphere Rank 3 “Other” Ki technique Ki cost: 30 Casting time: 1 action Duration: 1 Minute (concentration) Range: Self You have made a more controlled yet less powerful energy sphere that you can make multiple attacks with. As long as you hold concentration you can continue to hold and spin the sphere. Your next unarmed strike deals an additional 3d6 ki damage The sphere lasts as long as you have concentration. By spending an additional 15 ki upon casting you may make a second energy sphere in an additional hand.
Feats Heroic Awakening Your spirit has exploded and you have awakened to a power you didn’t even know you had! Gain one racial feature you did not choose at level one or a feature from the “Optional Racial Feature” section. You can not exceed the maximum ammount possible for any type. This feat can be taken up to 3 times. Synch Blade requires the use of a summoned weapon feature like “Zanpakto”, “Spiritual Weapon”, or “Keyblade” You create a 2nd mystical weapon that can be summoned as a bonus action on your turn or whenever you summon your weapon. Haki Adept Requires rank 2 in at least 2 kinds of Haki You are so adept at using Haki that you can use them in tandem. Select 2 Haki that you know at least Rank 2 in. You may now use these 2 kinds of Haki using the same Power-Up Slot regardless of the Rank that they are used. Haki used in this way do not count for “Snake Man” or “Bounce Man”. Charger (Adjusted) When you dash on your turn, the first melee weapon attack or to shove on your turn is severely boosted. For each 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Movement counted for this feature resets after you use this feature, this allows you to build movement for multiple attacks like this in one round. Dnd Homebrew This list has my personal seal of approval for dndbz games. Stat bonuses from stats cap at your stat maximum and not 20. Adaptive Warrior Accursed Healer Adamantine Spirit Adrenaline Rusher Advance Lightning Aggressive Melee Mastery Battle Planner Bearer of Strength Beyond Limits Black Belt Celestial Armaments Combat Brute Dasher Deathly Critical Determined Finisher Grand Summoner Horde Fighter Iron Skin Last Breath Legendary Strength Magic Resistance Magus Moments of Heroism One Handed Fighter Overwhelming Magic Powerful Aura Primal Fighter Synchronized Combat Unbreakable Vicious Spell