Super Saiyan Grades Power-Up U6/U7 Saiyan Power-Ups Some Saiyans who spend their time perfecting their Super Saiyan abilities found strange mutations of the form without touching on the likes of Super Saiyan 2. These became known as the transformations of the first stage. These forms can be unlocked as if they were a technique upon level up or training once Super Saiyan is unlocked. These are Power-Ups that can only be activated with Super-Saiyan 1 active. Super Saiyan 1 is activated at the same time as this Power-Up if it isn’t already. Once you can use Grade 4 with a Super Saiyan form you may activate any of these Grades using the same slot as that Super Saiyan form. Super Saiyan Grade 2 The Super Saiyan’s muscle mass increases drastically, slowing them slightly but increasing their raw power. +1d4 damage Power +1 Lowers Movement Speed by 10 feet. You gain Bulk 1 for the duration Drains 1 stamina at the end of your turn. Super Saiyan Grade 3 The Super Saiyan’s hair shoots out in random directions and they become increasingly bigger, their pupils fade and they do not get faster, instead wanting more damage. Power +1 Your Movement Speed is reduced by 20. additional 1d6 damage You gain Bulk 2 for the duration Drains 2 stamina at the end of your turn. Super Saiyan Grade 4 The Super Saiyan’s muscle mass recedes to just above normal and their hair becomes an almost white yellow. Power +2 Drains 1 stamina at the end of your turn This form does not take up your transformation slot. This form can be activated as a bonus action. Great Ape (Power-Up) Power-Up When the light of a full moon or another similar celestial body hits a Saiyan’s eyes when they have a tail they transform into the mighty Great Ape. A saiyan can make a wisdom save DC 15 to avoid looking at the object and avoid transforming. When this transformation activates and at the start of each turn you are in this form you must make a wisdom saving throw of 15 to remain in control. If you fail this saving throw, hand control of your character to the DM for the remainder of the form. You gain your maximum HP in Temporary HP. You gain +2 Power You gain +4 bulk Your size category becomes huge Your unarmed strikes and basic ki blasts deal 2d8 damage but otherwise function normally You can not use techniques in this form though you retain class features. Your natural AC becomes 15+con mod+half proficiency modifier Attacks to your tail are critical hits. This Power-Up lasts for 1 Hour or until you are knocked unconcious, your tail is removed, or the celestial body that triggered the transformation is no longer visible to you for 1 minute. Great Ape Maxiuchiha22
Mutant Saiyan Super Saiyan Berserk Transformation With the spark of your S-cells and the flood of legendary power your mind seems ready to slip. Almost doubling in body mass with stark white eyes, your bright emerald hair spikes out in wild directions. At the start of each of your turns while in this form you must roll a wisdom saving throw of 12+1 for each round you’ve been in this form, on a fail you go berserk until the transformation ends due to loss of stamina or consciousness. The first time you assume this form you automatically fail the save. The check resets after you go berserk or after a long rest +20 to movement speeds Power +2 You gain an additional 1d6 damage on all attacks You gain +1 to AC Bulk +1 Drains 2 stamina per round Gained at level 5 Controlled Super Saiyan Transformation You gain +15 to movement speed Power +2 You gain an additional 1d4 damage on all attacks Drains 2 stamina per round Berserk Super Saiyan 2 Transformation Your emerald hair now stands straight up as lightning crackles around you almost exploding out of your enlarged frame. Every step sounds like distant thunder. At the start of each of your turns you must roll a wisdom saving throw of 14+1 for each round you’ve been in this form, on a fail you go berserk until the transformation ends due to loss of stamina or consciousness. The first time you assume this form you automatically fail the save. The check resets after you go berserk or after a long rest +30 to movement speeds Power +3 You gain an additional 1d8 damage on all attacks You gain +2 to AC Bulk +2 Drains 3 stamina per round Gained at level 10 Controlled Super Saiyan 2 Transformation You gain +25 to movement speed Power +3 Bulk +1 You gain an additional 1d6 damage on all attacks Drains 3 stamina per round Full Power Super Saiyan Transformation Your true power has been unleashed and oddly enough it finally feels natural. You’re brilliant emerald eyes and hair shine with an almost unceasing brilliance. +30 to movement speeds Power +4 You gain an additional 1d8 damage on all attacks You gain +2 to AC Bulk +2 Drains 5 stamina per round Gained at level 20 Kale SSJ Maxiuchiha22
Ancient Saiyans Ancient Saiyans share God Forms with regular Saiyans. Burst of Potential Power-Up The ancient Saiyan draws from their reserves of latent energy. A bestial scream erupts from them as their ki explodes outwards. Ups movement speed by 10 Power +1 Drains 1 stamina at the end of your turn Power-Up Gained at Level 3 Draw from the S-cells Power-Up The Saiyan pulls power from their S-cells without tapping into the super Saiyan transformation, though their aura still shines with a golden hue. Ups movement speed by 5 +2 to damage Drains 1 stamina at the end of your turn. Gained at Level 5 but is gained earlier if the “S-cell Awakening” feat is taken Pure Super Saiyan Transformation The ancient saiyan’s more powerful version of super Saiyan, the Saiyan’s eyes turn a shining emerald, and their hair spikes up and turns such a deep gold it appears to be solid gold. Their aura is enough to levitate small rocks. Ups movement speed by 10 Power +1 +2 to damage Drains 2 stamina at the end of your turn. This form usually results in a heightened state of aggression. Timeless power Power-Up This is the true raw power of the ancient Saiyans, their bodies bulk slightly like super Saiyans but otherwise look like their base form. Their ki rises off them like steam and they have been known to growl like animals. Ups movement speed by 15 Power +2 +1d4 damage Power-Up Drains 2 stamina at the end of your turn Gained at level 10 Legendary Super Saiyan Transformation The form of the original super saiyan. This appears to be the only form in which an ancient saiyan retains their base disposition. This looks like the pure super saiyan form, accompanied by white lightning. Ups movement speed by 25 Power +3 +1d8 damage Drains 3 stamina at the end of your turn. Shallot SSJ Maxiuchiha22
Special Saiyan Forms Super Saiyan 4 Transformation In this form, the Saiyan’s hair color differs, the same goes for the tail and the body is covered in red fur. A Saiyan in this form also possesses a shadow trim around their eyes and over the eyelids that varies in color, such as crimson. +4 to strength and dexterity Ups movement speed by 30 +2d6 damage Power +3 Drains 4 stamina Golden Great Ape The primal rage of the great ape goes beyond regular control when combined with Super Saiyan. Regardless of whether or not you have “Saiyan Elite” you are unable to control your actions, instead attacking the nearest threat or wildly rampaging. If you are level 10 and over with access to great ape and super saiyan you may attempt to regain control of yourself. You have disadvantage on saving throws to remain in control. If you have the “Saiyan Elite” feat you must still make this save but without disadvantage. When you are level 15 and above and you are a Golden Great Ape you instantly turn into Super Saiyan 4 when you first gain control of it. Hybrid Rage Power-Up The user has unlocked the heavenly potential of Super Saiyan. The user looks like they’re using SSJ2 but there is a layer of icy blue aura underneath the golden aura and their eyes glow a perfect white. Ups movement speed by 20 Power +2 +2d4 damage +1 AC Costs 4 Stamina Gained through the “Hybrid Potential” feat. This can only be used if a Transformation with “Super Saiyan” in the name is active. This Power-Up can be activated in the same action as activating a Super Saiyan form. Goku SSJ4 Maxiuchiha22 Future trunks SSJ2 Maxiuchiha22
Super Saiyan God Power-Up Super Saiyan God is special in that until specific Feats are taken you may not use it alongside transformations at first. (if you can have more than 1 Power-Up active you still gain benefits from that) The user loses muscle mass and grows slightly taller while the user’s eyes and hair turn a fiery red and their aura looks like a raging inferno. This form is unlocked when a Saiyan unlocks God Ki or from the Super Saiyan God Ritual. Ups movement speed by 30 Power +3 +1d12 damage +2 AC. Drains 3 stamina Power-Up Super Saiyan God Ritual This ritual was lost to time long ago and can only be found out through special circumstances. Long ago there was a small group of 5 Good Aligned saiyans that poured their energy into a 6th, This act created the first Super Saiyan God and can reproduce them. A Saiyan can only be a part of this ritual 1 time in their life. When activated via ritual it lasts 6 rounds. Divine Saiyan Forms Occasionaly a Saiyan is born with divine blood or one can be created through body snatching. Regardless when these holy or infernal Saiyans reach the level of the gods their forms are slightly altered. When a creature with the Celestial or Fiend tags uses Super Saiyan God they gain an additional +1 Power and have the color of their hair and aura slightly altered. This change in color overrides all Super Saiyan Transformations. These forms appear pink for Celestials and a blood red for infernals. Goku Super Saiyan God Maxiuchiha22 Goku Black SS Rose Kyoung Hwan Kim
Ceralian Power-Ups Red-eye Activation Power-Up You have learned to actively harness your hyperevolved eye. Your view is now slightly telescopic allowing you to aim and even snipe with your energy attacks. Unlocked at Level 5. 1 stamina per round +1 to perception checks +2 power and +25% range on standard ki attacks and ki techniques. Red-eyed Focus Power-Up Your Eye has reached its full potential and is even better than before. At level 10 this Power-Up replaces “Red-Eye Activation” 2 stamina per round +2 to perception checks +3 power and +50% range on standard ki attacks and ki techniques. Critical threat range increases by 1 Double Red-eye Activation Transformation You have awakened the power of Ceralians in both of your eyes. Unlocked at Level 15 5 stamina per round +3 to perception checks +4 power and +100% range on standard ki attacks and ki techniques. Critical threat range increases by 2
Mashin-jins Power-Ups Mashin-jin Power-Ups are learned as techniques by a Mashin-jin. Dark energy Rank 2 Power-Up Your aura flares a deep blackish red and your eyes glow white. While you have this form active your alignment actively shifts 1 step down. (Good 》 Neutral 》Evil) +2 to power Drains 1 stamina per round Flowing Dark Energy Rank 3 power-up Your aura flares a deep blackish red and your eyes glow white. While you have this form active your alignment actively shifts 1 step down. (Good 》 Neutral 》Evil) +3 to power When you deal damage you deal an additional 2d4 Drains 2 stamina per round Demon god’s Mantle Rank 4 Power-Up You gain a coat of demonic energy as you draw directly upon your connection to Sesa. +3 to power An additional +1 power added to spell and ki techniques. +15 movement speed You may cast spells from the infernal legacy feature as a bonus action on your turn. Drains 3 stamina per round Transformations Demon Form Transformation Unlocked at level 15 You have unlocked the true form of the Mashin-jin, a huge demonic beast. Gain bulk +2 Gain +3 power You are considered 1 size category larger than you actually are Drains 3 stamina per round Makyouka Form Transformation Unlocked at level 20 or when you obtain God Ki You have merged your demon form with your regular form making an insanely powerful demon mode. Power +3 You gain +30 Movement Speed Increase the Damage Die for unarmed strikes, Techniques, Ki Blasts, and Spells by 1 step. Drains 4 stamina per round’ Demigra (Demon) Maxiuchiha22
Non-Race Specific Kaio-ken Power-Up The unique Power-Up of the Shinlings. This move destroys your body in exchange for heightened abilities. Kaio-ken is activated as an action and can be dropped for free at the end of your turns. You take damage from kaioken upon activation and at the start of each of your turn. The Kaio-ken is unique in that you may add concentration to it to use it while any other Power-Up is active. You deal the damage an additional time per round for each additional Transformation or Power-Up active alongside it. (If a transformation or power-up specifically say they do not use a Transformation or power-up slot or they share a slot with another form they do not count for this feature.) By mastering this as if it were a technique you can unlock the next stage. Kaio-ken Power +1 every round take 1 point of damage. Kaio-ken x3 Ups movement speed by 5 Power +1 +1d4 damage. every round take 2 point of damage. Kaio-ken x5 Ups movement speed by 10 Power +2 +1d4 damage. every round take 3 point of damage. Kaio-ken x10 Ups movement speed by 15 Power +2 +1d6 damage. every round take 4 point of damage. Kaio-ken x20 Ups movement speed by 20 Power +3 +1d6 damage. every round take 5 point of damage. Kaio-ken x100 Ups movement speed by 30 Power +3 +1d8 damage. every round take 6 point of damage. Heavenly Unlock Movement speed set to 100 Power +4 +1d10 damage. your bonus action can be treated as an additional full action. Every round take 10 damage Full Power Transformation This Transformation can be learned by anyone as a rank 3 technique. You buff your body through energy manipulation and fight disregarding the energy drain. 3 stamina per round +2 Power +1 AC +1 Bulk Super Full Power Transformation This Transformation can be learned by anyone as a rank 4 technique if you have “Full Power” . 4 stamina per round +3 Power +2 AC +2 Bulk Goku Kaio-Ken Maxiuchiha22
Potential Unlock Transformation/Power-Up Your inner power is drawn to the front. Your potential can be unlocked up to 3 times. If someone capable of unleasing more than the 1st tier of potential unlocks your power you retroactively gain the previous teirs. Whenever you unlock a higher tier of this transformation you may use previous teirs as a PowerUp as you learn to pull more energy from your almost infinite potential. Tier 1 Increases movement by 10 Power +1 Drains 1 stamina at the end of your turn. Tier 2 Increases movement by 20 Power +2 Drains 2 stamina at the end of your turn. Tier 3 (Ultimate Form) Increases movement by 30 Power +3 all damage dice are upped by 1 stage Drains 3 stamina at the end of your turn Tier 4 (Bestial Potential) You have begun to pull out the full potential of the god ki inside you. The user’s hair or defining feature becomes white and your eyes turn white. Increases movement by 45 Power +4 all damage dice are upped by 2 stages Drains 5 stamina at the end of your turn God form gained at level 20 and above when Tier 3 is unlocked or with training with a divine being after Tier 3 is unlocked. Majin Mark Power-Up A power-up fueled by dark magic and mind control. Ups movement speed by 10 Power +1 You gain a 2 stamina point per round regen. This Power-Up is considered active until dispelled. The giver of this mark may attempt to control the afflicted a number of times per day equal to their Wisdom modifier While under control the giver can decide how much control to leave to the afflicted even to the point of fully controlling them until the afflicted can pass the wisdom save. The afflicted make the save once every number of rounds equal to the giver’s Wisdom modifier Deep Control A power-up fueled by dark magic and mind control at it’s limit as you are fully releasing yourself to the power. Ups movement speed by 20 Power +2 You gain a 3 stamina point per round regen. At any point in time when you have the Majin Mark you can choose to succumb fully to it and enter this state. This form functions the same as Majin Mark but you have disadvantage on the save. You may revert to the previous stage after 3 successful wisdom saves. Gohan (Beast) wubberdubber Majin Vegeta Maxiuchiha22
Ultra Instinct The ultimate technique built off of practice, mastery, and Combat Instinct. This form is not unlocked by any natural means and requires extensive training by an angel or incredible circumstances to unlock. Regardless of how it is first obtained your first step of mastery is Ultra Instinct Omen. Ultra Instinct Omen Transformation The ultimate defensive ability, though incomplete, the user’s body will react to protect itself without the consent or thought of the user. This ability was once thought impossible to mortals. You gain a +3 AC +15 move speed Power +4 +2d4 damage You gain an additional reaction that can be used for a defensive manuever Drains 4 stamina at the end of your turn. While in this form you may not use techniques unless they have at least 1 mastery rank. Your first 3 times entering this form happen when you would hit zero hit points you instead awaken in this form regaining 50% of your Hp and Ki. This form then lasts until your HP, KI, or Stamina reach 0. On Your 4th Transformation you instead enter Completed Ultra Instinct and can then unlock the ability to enter this form at will after a dedicated training arc. Complete Ultra Instinct Transformation The ultimate defensive ability, finally complete, the user’s body will react to protect itself without the consent or thought of the user. This ability was once thought impossible even by the gods. You gain +4 to your AC +30 move speed Power +4 +2d8 damage You gain an additional reaction that can be used for a defensive manuever or an available technique Drains 6 stamina at the end of your turn. While in this form you may now use any technique you know. Your second and third time entering this form happen when you would hit 3 death saving throws you instead awaken in this form regaining 25% of your Hp, Ki, and stamina. This form then lasts until your HP, KI, or Stamina reach 0. After your third transformation you may undergo a dedicated training arc with an angel to access this form at will. True Ultra Instinct Transformation You have taken Ultra Instinct to its natural conclusion using not only your combat knowledge and training but who you are as a person, a fighter, and soul culminating into a form with full mind and emotion. You gain +4 to your AC +45 move speed Power +5 +2d10 damage You gain an additional 2 reactions that can be used for a defensive manuever or an available technique Drains 6 stamina at the end of your turn. While in this form you may now use any technique you know. A Form of Truly Divine Ability This form is given by the DM as a “Breakthrough Moment” . ’ If your game goes into extreme levels beyond this consider letting a player master this to change it into a Power-Up. Goku - Mastered Ultra Instinct Maxiuchiha22
Ultra Ego Transformation When your body and mind are in sync with only 1 objective ahead “Destroy” . You may enter a transformation of Destruction called Ultra Ego, ultimately characterized by its ability to grow in power as your fighting spirit grows. Costs 5 stamina to activate and drains 4 stamina at the end of each subsequent turn. Ups movement speed by 80 Power +5 +2d8 damage +2 AC While in this form you have a rising pool of destruction energy. At the end of each of your turns while this is active you gain 2d6 added to this pool of destruction energy. You may improve this form using an entire traing arc with a God of destruction as your master. You may do the following features with these destruction dice: Fighting Spirit Your form relies on your fighting spirit and you can burn your destruction energy to help restart your destructive blaze. As an action you may roll any number of dice from your destruction pool and gain that amount of temporary HP or Ki equal to the total rolled. You may not use this feature again until all previous temporary HP or Ki gained through this feature are depleted. Destroy. Your fuel your ki attacks with the power of destruction. When you land an attack or technique you may spend any number of dice from your destruction pool and add that much destruction damage to the damage roll. Neverending Destruction You burn the energy of destruction like a star to keep it alight. As an action you may spend any number of dice from your destruction pool and gain 1 temporary stamina for each die spent. You may not use this feature again until all previous temporary stamina gained through this feature are depleted. God of Destruction Training. Golden earing and all you have been chosen as the next candidate for GoD, since there is only ever one at a time you must earn your place to gain this form. Destruction Damage Destruction incarnate; the ability to deal destruction damage is the ability to bypass natural law and tear things apart at the smallest level. Destruction Damage can not be reduced by any means. Hakaishin Toppo Maxiuchiha22
Chapter 5: Techniques and Abilities Techniques Your control over your Ki allows you to use it to perform unearthly feats. You gain one new technique every level in the course of levels 1 through 10. During levels 10-20 you gain a technique every even level. You can learn additional techniques through training. Some Techniques can be charged with extra ki to deal more damage, alternatively you may hold the move for additional actions to charge the move without expending ki. You start at level 1 with a number of techniques equal to your intelligence modifier +1. Techniques learned through level up may be swapped out for another technique that you qualify for upon a level up. You may learn a Technique equal to or below your ki rank. You may learn a rank higher with the help of a master training you. Mastering Techniques You may “learn” a technique more than once, improving your mastery over the technique. You may improve a technique up to 3 stars gaining a static bonus to the technique each time. You may give a move a star Possible options include: +1 power for this move +50% range If the technique’s range is melee it becomes equal to your movement speed as you move to them. This technique deals an additional die of damage Charge Moves gaining 1 charge die instantly This attack ignores resistance and treats Immunity as resistance This move has its casting time reduced by 1 step The Critical Hit Range is increased by 1 Optional rule: Make the 3 star upgrade something unique to fit the player. Can be difficult to balance but this can get better with practice. Saving Throws and attack roll bonuses Each type of Ki technique has it’s own calculation for it’s attack bonus and saving throws. Blast attacks rely on the raw power of your ki at one moment in time and thus rely on your wisdom score. Save DC = 8+proficiency mod+wisdom mod Attack Bonus = proficiency mod+wisdom mod Beam attacks rely on your ability to sustainably output energy and thus rely on your constitution score Save DC = 8+proficiency mod+Constituition mod Attack Bonus = proficiency mod+constitution mod Barrage attacks and standard ki blasts rely on your ability to aim small projectiles in succession and thus rely on your Dexterity Score Save DC = 8+proficiency mod+Dexterity mod Attack Bonus = proficiency mod+Dexterity mod Omni attacks rely on you being creative with your uses of them and thus rely on your Intellegence Score Save DC = 8+proficiency mod+Intellegence mod Attack Bonus = proficiency mod+Intellegence mod Melee techniques use your raw physical ability and thus use the strength modifier. Save DC = 8+proficiency mod+Strength mod Attack Bonus = proficiency mod+Strength mod Goku SSJ Kamehameha Kyoung Hwan Kim
Rank 1 Beam Techniques Dodon Ray Rank 1 Ki technique Ki Cost: 4 Prerequisites: none Casting Time: 1 action Range: 40 feet Type: Beam A small beam shot from the finger causes an explosion on impact. The Target must make a dexterity saving throw or take 3d4 force damage, half on a successful save. Max Power Energy Wave Rank 1 Ki technique Ki Cost: 10 Prerequisites: none Casting Time: 1 action Range: 60 feet Type: Beam Fire a pure beam of energy with the full force of your Ki. Make a ranged ki attack dealing a number of d6 equal to your wisdom modifier. Kamekameha Rank 1 Ki technique Ki Cost: 5 Prerequisites: none Casting Time: 1 action Range: 60 feet Type: Beam A variant of the Kamehameha named by Goten. A smaller, less focused Kamehameha. Roll a Ranged Ki attack dealing 2d6 damage on a Hit. You may instead charge the attack to add another 2d6, max of 6d6 for 2 Ki points per action that it is held. Has a negative 2 to the attack roll. Blast Techniques Ki Blast Cannon Rank 1 Ki technique Ki Cost: 5 Prerequisites: none Casting Time: 1 action Range: 45 feet Type: Blast Fire one large ki ball. Make a ranged ki attack dealing 3 times your basic ki blast damage damage on a Hit. Ki Blast Missle Rank 1 Ki technique Ki Cost: 10 Prerequisites: none Casting Time: 1 action Range: 60 Type: Blast Fire one explosive energy shot at a target. The choosen target must make a dexterity saving throw or take 3d10 ki damage, half on a save. Skyline Blast Rank 1 Ki technique Ki Cost: 10 Prerequisites: none Casting Time: 1 action Range: 150 Type: Blast Form a compressed apple sized ki blast in your hand before launching it at a target in range. Roll a ranged ki attack doing 3d6 ki damage on a hit. Explosive Wave Rank 1 Ki Technique Ki Cost: 20 Prerequisites: none Casting Time: 1 action Range: Self (30 foot radius) Type: Blast Send a massive explosion of energy out in all directions from you. All creatures within range must make a dexterity saving throw or take 3d6 Fire damage, half on a success. Barrage Techniques Ki Blast Barrage Rank 1 Ki technique Ki Cost: 12 Prerequisites: none Casting Time: 1 action Range: same as standard ki blast Type: Barrage Fires 4 normal ki blasts at once. Make a ranged ki attack dealing 4 times your ki blast damage. Can be used as a bonus action for 24 ki.
Consecutive Blasts Rank 1 Ki technique Ki Cost: 1 Prerequisites: none Casting Time: 1 action Range: 15 cone Type: Barrage Fire numerous small ki blasts in close range. All targets in range must make a Dexterity saving throw or take 2d12 ki damage, half on a successful save. Rapid Fire! Rank 1 Ki technique Ki Cost: 5 Prerequisites: none Casting Time: 1 Bonus action Range: same as standard ki blast Type: Barrage Make 2 standard ki blasts as a bonus action. Omni Techniques Psycho Barrier Rank 1 Ki technique Ki Cost: 10 per +1 Prerequisites: none Casting Time: 1 reaction when you are forced to make a saving throw Range: self Type: Omni Form a barrier of ki around you granting you as +1 bonus to the triggering saving throw. You may not increase this bonus beyond +3 in this way. Kiai! Rank 1 Ki technique Ki Cost: 5 Prerequisites: none Casting Time: 1 action Range: 10 foot radius Type: Omni Send out a pulse of ki outwards from yourself. All creatures must make a strength saving throw or be knocked back 10 feet and knocked prone, 5 foot knockback and no prone on a save. Fient Shot Rank 1 Ki technique Ki Cost: 5 Prerequisites: none Casting Time: 1 action Range: 60 feet Type: Omni Make a ranged ki attack as you send an arching and tracking shot at a target dealing 2x your basic ki blast damage on a hit. This attack ignores half and threeforths cover. Rank 2 Techniques Beam Techniques Dark Kamehameha Rank 2 Ki technique Ki Cost: 15 Prerequisites: none Casting Time: 1 action Range: self (80 foot line) Type: Blast The user condenses a black ball in the hands and then fires a beam from it. Targets in the line must make a dexterity saving throw dealing 2d10 damage on a fail, half on a success. You may instead charge the attack to add another 2d10, max of 6d10 for 3 Ki points per action that it is held. Galick Gun Rank 2 Ki technique Ki Cost: 10 Prerequisites: none Casting Time: 1 action Range: Self (150 foot line) Type: Beam The user condenses a purple ball in their hands and then fires a beam from it. Targets in the line must make a dexterity saving throw dealing 2d6 damage on a fail, half on a success. You may instead charge the attack to add another 2d6, max of 6d6, for 3 Ki points per die or 1 die per action that it is held.
Kamehameha Rank 2 Ki technique Ki Cost: 10 Prerequisites: none Casting Time: 1 action Range: Self (100 foot line) Type: Blast The Famous Turtle Destruction Wave developed by Muten Roshi. Targets in the line must make a dexterity saving throw dealing 2d8 damage on a fail, half on a success. You may instead charge the attack to add another 2d8, max of 6d8, for 3 Ki points per die or 1 die per action that it is held Masenko Rank 2 Ki technique Ki Cost: 10 Prerequisites: none Casting Time: 1 action Range: 80 feet Type: Beam Placing your hands to your forehead you fire out a small but powerful beam of yellow energy. Make a ranged ki attack that deals 5d6 ki damage on a hit. Blast Techniques Burning attack Rank 2 Ki technique Ki Cost: 12 Prerequisites: none Casting Time: 1 action Range: 45 feet Type: Blast The user sends out a fiery bout of energy from the hands. Make a ranged spell attack dealing 4d6 fire damage on a hit. Can be used as a part of your attack action after Shining Slash (if at least 2 shining slash strikes hit this move is made with advantage). Fissure Slash Rank 2 Ki technique Ki Cost: x5 Prerequisites: none Casting Time: 1 action Range: 45 feet Type: Blast Make a ranged ki attack dealing 1d6 for every 5 ki used. The maximum dice amount can not exceed your total character level. Light Grenade Rank 2 Ki technique Ki Cost: 10 Prerequisites: none Casting Time: 1 action Range: self (15 foot cone) Type: Blast A wide short range blast from cupped hands. All creatures in a 15 foot cone must make a dexterity saving throw taking 4d12 damage on a fail and half on a success. Riot Javelin Rank 2 Ki technique Ki Cost: 20 Prerequisites: none Casting Time: 1 action Range: 10 feet Type: Blast The user creates an energy ball in his hand and then crushes it, enveloping his hand for a powerful strike. Roll an melee ki attack dealing 3d8 ki damage. Super Explosive Wave Rank 2 Ki technique Ki Cost: 60 Prerequisites: 1 Star in Explosive Wave Casting Time: 1 action Range: Self (30 foot radius) Type: Blast Send a massive explosion of energy out in all directions from you. All creatures within range must make a dexterity saving throw or take 4d12 Fire damage, half on a success. Barrage Techniques Scatter Bullet Rank 2 Ki technique Ki Cost: 15 Prerequisites: none Casting Time: 1 action Range: 60 feet Type: Barrage Fire a single energy beam into the air that explodes and rains down a a barrage of ki bullets down in the area. Choose a 5 foot space within range, all creatures of choice in a 15 make a dexterity saving throw or take 2d6 ki damage on a fail, half on a success.
Death Beam Rank 2 Ki technique Ki Cost: 12 Prerequisites: none Casting Time: 1 action Range: 130 feet Type: Barrage A small beam shot from the finger. Make a ranged ki attack dealing 2d8 points of magical piercing damage. As a bonus action you can fire an additional one for half the initial cost. Continuous Energy Bullet Rank 2 Ki technique Ki Cost: 10 per ki blast Prerequisites: none Casting Time: 1 action Range: 150 feet Type: Barrage Fire a barrage of individual small ki blasts up to but not exceeding your proficiency bonus each dealing 1d8 ki damage on a successful hit. Furious Demon Barrage Rank 2 Ki technique Ki Cost: 20 Ki Prerequisites: none Casting Time: 1 action Range: 90 feet Type: Barrage Let out an immensly disruptive volley of attacks. Make a ranged ki attack dealing 3d10 ki damage on a hit. If you hit the target with this attack the target gains the stunned condition until the end of their next turn. Missle Barrage Rank 2 Ki technique Ki Cost: 12 per ki blast Prerequisites: none Casting Time: 1 action Range: 30 feet Type: Barrage Fire a barrage of individual small ki blasts up to but not exceeding your proficiency bonus each dealing 1d12 ki damage on a successful hit. Omni Techniques Destructo Disk Rank 2 Ki technique Ki Cost: 25 Ki Prerequisites: none Casting Time: 1 action Range: 90 feet Type: omni A frisbee like attack that can cut through almost anything. Make a ranged ki attack dealing 4d12 slashing damage on a hit. This damage deals double damage to structures and constructs. Ki-Blade Rank 2 Ki technique Ki Cost: 5 ki per round Prerequisites: none Casting Time: 1 bonus action Range: self Type: omni the user solidifies ki around their hand giving the user an additional 1d6 ki damage added to their unarmed attacks. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated. Solar Flare Rank 2 Ki technique Ki Cost: 10 Prerequisites: none Casting Time: 1 action Range: self (60 foot cone) Type: Omni The user concentrates Ki in front of their eyes and sends a blinding light forward in a 60-foot cone and anyone in the area must make a con save or be blinded (disadvantage on all attacks and perception checks) until the end of their next turn. Aura Shield Rank 2 Ki technique Ki Cost: 40 Prerequisites: none Casting Time: 1 Reaction when you would take damage from a ki attack or ki technique Range: self Type: Omni The user concentrates their aura into a palpable wall of force. As a reaction you gain resistance against 1 ki attack or technique that targets you. This can be used in conjunction with a defensive manuever.
Rank 3 Techniques Beam Techniques Black Kamehameha Rank 3 Ki technique Ki Cost: 35 ki Prerequisites: 1 Star in Dark Kamehameha Casting Time: 1 action Range: self (100 foot line) Type: Beam The form of the kamehameha that Goku Black used. Targets in this 100 foot long, 15x15 foot wide line must make a dexterity saving throw dealing 7d10 damage on a fail, half on a success. You may also charge the attack and add another 1d10 for every 5 Ki points spent after the initial cost, max of 20d10. Perfect Energy Wave Rank 3 Ki technique Ki Cost: 40 Prerequisites: none Casting Time: 1 action Range: 60 feet Type: Beam Fire a ferocious beam of energy with the full force of your Ki. Make a ranged ki attack dealing a number of d8 equal to your proficiency modifier. Final Flash Rank 3 Ki technique Ki Cost: 40 Prerequisites: none Casting Time: 1 action Range: self(150 foot line) Type: Beam The user creates a yellow energy orb in each hand and places them together to fire a large powerful beam. Targets in this 150 foot long, 10 foot wide line must make a dexterity saving throw dealing 6d10 damage on a fail, half on a success. You may also charge the attack and add another 1d10 for every 10 Ki points spent after the initial cost. Instant Galick Gun Rank 3 Ki technique Ki Cost: 25 ki Prerequisites: 1 Star in Galick Gun Casting Time: 1 action Range: 120 feet Type: beam Form a powerful but condensed galick gun. Make a ranged ki attack dealing 6d6 ki damage on a successful hit. Instant Kamehameha Rank 3 Ki technique Ki Cost: 25 Prerequisites: 1 Star in Kamehameha Casting Time: 1 action Range: 120 feet Type: Beam orm a powerful but condensed Kamehameha. Make a ranged ki attack dealing 6d8 ki damage on a successful hit. Majin Kamehameha Rank 3 Ki technique Ki Cost: 25 Prerequisites: 1 Star in Dark Kamehameha Casting Time: 1 action Range: 80 feet Type: beam Form a powerful but condensed Kamehameha fueled by dark energy. Make a ranged ki attack dealing 6d10 ki damage on a successful hit. Mouth Cannon Rank 3 Ki technique Ki Cost: 25 ki Prerequisites: none Casting Time: 1 action Range: 45 feet Type: beam The user fires a beam out of their mouth powered by their own life force. Make a ranged ki attack dealing 6d6 ki damage on a hit. This attack may be used while restrained or prone. Special Beam Cannon Rank 3 Ki technique Ki Cost: 20 ki Prerequisites: none Casting Time: 1 action Range: self (150 foot line) Type: beam A very powerful move that resembles a drill. All creatures in a 150 foot line must make a dexterity saving throw dealing 1d10 + an additional 1d10 for every 5 ki used to charge it past its initial cost. Due to the inherent precision of this move targets take no damage on a successful saving throw. The maximum dice amount can not exceed your total character level.
Super Kamehameha Rank 3 Ki technique Ki Cost: 30 Prerequisites: 1 Star in Instant Kamehameha Casting Time: 1 action Range: self (125 foot line) Type: Beam An almost planet shattering kamehameha. Targets in this 125 foot long, 15 foot wide line must make a dexterity saving throw dealing 7d8 damage on a fail, half on a success. You may also charge the attack and add another 1d8 for every 5 Ki points spent after the initial cost, max of 20d8. Super Galick Gun Rank 3 Ki technique Ki Cost: 30 ki Prerequisites: 1 Star in Instant Galick Gun Casting Time: 1 action Range: self (180 foot line) Type: Beam Charges one of the strongest variants of the Galick Gun. Targets in this 180 foot long, 15x15 foot wide line must make a dexterity saving throw dealing 7d6 damage on a fail, half on a success. You may also charge the attack and add another 1d6 for every 5 Ki points spent after the initial cost, max of 20d6. Twin Cannon Rank 3 Ki technique Ki Cost: 40 ki Prerequisites: 1 Star in Instant Galick gun Casting Time: 1 action Range: 120 feet Type: beam The user fires a purple beam from each hand. You can hurl them at one target or several. Make a ranged spell attack for each beam. On a hit, the target takes 6d6 ki damage. Warp Kamehameha Rank 3 Ki technique Ki Cost: 40 ki Prerequisites: 1 Star in Instant Transmission, 1 Star in Instant Kamehameha Casting Time: 1 action Range: Self (100 foot line) Type: Beam You form a Kamehameha before teleporting and firing the beam. You may teleport anywhere within 100 feet before rolling a ranged ki attack dealing 6d8 ki damage on a hit. Blast Techniques Big Bang Attack Rank 3 Ki technique Ki Cost: 25 ki Prerequisites: none Casting Time: 1 action Range: 100 feet (15 foot radius sphere) Type: Blast Create a blue orb of energy in front of you before launching it to explode at your target. Choose a location within 100 feet, and all creatures in a 15 foot radius must make a dexterity saving throw or take 8d8 fire damage, half on a success. Death Ball Rank 3 Ki technique Ki Cost: 15x Prerequisites: none Casting Time: 1 action Range: 100 feet Type: blast A ball of energy is created on the user’s finger and thrown before exploding. Targets in the technique’s radius must make a dexterity saving throw, taking half damage on a success. This technique damage starts at 5d10 ki damage in 40 foot radius explosion. For every additional 15 ki spent you add 2d10 ki damage die and increase the radius by 10 feet. Tribeam Rank 3 Ki technique Ki Cost: 5x HP Prerequisites: none Casting Time: 1 action Range: 80 foot range (30 foot cube centered on target) Type: blast The user channels their own life force into their hands and fires it out as a square box. Choose a location you can see within 80 feet. All creatures in a 30 foot cube centered on that location must make a dexterity saving throw, taking half damage on a success. This technique is fueled by life force directly dealing 1d10 ki damage for every 5 hp you put into it. This health is drained immediately after the action is concluded.
Massive Explosive Wave Rank 3 Ki technique Ki Cost: 30 Ki (special) Prerequisites: 1 Star in Explosive Wave Casting Time: 1 action Range: Self (30x foot radius) Type: Blast Send a massive explosion of energy out in all directions from you. All creatures within range must make a dexterity saving throw or take 4d10 Fire damage, half on a success. For each 30 ki you put into this technique the range continues to increase by a 30 foot radius. Barrage Techniques Hellzone Grenade Rank 3 Ki technique Ki Cost: 10x ki per blast Prerequisites: none Casting Time: 1 action Range: 60 feet Type: barrage Select a number of unoccupied 5 foot square up to but not exceeding double your wisdom modifier to leave a Ki Blast. You may choose to detonate these at any time causing anyone within 5 feet to make a dexterity saving throw dealing 2d10 damage fire damage on a fail and half as much on a success. As an action on your turn your may cause any number of these to fly at a target of your choice within range. Make a ranged ki attack using your barrage bonus for each dealing 1d12 fire damage on a hit per ki blast. Destructo Disk Barrage Rank 3 Ki technique Ki Cost: 30 Ki per Disk Prerequisites: 1 Star in Destructo Disk Casting Time: 1 action Range: 90 feet Type: Barrage A frisbee like attack that can cut through almost anything. Make a ranged ki attack dealing 4d12 magical slashing damage on a hit. This damage deals double damage to structures and constructs. DIE DIE Missle Barrage Rank 3 Ki technique Ki Cost: 25 per ki blast Prerequisites: none Casting Time: 1 action Range: 30 feet Type: Barrage Fire a barrage of individual small ki blasts up to but not exceeding double your proficiency bonus each dealing 2d12 ki damage on a successful hit. Blaster Meteor Rank 3 Ki technique Ki Cost: 40 Ki Prerequisites: none Casting Time: 1 action Range: 50 feet radius Type: Barrage Surround yourself in a bubble of ki and fire out multiple ki blasts in all directions. All targets of your choice in a 50 foot radius centered on yourself must make a dexterity saving or take 3d12 ki damage. Infinity Bullet Rank 3 Ki technique Ki Cost: 15 per ki blast Prerequisites: none Casting Time: 1 action Range: 150 feet Type: Barrage Fire a seemingly endless barrage of individual small ki blasts each dealing 1d8 ki damage on a successful hit. Omni Techniques Super Destructo Disk Rank 3 Ki technique Ki Cost: 50 Ki Prerequisites: 1 Star in Destructo Disk Casting Time: 1 action Range: 100 feet Type: omni Super charge the spin of the destructo disk making it almost unseeable to the eye. Make a ranged ki attack dealing 6d12 slashing damage on a hit. This damage deals double damage to structures and constructs.
Death Saucer Rank 3 Ki technique Ki Cost: 50 ki Prerequisites: none Casting Time: 1 range Range: 120 feet Type: omni A purple frisbee like attack that does less damage than the destructo disk but is much more controlled. Make 2 ranged ki attacks each dealing 5d6 magical slashing damage, dealing double damage to structures and constructs. Angry Shout Rank 3 Ki technique Ki Cost: 40 ki Prerequisites: none Casting Time: 1 action Range: 60 foot line Type: omni Fill your lungs with ki enforced air and roar. All creatures in a 60 foot line in front of you must make a constitution saving throw or be stunned until the end of their next turn. Galactic Donuts Rank 3 Ki technique Ki Cost: 35 ki Prerequisites: none Casting Time: 1 action Range: 100 feet Type: other The user creates a ring of ki to restrain the user. The target must make a Strength saving throw against your ki save DC or be restrained. The Target may make the save as an action or at the end of their turn. Lasts as long as concentration is maintained. Can be detonated dealing 5d6 fire damage as an bonus action after restraint or as a reaction on a failed grapple check. Improved ki-blade Rank 3 Ki technique Ki Cost: 20 ki to initiate, 5 ki per round upkeep Prerequisites: 1 Star in Ki-blade Casting Time: 1 action Range: Self Type: Omni The user solidifies a longer Ki-Blade over their hand giving the user an additional 2d6 ki damage per unarmed attack. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated. Paralysis Shocker Rank 3 Ki technique Ki Cost: 30 ki Prerequisites: none Casting Time: 1 action Range: 30 feet Type: Omni Choose a target within 30 feet. The target must make a Wisdom Saving Throw or be paralyzed for 1d4 of their rounds. At the start of each round they may attempt the saving throw again to end the condition early. Super Ghost Kamikazi Attack Rank 3 Ki technique Ki Cost: 15x ki per ghost Prerequisites: none Casting Time: 1 action Range: Self (120 foot tether) Type: omni The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency modifier. As a bonus action on your turn you may send any number of these ghosts to make an unarmed attack against a target, using your attack bonus, exploding upon contact dealing an additional 2d12 fire damage. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds. Super Ghost Guardians Rank 3 Ki technique Ki Cost: 15x ki Prerequisites: none Casting Time: 1 action Range: self Type: Omni The user spits out a number of identical ghost versions of themselves, up to or equal to half of their proficiency modifier, to protect them. Your AC increases by +1 for each ghost you have and if an attack misses you because of this bonus it hits a ghost, exploding upon contact dealing an additional 2d12 fire damage to all targets within 5 feet other than the user. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds.
100x Solar Flare Rank 3 Ki technique Ki Cost: 20 ki Prerequisites: 1 Star in solar flare Casting Time: 1 action Range: self (60 foot sphere) Type: Omni Surround yourself with the light of the sun. All creatures that can see you in a 60 foot radius sphere centered on you must make a constitution save, on a pass they are blinded for 1d3 rounds, on a fail they are blinded for 2d4 rounds. Rank 4 Techniques Beam Techniques Big Bang Final Flash Rank 4 Ki technique Ki Cost: 150 ki Prerequisites: 1 Star in Big Bang Attack and Final Flash Casting Time: 1 Action Range: self (150 foot line) Type: Beam The user forms two Big Bang Attacks in his hands and put them together forming a larger blue version of the Final Flash. Targets in this 150 foot long, 10 foot wide line must make a dexterity saving throw dealing 12d8 ki damage on a fail, half on a success. Big Bang Kamehameha Rank 4 Ki technique Ki Cost: 100 ki Prerequisites: 1 Star in Big Bang Attack and Instant Kamehameha Casting Time: 1 action Range: 20 foot cone Type: Beam The user fires a kamehameha through a big bang attack turning it into a shotgun like attack. Targets in the area of effect must make a dexterity saving throw, taking 14d8 ki damage and 14d6 fire damage on a failure, half on a success. Dark Impact Rank 4 Ki technique Ki Cost: 80 ki Prerequisites: 1 Star in Final Flash Casting Time: 1 action Range: 300 foot line Type: Beam The user creates a yellow energy orb in each hand and places them together to fire Targets in this 300 foot long, 10 foot wide line must make a dexterity saving throw dealing 20d10 damage on a fail, half on a success. You may also charge the attack and add another 1d10 for every 10 Ki points spent after the initial cost. Final Kamehameha Rank 4 Ki technique Ki Cost: 150 ki Prerequisites: 1 Star in Final Flash Super Kamehameha Casting Time: 1 action Range: self (150 foot line) Type: Beam The Super powered combo of Goku and Vegeta’s strongest moves. An almost planet shattering kamehameha. Targets in this 150 foot long, 15 foot wide line must make a dexterity saving throw dealing 30d8 damage on a fail, half on a success. Full Power Kamehameha Rank 4 Ki technique Ki Cost: 70 ki Prerequisites: 1 Star in Super Kamehameha Casting Time: 1 action Range: 150 foot line Type: Beam True to its name this is the strongest pure variation of the Kamehameha. Targets in this 150 foot long, 15 foot wide line must make a dexterity saving throw dealing 12d8 damage on a fail, half on a success. You may also charge the attack and add another 1d8 for every 5 Ki points spent after the initial cost,with no max.
Galick Kamehameha Rank 4 Ki technique Ki Cost: 80 ki Prerequisites: 1 Star in Instant Galick Gun and Instant Kamehameha Casting Time: 1 Action Range: Self (150 foot line) Type: Beam This attack fully captures the strengths of both moves. Targets in this 150 foot long, 15 foot wide line must make a dexterity saving throw dealing 10d8 damage on a fail, half on a success. You may also charge the attack and add another 1d8 for every 5 Ki points spent after the initial cost, max of 30d8. Hyper Special Beam Cannon Rank 4 Ki technique Ki Cost: 55 ki Prerequisites: 1 Star in Special Beam Cannon Casting Time: 1 action Range: 250 feet Type: Beam A very powerful move that resembles a drill. All creatures in a 150 foot line must make a dexterity saving throw dealing 6d10 + an additional 1d10 for every 5 ki used to charge it past its initial cost. Due to the inherent precision of this move targets take no damage on a successful saving throw. The maximum dice amount can not exceed 35d10. Ultimate Galick Gun Rank 4 Ki technique Ki Cost: 70 ki Prerequisites: 1 Star in Super Galick Gun Casting Time: 1 action Range: 200 foot line Type: Beam True to its name this is the strongest pure variation of the Galick Gun. Targets in this 200 foot long, 15x15 foot wide line must make a dexterity saving throw dealing 15d6 damage on a fail, half on a success. You may also charge the attack and add another 1d6 for every 5 Ki points spent after the initial cost, with no maximum die ammount. Blast Techniques Omega Blaster Rank 4 Ki technique Ki Cost: 100 ki Prerequisites: none Casting Time: 1 action Range: 300 feet (120 foot radius) Type: blast The explosive move of the legendary Broly. Choose a location within range. All targets within a 120 foot radius must make a dexterity saving throw or take 15d12 ki damage on a fail, half on a success. Supernova Rank 4 Ki technique Ki Cost: 70 ki Prerequisites: 1 Star in Death Ball Casting Time: 1 action Range: 200 feet (30 foot radius) Type: Blast A monstrous version of the death ball. Choose a location within range, all creatures within a 30 foot radius must make a dexterity saving throw, taking 15d10 ki damage on a fail and half on a save. For every 10 ki added you may add 2d10 damage and increase the explosion radius by 10 feet. Destructive Cannon Rank 4 Ki technique Ki Cost: 50 ki Prerequisites: 1 Star in Burning Attack Casting Time: 1 action Range: 60 feet (30 foot radius) Type: Blast Make a large ki ball at your side before launching it at highspeed toward the opponent. Make a Ranged Attack roll dealing 6d12 fire damage on a hit. Barrage Techniques Burning Storm Rank 4 Ki technique Ki Cost: 15 per ki blast Prerequisites: none Casting Time: 1 action Range: 60 feet Type: Barrage Fire a barrage of individual small ki blasts up to but not exceeding your proficiency bonus each dealing 1d12 ki damage on a successful hit.
Big Bang Grenade Rank 4 Ki technique Ki Cost: 25x ki per blast Prerequisites: 1 Star in Big Bang Attack and Hellzone Grenade Casting Time: 1 action Range: 200 feet Type: Barrage Select a number of unoccupied 5 foot squares up to but not exceeding your wisdom modifier in range to leave a Ki Blast. You may choose to detonate these at any time causing anyone within 10 feet to make a dexterity saving throw dealing 3d10 damage fire damage on a fail and half as much on a success. As an action on your turn your may cause any number of these to fly at a target of your choice within range. Make a ranged ki attack using your barrage bonus for each dealing 3d12 fire damage on a hit per ki blast and affecting all creatures within 5 feet with the explosion effect. Emperor’s Barrage Rank 4 Ki technique Ki Cost: 10x ki Prerequisites: 1 Star in Death beam Casting Time: 1 Action Range: 120 feet Type: Barrage The user sends a barrage of death beams in front of them. The target must make a dexterity saving throw dealing 2d6 points of magical piercing damage per beam fired, half on a hit. You may fire a number of beams equal to 5 times your proficieny modifier. of the appropriate type for that weapon. This damage can not be reduced outside of blocking. Omni Techniques Spirit Sword Rank 4 Ki technique Ki Cost: 30 ki to start, 10 ki at the start of each of your rounds to maintain Prerequisites: 1 Star in Improved ki-blade Casting Time: 1 action Range: self Type: omni The user condenses their ki into a long thin blade with a 15 ft reach. Your unarmed strikes deal an additional 4d6 ki damage. You can place this over an actual sword where the damage is added to the sword’s base damage. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated. God ki split Rank 4 Ki technique Ki Cost: 1 God ki Prerequisites: 1 Star in Spirit Sword Casting Time: 1 Action Range: Self Type: Omni Lasts 8 rounds. You Ki blade is refined and more powerful than ever. Add 4d6 ki damage to all unarmed melee attacks. This damage can not be reduced outside of blocking. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated. Improved God Ki Split Rank 4 Ki technique Ki Cost: 2 God ki Prerequisites: 1 Star in God Ki Split Casting Time: 1 action Range: self Type: Omni Lasts 10 rounds. You have the fine ki control to create an entire weapon construct of a weapon or coat your hands in a destructive aura. Create a martial or simple melee weapon of your choice. You are proficient in this weapon and cannot be disarmed. If your choosen weapon is ranged then it supplies it’s own ammunition as part of the technique. This weapon deals 8d6 magical damage of the appropriate type for that weapon. This damage can not be reduced outside of blocking. While this move is activated you may attempt to clash with melee or ki based techniques using it, dealing the damage of an unarmed strike with this active when initiated.
Super Ghost Kamikaze Guardians Rank 4 Ki technique Ki Cost: 50x ki Prerequisites: 1 Star in Ultimate Ghost Kamikaze Attack and Ultimate Ghost Guardian Casting Time: 1 action Range: Self (60 feet tether) Type: Omni The user spits out a number of identical ghost versions of themselves, up to or equal to their proficiency modifier, to protect them. Your AC increases by +1 for each ghost you have and if an attack misses you because of this bonus it hits a ghost, exploding upon contact dealing an additional 5d12 fire damage to all targets within 5 feet other than the user. As a bonus action on your turn you may send any number of these ghosts to make an unarmed attack against a target, using your attack bonus, exploding upon contact dealing an additional 5d12 fire damage. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds. Stardust Breaker Rank 4 Ki technique Ki Cost: 150 ki Prerequisites: none Casting Time: 1 action Range: 100 feet Type: Omni Gogeta’s strongest move. Hyper condensed Ki is thrown at a high velocity at an opponent. Roll a ranged ki attack dealing 30d6 damage ki damage on a hit. Can crit on a 19 or 20. Ultimate Ghost Kamikaze Attack Rank 4 Ki technique Ki Cost: 25x ki Prerequisites: 1 Star in Super Ghost Kamikaze Attack Casting Time: 1 action Range: Self (40 feet) Type: Omni The user spits out a number of identical ghost versions of themselves up to or equal to half of their proficiency modifier. As a bonus action on your turn you may send any number of these ghosts to make an unarmed attack against a target within 40 feet, using your attack bonus, exploding upon contact dealing an additional 4d12 fire damage. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds. Ultimate Ghost Guardians Rank 4 Ki technique Ki Cost: 25x ki Prerequisites: 1 Star in Super Ghost Guardians Casting Time: 1 action Range: Self (5 feet) Type: Omni The user spits out a number of identical ghost versions of themselves, up to or equal to half of their proficiency modifier, to protect them. Your AC increases by +1 for each ghost you have and if an attack misses you because of this bonus it hits a ghost, exploding upon contact dealing an additional 4d12 fire damage to all targets within 5 feet other than the user. These ghosts have an AC equal to your omni Save DC, if they are hit they are destroyed harmlessly. Lasts 4 rounds. Gotenks SSJ - Ghost Maxiuchiha22
Rank 1 Melee Techniques Crane Strike Rank 1 Melee technique Ki Cost: 10 ki Casting Time: 1 action Make an unarmed strike, on a successful hit lower the AC of the target by 1 for their next 2 rounds. A target cannot be affected by this or a similar effect from a technique more than once at a time. Dash Strike Rank 1 Melee technique Ki Cost: 5 ki Casting Time: 1 Action Choose a target within 15 feet, you move directly towards them without provoking attacks of opportunity and make a melee weapon attack or unarmed strike. Dynamite Strike Rank 1 Melee technique Ki Cost: 5 ki Your attacks ignite with small explosions when they connect. When you initiate the attack action or the flurry of blows technique you may spend 5 ki to add 1d4 fire damage to your unarmed strikes for the rest of that attack action or technique. Flurry of Blows Rank 1 Melee technique Ki Cost: 5 ki Casting Time: 1 bonus action As a bonus action make 2 unarmed strikes. Since this is a very wild flurry of punches and kicks the user doesn’t add their proficiency mod to the attack rolls. This move may be improved only once granting you proficiency in the technique. Ki Empowered Strike Rank 1 Melee technique Ki Cost: 5 ki When you take the attack action to make an unarmed strike you may spend 5 ki. All unarmed strikes deal 1 damage die higher until the start of your next turn. Shining Slash Rank 1 Melee technique Ki Cost: 5 ki Casting Time: 1 bonus action As a bonus action you may spend 5 ki, all melee weapon attacks roll 1 damage die higher than usual until the start of your next turn. Wolf Fang Fist Rank 1 Melee technique Ki Cost: 10 ki Casting Time: 1 action Make 3 seperate unarmed attacks, knocking the opponent back 5 feet for each hit landed at the end of the combo. If this move is 3 star mastered it can be done as a bonus action. Charge! Rank 1 Melee technique Ki Cost: 10 ki Casting Time: 1 Action Make a single unarmed strike dealing a critical hit on a hit. Rush Rank 1 Melee technique Ki Cost: 10 ki Casting Time: 1 Action Make 3 unarmed strikes or weapon attacks as an action. Rank 2 Melee Techniques Amazing Impact Rank 2 melee technique Ki Cost: 12 ki Casting Time: 1 action Make an unarmed strike, on a hit the target is knocked prone and can take no reactions until the start of their next turn. Dragon Throw Rank 2 melee technique Ki Cost: 20 ki Casting Time: 1 action Make a melee attack roll. On a hit the user grabs the enemy, spins them around, and throws them 30 ft in any direction dealing the max damage of their unarmed strike die.
Four Witches Technique Rank 2 melee technique Ki Cost: 5 ki per round upkeep Casting Time: 1 Action The user grows an additional set of arms as an action. While this is active you gain an additional unarmed strike as part of the attack action and an additional 2 unarmed strikes with flurry of blows. You also have an additional +2 on strength checks Meteor Strike Rank 2 melee technique Ki Cost: 10 ki Casting Time: 1 Action Range: self (15 foot cone) Hit the opponent with a ki empowered punch that sends a small shockwave behind the target. Make an unarmed strike, all creatures that are caught in a 15 ft. cone must make a Dex save or be knocked prone if you attack with the unarmed strike and hit the target automatically fails the saving throw. Power-up Punch Rank 2 melee technique Ki Cost: 10 ki Casting Time: 1 action Attack with an unarmed attack and roll a d100 if above 75 you can use your highest charge technique as part of this action. Brave Sword Slash Rank 2 Melee technique Ki Cost: 15 ki Casting Time: 1 Action When you take the attack action You add energy to your weapon sending ki facsimiles of your attacks. All weapon attacks you make as part of this attack action gain a range of 30 feet. Aura Crash Rank 2 Melee technique Ki Cost: 25 ki Casting Time: 1 Action Cover yourself in energy before ramming a target to the ground. Make a melee attack roll dealing 3d10 bludgeoning damage and knocking the target prone on a hit. Burning Rush Rank 2 Melee technique Ki Cost: 20 ki Casting Time: 1 Action Make 4 unarmed strikes replacing the damage with fire. Angry Hit Rank 2 Melee technique Ki Cost: 20 ki Casting Time: 1 Action Range: 60 feet A charge attack where you close in and seemingly disappear, then strike a hit as soon as you appear in front of your opponent. Choose a target within your move distance, you vanish and appear in a chosen location within 5 feet of them without provoking attacks of opportunity and make a melee unarmed strike dealing 2 times the maximum damage roll on a hit. Arm Crash Rank 2 Melee technique Ki Cost: 30 ki Casting Time: 1 Action A supercharged punch that breaks through defenses. Make a melee unarmed strike dealing 3 times the maximum damage roll on a hit. This damage cannot be lessened by blocking. Arm Break Rank 2 Melee technique Ki Cost: 50 ki Casting Time: 1 Action A supercharged combo that breaks through defenses. Make 2 melee unarmed strikes dealing 3 times the maximum damage roll each on a hit. This damage cannot be lessened by blocking. Evil Whirlwind Rank 2 Melee technique Ki Cost: 30 ki Casting Time: 1 Action A dynamic attack that kicks the surrounding area to pieces. All Creatures within 5 feet of you must make a Dexterity saving throw or take 5 times your unarmed strike die in damage, half on a save. Deadly Dance Rank 2 Melee technique Ki Cost: 20 ki Casting Time: 1 Action For the rest of this turn if you hit a creature with a weapon/ki attack or technique this turn it can not make opportunity attacks until the start of its next turn.
Blitz Rank 2 Melee technique Ki Cost: 20 ki Casting Time: 1 Action As an action, you may make 4 unarmed strikes or weapon attacks against a target(s) in range. These attacks do not have to target the same target. Rank 3 Melee Techniques Advanced Power-Up Punch Rank 3 melee technique **Ki Cost:**15 ki Prerequisites: Power-Up Punch Casting Time: 1 Action Attack with a melee attack and roll a d100. If the result is 50 or above you may roll your highest charge as part of this technique’s action. Blinding Wolf Fang Fist Rank 3 melee technique Ki Cost: 45 Ki Prerequisites: Wolf Fang Fist Casting Time: 1 Action This is a much quicker version of the Wolf Fang Fist. Make 6 separate unarmed attacks, knocking the opponent back 5 feet for each hit landed at the end of the combo. If this move is 3 star mastered it can be done as a bonus action. Breakstorm Rank 3 melee technique Ki Cost: 30 ki Casting Time: 1 Action Hit the enemy 6 times in quick succession. Roll a single melee attack roll, on a hit deal deal 6 times your unarmed strike die in damage with no strength modifier added. Death crasher Rank 3 Melee technique Ki Cost: 35 ki Casting Time: 1 Action As an action make 4 unarmed strikes with their damage die increased by 1 step Erupting Meteor Fist Rank 3 melee technique Ki Cost: 25 ki Prerequisites: Meteor Strike, Amazing Impact Casting Time: 1 Action Hit the opponent with a ki empowered punch that sends a fiery explosion behind the target. Make an unarmed strike, if the attack lands send a fiery explosion of ki out of the target. Make an unarmed strike, all creatures that are caught in a 15 ft. cone must make a Dex save or be knocked prone and take 2d6 fire damage, half on a save. if you attack with the unarmed strike and hit the target automatically fails the saving throw. Piercing Punch Rank 3 melee technique Ki Cost: 25 ki Prerequisites: Crane Strike Casting Time: 1 Action Roll an unarmed strike, on a hit punch through the enemy’s defenses lowering their AC by 2 for 2 rounds The target can only be affected by a similar effect once at a time. Shockwave Strike Rank 3 melee technique Ki Cost: 30 Ki Casting Time: 1 Action Range: 30 foot cone The user strikes a person, object, or the ground and sends a shockwave out. Everything in a 30 foot cone must make a Strength saving throw or be knocked prone (called off balance when flying) and lose all reactions until their next turn. Drill kick Rank 3 Melee technique Ki Cost: 35 ki Casting Time: 1 Action As an action, make 2 unarmed strikes ignoring the target’s proficiency bonus to AC. Thunder flash Rank - Melee technique Ki Cost: 20 ki Casting Time: When you take the attack Action You may move in up to 30 feet in a straight line with each attack you make. You may move through your target’s square in this manner
Drain Charge Rank 3 Melee technique Ki Cost: 50 ki Casting Time: 1 Action Make a ki-charged rush to grab your foe so you can steal their ki. Choose a target within 30 feet, make an unarmed melee strike and, if successful, steal 100 ki from the target. Evil Typhoon Rank 3 Melee technique Ki Cost: 50 ki Casting Time: 1 Action A ki-enhanced dynamic attack that kicks the surrounding area to pieces. All Creatures within 10 feet of you must make a Dexterity saving throw or take 5 times your unarmed strike die in damage, half on a save. Destructive Rampage Rank 3 Melee technique Ki Cost: 75 ki Casting Time: 1 Action You dart around a large area attacking in rapid succession. You may target any creatures within a 100- foot radius centered on your location with a 5-hit unarmed strike combo. You get to choose the target for each unarmed strike out of your choosen targets. All Clear Rank 3 Melee technique Ki Cost: 100 ki Casting Time: 1 reaction A frontal sweeping Strike attack that can negate Ki Waves. When you are subject to a ranged ki attack or technique of rank 3 or below you may use this technique and negate the attack, if the technique is a rank 4 then the damage is halved instead. Pressure Sign Rank 3 Melee technique Ki Cost: 40 ki Casting Time: 1 Action A true and confidant unarmed strike dealing 3d12. This move has advantage if used in a Clash. Gigantic Rage Rank 3 Melee technique Ki Cost: 45 ki Casting Time: 1 Action Make an unarmed strike against the target. Upon a successful hit you grapple the target and begin slamming them on the ground around you dealing 4d12 damage and leaving the target prone. If you have the Enraged condition this attack has advantage God Fist Rank 3 Melee technique Ki Cost: 40 ki Casting Time: 1 Action A ferociously powerful haymaker from close range. Make an unarmed strike dealing 4d10 and leaving the target Stunned until the end of their next turn. Power Rush Rank 3 Melee technique Ki Cost: 20 ki Casting Time: 1 Bonus Action Make 3 unarmed strikes or weapon attacks as a bonus action. Rank 4 Melee Techniques Armor Break Rank 4 melee technique Ki Cost: 70 Ki Prerequisites: Piercing Punch Casting Time: 1 Action Strike your foe and either shatter their armor or cut their ki connection to their defenses. Roll a melee attack roll on a hit the opponent loses any armor bonus or their Wisdom or Constitution mod to AC until the next long rest (or until repaired for armor). Explosion Fist Rank 4 melee technique Ki Cost: 100 Ki Casting Time: 1 Action Roll an unarmed strike , on a success the user shoots a blast of ki through the enemy’s midsection dealing an additional 20d4 ki damage. Perfect Combo Rank 4 melee technique Ki Cost: 80 Ki Prerequisites: Breakstorm Casting Time: 1 Action Hit the enemy 10 times in quick succession. Roll a single melee attack roll, on a hit deal deal 10 times your unarmed strike die in damage with no strength modifier added.
Soaring Dragon Strike Rank 4 melee technique Ki Cost: 100 ki Casting Time: 1 action The user coats their body in ki resembling a dragon, attacking them on the magical level. Roll an unarmed strike dealing 3 times normal damage on a success. This damage can be dealt to their HP or Ki, lowering their maximum by the same amount until after their next long rest. If maximum hp or ki reach zero the target dies. Super Dragon Fist Rank 4 melee technique Ki Cost: 200 Ki Casting Time: 1 Action Punch through your enemies with the strength of the eternal dragon. Roll a melee unarmed strike dealing 70d12+70 radiant damage on a hit. The user gains 1 level of exhaustion after a use of this. Elite Combo Rank 4 Melee technique Ki Cost: 50 ki Casting Time: 1 Action Make 8 unarmed stikes as an action. Blitz rush Rank 4 Melee technique Ki Cost: 30 ki Casting Time: 1 Bonus Action Make 5 unarmed stikes or weapon attacks as a bonus action. Other Techniques Afterimage Rank 2 technique Ki Cost: 10 ki Casting Time: 1 action Prerequisites: Afterimage Technique Move so quickly you leave a mirage of yourself behind. As an action, raise AC by 2. Can be maintained as a bonus action for an additional 10 ki each round. Almighty Karate Chop Rank 3 Melee technique Ki Cost: See Text Casting Time: 1 action The Staple of the Strong Warrior. This technique can only be used effectively against those of a lower level (Use CR of Monsters and NPCs). The amount of Ki put into this attack affects the difficulty of resisting its effects. Once struck, the opponent must pass a Constitution Saving Throw where the Difficulty Class equals the amount of Ki placed into the strike. On a pass, the opponent suffers damage equal to the user’s Strength modifier, even if Dexterity is used for the attack roll. On a fail, the opponent is rendered Unconscious as per the condition. Charge Rank 2 technique Prerequisites: Minimum Charge Casting Time: 1 action Recharge 18+wis mod ki as an action, or 3d6+wis mod Ki as an Bonus action. Full Power Charge Rank 3 technique Prerequisites: Charge Casting Time: 1 action Recharge 30+wis mod ki as an action, or 3d10+wis mod Ki as an Bonus action. Kamehame HAHA Rank 1 ki technique Ki Cost: 10 ki Casting Time: 1 action The user starts to charge what appears to be the Kamehameha but instead of a beam a small explosion of confetti shoots out . Make a ranged attack roll with a range of 10 feet doing 1d4 fire damage if hit with it. The target must make a wisdom saving throw or lose their reaction until the start of thier next turn. Ki-Dash Rank 2 technique Ki Cost: 10 ki Casting Time: 1 bonus action Take the dash action as a bonus action.
Ki Empowerment Rank 2 technique Ki Cost: 20 ki Casting Time: 1 action Multiplies carrying and lifting capacities by 22.5 times normal for two rounds. If stressed to maximum this technique will cause detrimental effects to the user’s body (at the DM’s discretion) (does not affect unarmed damage). Strength Req. of 16 to learn. 16 Strength= 18,000 lbs 17 Strength= 19,125 lbs 18 Strength= 20,250 lbs 19 Strength= 21,375 lbs 20 Strength= 22,500 lbs 21 Strength= 23,625 lbs 22 Strength= 24,750 lbs Maximum Charge Rank 4 technique Prerequisites: Full Power Charge Casting Time: 1 action Recharge 48+wis mod ki as an action, or 3d12+wis mod Ki as an Bonus action. Minimum Charge Rank 1 technique Casting Time: 1 action Recharge 12+wis mod ki as an action, and 3d4+wis mod Ki as an Bonus action. Multi-Form Blast Rank 4 technique Ki Cost: 20 ki+Hp as per tri-beam Prerequisites: Afterimage, Tri-Beam Casting Time: 1 action Range: 80 foot range (30 foot cube centered on target) Type: blast You split yourself into 4 copies that attack with an unarmed strike before attacking with a unified tri-beam and reforming. Each unarmed attack that lands deals max damage. Anyone who gets hit with at least 2 of the unarmed attacks has disadvantage on the dexterity save for Tri-beam. Meteor Combo Rank 2 melee technique Ki Cost: 45 ki Casting Time: 1 action A lightning quick flurry of strikes followed by an even faster energy beam. Roll 2 melee unarmed strikes and then a ranged ki attack that deals 6d8 force damage on a hit. You end this technique 15 feet above the target. Parapara Dance Rank 3 Melee technique Ki Cost: 30 ki per round Casting Time: 1 action The dance of the Parapara brothers. The user must make a performance check and all who see the dance must make a wisdom save equal to the performance roll at the end of everyone of their rounds as long as the user remains dancing. (putting an additional point into this move gives you proficiency in performance. If you already have proficiency then for every point you put in you have a permanent +1 to the roll) A person can fall under this effect once every 4 hours. Power up Rank 2 technique Ki Cost: 20 ki Casting Time: 1 action Charge your energy and burst with power. Gain +1 to Power for 4 rounds. Spirit Buster Rank 2 technique Ki Cost: 10x ki Casting Time: 1 bonus action All creatures in a 10 foot radius must make a successful strength saving throw or be knocked back 20 feet, 10 on a feet on a success. For every 10 ki you spend you add 10 feet to the range. Z-Combo Rank 3 Technique Ki Cost: 50 ki to initiate Casting Time: 1 bonus action The ultimate team move. Must be used after you have used your action. As a bonus action you may spend 60 ki and rally your allies into a joint attack. Any ally that can see you can spend 30 ki and take an action to attack or use a technique other than Z-combo.
Spirit Bomb Unique Technique The congregation of all living things’ power willing collecting to the call of another. As an action on your turn you begin to charge energy, calling out to the universe around you. The user must roll a d100 to determine how much power is given and how long it takes to charge the spirit bomb. If the user has some form of way you ask for the energy a successful persuasion check can grant you advantage on the d100. 0-10: energy is refused and the attack won’t form 11-30: energy is barely given it takes 3 rounds to charge a micro bomb; 8 to charge a spirit bomb; 12 to charge a super spirit bomb; and 20 to charge a universal 31-60: energy is given but only what creatures think they can spare. It takes 2 rounds to charge a micro bomb; 5 to charge a spirit bomb; 8 to charge a super spirit bomb; and 12 to charge a universal 61-95: every creature gives every ounce of power they can muster. It takes one round to charge a micro bomb; 3 to charge a spirit bomb; 5 to charge a super spirit bomb; and 8 to charge a universal 96-100: the universe itself fuels your attack. A microbomb is instantly formed and it goes up a category every round. Damage Micro bomb: 10d12 radiant damage (handheld projectile) Spirit bomb: 30d12 radiant damage (30 ft sphere) Super spirit bomb: 50d12 radiant damage (60 ft sphere) Universal spirit bomb: 70d12 radiant damage (120 ft sphere) Can not be blocked Select a target that you can see. they must make a dexterity saving throw against your highest ki technique saving throw DC or take damage as listed above, half on a successful save. If the target has no method for getting out of the radius of the attack they auto fail the saving throw. Absorbing the micro spirit bomb gives you 50 temporary ki, for each size above micro you absorb and an additional 50 ki for each stage above you absorb. Or can be absorbed to give you a +3 to Power for 2 rounds per stage of the spirit bomb. When you spend this temporary ki on techniques they ignore resistances. Absorbing a Universal Spirit bomb grants you 1 temporary god ki for 10 minutes or until it is used. Goku (Spirit Bomb) Maxiuchiha22
Fighting styles Fighting styles are passive stances that change and augment your combat abilities. On a long rest you designate a fighting style to use. You may change your fighting style as a bonus action on your turn. Fighting styles are learned as if they are techniques. Turtle Style Prerequisites: Dexterity 13+ The trusty Turtle School, focusing on overwhelming foes with swift flowing martial arts. +1 power for unarmed strikes and melee techniques. When you use your Action to make an unarmed strike you may make an additional strike as part of that action. Crane Style Prerequisites: Unarmored AC of 14+ The rival style to the Turtle School focusing on defense. Fills their ranks by targeting the naturally gifted. Your armor calculation begins at 11 Once per short rest you may block without expending stamina. +10 to your flight speed. Wolf Style Prerequisites: Dexterity 15+ A lighting fast fighting style based on sharp strikes and battlefield control. additional 15 movement speed When you use the flurry of blows technique or wolf fang techniques you may make an additional unarmed strike. +1 to attack rolls when you make an unarmed strike as your action. Demon Style Prerequisites: Wisdom 15+ The defensive and thoughtful style of Majunior, the son of the Demon King Piccolo. You may dodge as a bonus action all beam and barrage techniques have +50% range You may add half of your proficiency modifier to concentration checks. Saiyan Style Prerequisites: Strength 15+ A ferocious and strength orriented fighting style +1 to melee weapon attacks and unarmed strike attack rolls that use strength all melee attacks/techniques go up a die -1 to Dexterity bonus to AC Emperor Style Prerequisites: dexterity 15+, Wisdom 13+ A fighting style made to use fast deadly strikes. As an action you may make a single melee attack at advantage. 1 to all attack rolls and saving throws for barrage attacks You gain a +1 to your natural AC Future Style Prerequisites: dexterity 13+, sword proficiency A fighting style based around mixing weapons and ki attacks. +2 to attack rolls when using a weapon to take the attack action +1 power to melee and blast techniques If you do a melee weapon attack using a sword as your action you can fire 2 ki blasts as your bonus action.
Features Learned Through Training Spirit Control The abilities known and mastered only by the yardratians. Each individual ability from this list requires an entire training arc to learn with a master who has that feature. Size Manipulation You may cast the enlarge/reduce spell as a bonus action on your turn using stamina equal to the spell level and it lasts twice as long. Duplication As an action you may create a number of clones up to your proficieny modifer for 1 stamina per clone. These clones desipate as a free action whenever you choose or after 1 hour passes. These clones can each move your full move speed and take an action or a bonus action on your turn. These clones share your HP, Stamina, and Ki. Spirit Power You gain a bonus to power when doing ki blasts or ki techniques equal to your Ki Rank. Spirit Amplification Whenever you use ki blasts or ki techniques you may spend stamina to give yourself a bonus to power equal to the stamina spent, max of 10. Forced Spirit Fission You have the ability to revert energy back to it’s original form. In practice this is usually used to seperate fusions and release stolen energ. Whenever you land an unarmed strike or melee technique or as an action when you touch someone with the fusion tag you may spend 5 stamina to remove the Fusion tag, seperating them into their base components. You may also use this power to attack unnatural stores of power in someone. Whenever you land an unarmed strike or melee technique you may spend stamina equal to the technique rank or 1 per unarmed strike to attack any and all Ki reserves outside of their normal Ki as well as their HP, if this ki was taken from someone then it returns to them when removed. Spirit Restoration You can use your control of Spirit on yourself as well as others to stimulate the bodies healing process through ki. As an action you may touch yourself or another creature, you and/or the creature being healed may spend ki to restore 2 Hp per ki point spent collectively. Instant Transmission A fantastical ability that allows you to cross vast distances in an instance. As a bonus action or action on your turn you may spend 1 stamina to move to any location you can see without provoking attacks of opprotunity. If you have the ability to sense Ki you may spend additional stamina to move to any location or to the nearest adjacent space to any creature you can sense using an additional 1 stamina if they are on the same planet, 2 if they are in the same solar system, 3 if they are in the same universe, or 4 if they are in the celestial realm of your universe. Spirit Conversion As an action you may drain your ki reserves to refill your stamina at a 10 ki to 1 stamina Ratio. Goku SSJ (Yardrat) Maxiuchiha22
Chronal Manipulation Remade on suggestion of @Burkmeister You are a master of Chronal Manipulation and have the abilty to focus and store time to use for later. This stored time is refered to as Time Points. Teaching from a Chronal Manipulator can teach you Time Storage. Time Storage The user can hold a max equal to half of their proficiency modifier (rounded up). Points can be recharged at a rate of 1 stamina point per Time Point. As an Action you may convert as many stamina into Time Points as you can hold. Time Manuevers While using these techniques, enemies don’t get their Dexterity bonus to AC and can not take reactions. Creatures are unaware of what is happening during these features unless they have 5+ Power than you currently do. They can still not act. You gain access to these as your maximum time points reach the amount needed to activate the Manuever. Time Manuevers can be used under the following circumstances: Bonus action on your turn At the end of your turn As a Clash interaction Time Skip I 1 Time Point The user’s first steps to chrono mastery, the user stops time for brief moments. 1 Bonus Action. During this skip you have 10 feet of movement available. Time Blink 1 Time Point The user uses their time skip to move without being perceived allowing the user to “teleport” half their movement speed without provoking attacks of opportunity (this does not deduct from their movement). Stitch in Time 1 Time Point You have became so adept at maneuvering the flow of time that you may now peek into its vast knowledge and view “echoes” of the past. This ability allows you to rewind your or someone else’s connection to the flow of time allowing you to watch echoes of the past and see scenes in perfect clarity. Time Skip II 2 Time Points The user has improved the length of his time skip. 1 Action. You have 20 feet of movement available. Time Skip III 3 Time Points The user has perfected his time skip. 1 full turn. *you may not use another Time Skip ability at the end of this given turn. Removed From Time 3 Time Points The user can remove himself from the prime material plane, temporarily allowing attacks to pass right through you. You are still visible and can still be seen and heard. This is a reaction and causes all attacks directed at you to miss until your next turn (this also stops god ki powered attacks from auto hitting). Time Cage 3 Time Points Choose 1 creature or object within 60 feet. They must make a saving throw against your Omni Save DC or be completely frozen in time until the start of your next turn. While frozen in this way they lose their Dexterity and proficiency bonus to AC. They also fail all saving throws and can not be moved in any way while they are frozen. All damage taken and effects set on the target trigger the moment they are unfrozen from time. Chronal Mastery 5 Time Points The user has complete mastery over time itself. As an action you may touch 1 creature, this allows them to completely reverse the last round of combat for them (this reverses death, refills health, ki, and god ki to what they were on your previous turn. If used outside of Combat the effect’s scope increases to the last minute.
Kaio-shin Teachings North Kaio Joke loving and hermetic the North Kaio is keen to train anyone who’s company he can enjoy, he is usually very happy to see them leave. Fist of the God King While perhaps arrogantly named the Kaio-Ken is an incredibly powerful ability that quickly and forcibly multiplies the user’s abilities while tearing the body apart with the backlash. You gain the “Kaio-Ken” and “Kaio-Ken x3” Powerups. Spirit Bomb “Give me strength, from the forests, and rushing brooks and streams. For people everywhere who can’t protect themselves… for the animals of the wild, and for life it’s self. Give me strength for them. Thank you. ” You gain the “Spirit Bomb” Technique. Supreme Kai Someone who undergoes the complete training by a Supreame kai gains the following abilities. Kai-Kai For 7 Stamina you may cast the Teleportation Spell with advantage on your destination roll. This may move you between the prime and celestial realms but not between universes. Kaio Healing You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to double your proficinecy modifier level x 5. You may, as an action on your turn, place your hand on a creature and Heal them any number of HP in your pool that you choose. You may use training boons to increase this pool by 5 HP per boon. Divine Energy You gain the Celestial Tag and all creatures without the Celestial/Infernal Tag or access to God Ki have disadvantage on Ki Sense Checks to sense you. You also count as a Supreme Kai for sake of the Potara Earrings. Goku Kaioken 3 maxiuchiha22 Gohan (Kaioshin clothes 2) Maxiuchiha
Chapter 6 Heroic Features eroic Features are abilities that are always on (though some can be toggled off at will) and provide you with small bonuses both in and out of combat. There is no limit to the number of Heroic Features one can have. . Detect/Conceal Ki This cantrip acts like a sixth sense, detecting if people are nearby and giving a pretty good idea of how strong they are, relative to your own strength. Concealing ki is similar to holding your breath, it takes effort and isn’t too comfortable to do. Just because you can detect ki, does not mean you can also conceal it. A scouter can be used to detect ki (not conceal) but requires the use of an action to detect. I’ll Take It!!! If a move asks for a DEX saving throw, you can use a constitution saving throw instead of Dexterity (Take the move head-on instead of dodging). I’m Putting It All Into This Instead of boosting a move by using ki points, you can now boost it by using a hit dice. The number rolled on a hit dice will remove that much health from you, but add that much flat damage to your move (instead of increasing it by dice.) This can be done only 3 times in a single move. He’s Fast! A dash can now be taken as a bonus action. In addition, move speed is increased by an additional 15ft when you dash. There’s No Holding Back Once per long rest, If you transform before taking any other actions in combat, gain +2 to all stats until the end of your next turn. Ki Flow Cause your ki to constantly flow throughout your body. You gain (your level + 2) ki at the end of your turn if you did not spend ki that turn. Can’t be taken by Cyborgs or Full Androids Steadfast Strikes If you roll a 1 on a damage dice, you may reroll it and then take the second roll instead. 3 Charges, restored after a short or long rest. If this is taken again the charges increase to 5. Combat Awareness Thanks to your keen observation skills in combat. You have advantage on all checks made to determine what an opponent’s move is and how it works. You may also do insight, investigation, or perception checks during combat as a bonus action. Eager Fighter You’re always ready to fight! Gain +3 to initiative, and transforming now only takes a bonus action. Unlock Latent Energy You passively pull forth more energy from your spirit than normal. Increase your base Ki by 2 times your level, you also gain +2 ki every level onward. Pressure Points You have figured out a way to stop the enemy’s ki from flowing. You may choose to deal any striking damage to the enemy’s ki pool instead of their hit points (Must be declared before damage is rolled). Martial Arts Devotee You are devoted to the ways of the fist and nothing else. Deal +2 damage with melee strikes. Deal -2 damage with Ki blasts. Take -1 damage from melee strikes. Take +1 damage from Ki blasts. Get out there and beat em up! The Warm-Up Is Over Upon removing Weighted Gear, Gain an extra +1 to all stats for the duration of the buff. This can be taken up to 3 times. Final dregs Once per long rest when you reach Zero Stamina you gain 5 temporary stamina for 1 minute. This can be taken up to 3 times, increasing the amount to 10 and then 15. Consecutive ki blasts Anytime you use your attack action to make a ki blast attack you may fire an additional ki blast as part of that action. You may take this heroic feature more than once to a maximum of half of your proficiency modifier.
Plot Armor Once per Long Rest you may treat a critical hit as a regular hit. Consecutive melee strikes Anytime you use your attack action to make an unarmed strike or melee weapon attack you may make an additional one as part of that action. You may take this heroic feature more than once to a maximum of half of your proficiency modifier. Thick skinned You immediately gain maximum HP equal to the maximum amount of your latest Hit Die+ your con mod. You may take this heroic feature more than once to a maximum of half of your proficiency modifier. Supercharged ki blast Your standard ki blast attack’s damage die is increased by 1 stage. This can be taken up to 3 times. Heavy strikes Your unarmed strike damage die is increased by 1 stage as long as the attack is made using strength. This can be taken up to 3 times. Energy Reserve Once per short or long rest you can use an action and regain 4d12+con mod ki. Action Surge You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. This action must be used to take the Attack action, use a standard ki blast, use an item, or take the dash, dodge, or disengage actions. Aggressive Aura Your aura has become so powerful that it pushes away takes. Your natural AC Calculation begins at 11 instead of 10. This Feature can be taken up to 3 times becoming 12 and then 13. Clash Instigator Once per long rest you may initiate a Clash without expending stamina. Taking this a second time makes it recharge on a short rest. Reckless Attack You can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on all Melee Attack rolls during this turn, but attack rolls against you have advantage until your next turn. Brutal Critical You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack. This feature can be taken up to three times. Improved Critical Your basic weapon attacks and unarmed strikes’ critical threat range increase by 1. This can be taken a second time Survivor You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have less than half of your maximum hit points left. You don’t gain this benefit if you have 0 hit points. Redirect Attack When a creature misses you with an attack with an attack roll, you can spend 1 Stamina as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. I WON’T GIVE UP! Once per long rest when you are reduced to zero HP you may use your reaction and roll any amount of your hit die and heal that amount. Eagle-Eyed Adaptation Once per long rest when you see a Technique that you are capable of learning you may memorize it. Until you change this move you may replicate it without gaining your proficiency modifier. This move remains memorized until you replace it with a different move. If you learn the move that you have memorized it instantly gains 1 star.
Z-Soul Once per long rest you may give yourself advantage on an attack roll or force disadvantage on a saving throw that you force. Combat Superiority You are a master of the battle field and gain special benefits while in combat. Taking this Heroic Feature again gives you either 2 new maneuvers, 2 more superiority dice or to increase the size of your superiority dice by 1 step to a max of d12. Tactics You learn 2 maneuvers of your choice from the Fighter’s Battlemaster Subclass. When you use the attack action to make a weapon attack or unarmed strike you may choose to use a manuever with it. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Superiority Dice You have 2 superiority dice, which are d4s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You may roll additional Superiority Dice by spending 1 stamina per Die. Defensive Tactics Each time you take this Heroic Feature, reduce the Stamina Cost for Block, Clash, Wild Sense, and Deflection by 1 (minimum 1). Beam Master Whenever you use a Beam Technique you gain +1 power and add half of your Con mod to damage rolls. Can be taken twice. Blast Master Whenever you use a Blast Technique you gain +1 power and add half of your Wis mod to damage rolls. Can be taken twice. Barrage Master Whenever you use a Barrage Technique you gain +1 power and add half of your Dex mod to damage rolls. Can be taken twice. Omni Master Whenever you use a Omni Technique you gain +1 power and add half of your Int mod to damage rolls. Can be taken twice. Ki Pool Training You increase your maximum ki points by 1, whenever you gain a level thereafter, you maximum ki point increases by 1. You may pick this Heroic Feature multiple times, up to an amount equal to your proficiency bonus, gaining a +1 to your maximum ki points at the level you pick this feature in and gaining a +1 to your maximum ki points every level after Powered-Up To The Limit You gain an additional Power-Up Slot. Power-Ups using this slot cost +2 Stamina per round. Transformation Mastery Choose one Power-Up or transformation you know, reduce the stamina per round cost by 1 (minimum 1) while it is active in your Transformation slot. You may take this heroic feature no more than 3 times per Power-Up/Transformation. Power-Up Mastery Choose one Power-Up or transformation you know, reduce the stamina per round cost by 1 (minimum 1) while it is active in your power-up slot. You may take this heroic feature no more than 3 times per Power-Up/Transformation. Super Stamina You may ignore the first level of exhaustion. You still die at 10 levels of exhaustion. You may take this feature more than once, letting you ignore an additional level each time. Flight Each time you take this feature you gain a 15 foot flight speed or increase your current fly speed by 15 feet. Second Nature You have become so attuned to a transformation you may use it as a power-up. (You may not use any transformations gained through the same racial feature together in this method. Ex: No SSJ 2 with SSJ 1 or Second form along with Third form.) Hyper Focus You have learned to put your whole body behind a power-up, allowing you to use it in your transformation slot. (This does not allow you to get around any requirements for Power-Up activations. Ex: No “Grade 4” without “SSJ 1”)
Chapter 7 Feats Dndbz Feats Non-race Specific Fusion Expert Your Fusion is even stronger than before! Designate a fusion that you have become, you gain 50 HP and Ki for the Duration in that fusion. You automatically pass any checks to fuse into the designated fusion This feat can be taken multiple times but can not be used on the same fusion. Ultra Instinct Mastery Requires Complete Ultra Instinct. You can now use “Ultra Instinct Omen” as a PowerUp. Kaio-ken Mastery Requires Kaio-ken Reduce the HP cost of Kaio-ken by 1 (minimum 1). This feat may be taken multiple times. Unyielding Stamina Your reserves of stamina are deeper than most. Increase your stamina by an amount equal to your level and gain +1 stamina every time you level up. Saiyan Feats Saiyan Ascension U7/U6 Super Saiyan, the ultimate power of the Saiyan race, many don’t have the skill to take it “even further beyond”. This feat can only be taken after Super Saiyan 1 is unlocked. This feat can be taken twice, the first time granting you Super Saiyan 2, the second time giving you Super Saiyan 3. Just like base U7/U6 Requires Super Saiyan Grade 4 Your mastery of the Super Saiyan form has led you down a path few can ever reach. Your Super Saiyan form has become your base body and rage and unrest are no longer required to use it. You always appear to be in the Super Saiyan grade 4 state, though you don’t gain the standard transformation benefits. You may no longer use the Super Saiyan 1 transformation or the Grades 2-4 Power-Ups alongside it. You gain a permanent +1 to Power. Your stamina also permanently increases by 2. Realm of the Gods U7/U6/Ancient/Mutant Requires Super Saiyan God and Super Saiyan 1/Controlled Super Saiyan 1/Legendary Super Saiyan You have learned to mix Super Saiyan with the energy of the gods and unlocked a new divine level of power. You may use Super Saiyan God as a Power-Up while your required transformation is active. This Combonation is Considered “Super Saiyan God Super Saiyan” For all feature interactions. If you have the “Just Like Base” Feat you can use the Super Saiyan 1 Transformation as long as Super Saiyan God is active. Divine Combination U7/U6/Ancient/Mutant” Requires “Realm of the Gods” You may use “Super Saiyan God Super Saiyan” using only your Transformation slot. “Super Saiyan God Super Saiyan” Evolution U7/U6 Requires “Divine Combination” and Super Saiyan Grade 4 You have pushed “Super Saiyan God Super Saiyan” to it’s limits and broken them. You can now master “Super Saiyan God Super Saiyan” as if it was a technique up to 3 times to use Grade 2, 3, and then 4 with it using the same Power-Up slot as Super Saiyan God. This functions as long as you can use grade 2, 3, and 4 with the Super Saiyan form used. Blood of the Great Ape U7/Ancient/Mutant, lv 3+ A Saiyan alpha in ancient times was said to be a Great Ape as a man. You are a new one. You gain the Ozaru Fury transformation. Next Evolution U7/Ancient/Mutant You must have Super Saiyan 2/Legendary Super Saiyan/Controlled Super Saiyan 2 and Ozaru Fury. Your mastery of Super Saiyan and the Ozaru Fury form has taught you how to mix the two. You gain the Super Saiyan 4 transformation. Limit Breaker U7/Ancient/Mutant Requires “Realm of the Gods” and Super Saiyan 4 You have became so used to your transformation combonations that you can even mix the peaks of mortal and gods. You can use Super Saiyan God with Super Saiyan 4.
Universe 7 Saiyan Feats Saiyan Elite A high-class Saiyan is able to control their abilities and weaknesses, unlike the standard low class. You automatically pass checks to control the Great Ape Power-Up while in base form. and your tail no longer has weakness to being grappled. Golden Great Ape Requires Super Saiyan 4 and the Saiyan Elite Feat You have mastered the use of Golden Great Ape and have begun to push it further. You no longer need to make control checks for using Super Saiyan while using Great Ape. As a great ape you may now instead go Super Saiyan 2 but make control checks at disadvantage. Golden Monkey King Requires Golden Great Ape Feat You have mastered Golden Great Ape and have begun to push it to it’s maximum. You no longer need to make control checks for using Super Saiyan 2 while using Great Ape but can make control checks at disadvantage and activate Super Saiyan 3 while it is active. Universe 6 Saiyan Feats Beyond SSGSS Requires “Realm of the Gods” and “Golden Legend” You may use Super Saiyan 2 in place of Super Saiyan 1 for “Super Saiyan God Super Saiyan”. Beyond SSGSS 2 Requires “Beyond Gods” You may use Super Saiyan 3 in place of Super Saiyan 2 for “Super Saiyan God Super Saiyan”. Ancient Saiyan Feats S-cell awakening Ancient Saiyan Feat You have felt the rush of battle, your blood boils at the thought. You dig down into a depth of power unlike anything you’ve felt before and you explode in a golden light. You gain the Pure Super Saiyan transformation. An age-old prophecy Requires “S-Cell Awakening Ancient Saiyan Feat Drawing from the golden light inside always seemed like a small fraction of its potential, you dig deep inside you and break through that wall, flooding yourself in power. You are the legend reborn. You are the Super Saiyan of Legend. You gain the Legendary Super Saiyan transformation. Mutant Saiyan Feat Wrestling Control Mutant Saiyan Feat This feat can only be taken through a training arc after you obtain Berserk Super Saiyan. You have learned to draw less power from your seemingly endless reservoir so you can remain in control. Shrinking to barely larger than your standard frames you gain bright green pupils and hair and have control of your mind once again. You gain the Controlled Super Saiyan transformation. Legendary Power Mutant Saiyan Feat This feat can only be taken through a training arc after you obtain Berserk Super Saiyan 2 and the Wrestling Control Feat. As you draw out more power in your controlled state your hair spikes up straight and lighting arcs around you occasionally. You gain the Controlled Super Saiyan 2 transformation. Legendary Divinity Mutant Saiyan Feat Requires “Legendary Power” and Super Saiyan God. You have mixed Super Saiyan with Super Saiyan God but it’s different than others, your hair elongates and your aura shines green with divine energy. You can use Controlled Super Saiyan 2 with Super Saiyan God. Hybrid Saiyan Feats Hybrid Potential You must have Super Saiyan 2/Legendary Super Saiyan/Controlled Super Saiyan 2 and be a Hybrid Saiyan. Your Hybrid blood has pushed out power and anger not held by more, traditional Saiyans. You gain the Hybrid Rage Power-Up. Arcosian Feats True Body Arcosian Feat Requires Fourth Form You have finally removed the limiters on your body and taken on your true form. You always appear to be in your final form, though you don’t gain the transformation benefits. You may no longer use the Second, Third, or Fourth Form but gain a permanent +2 to Power. You also gain +5 to stamina. Hubris of Midus Arcosian Feat Requires “True Body” Feat. You are the shining light this universe needs, only you have the power to change the fate of history. You gain the Golden Form Power-Up.
Emperial Wrath Arcosian Feat Requires “True Body” Feat. History is written by the powerful. It’s time to change the books. You gain the Obsidian Form Power-Up. Android Feats General Upgrade Android feat Your hardware or software has been improved. Gain 4 points to distribute to your stats or gain an Android Power-Up. This Feat can be taken up to 3 times. Shinling Feats Kai Sorcery You gain access to 2 metamagic options of your choice and may use stamina in place of sorcery points. This feat can be taken twice. Kai Versatility You gain 3 cleric spells equal to or below 5th level. This Feat can be taken twice. Mashin-jin Feats Blood of Sesa You learn the eldritch blast cantrip and gain 2 warlock invocations of your choice. This feat can be taken twice. Spellbook of Mekikabura You gain 3 warlock spells equal to or below 5th level. This Feat can be taken twice. Chronin Feats Suggested by @burkmeister Time Thief The ability to store time that is just that, an ability. For you however it is a part of your very DNA and you’ve become even better at the act. You gain 2 time points per stamina spent instead of 1. Quickened Storage Your storage speed is even faster then before. You gain the option to turn stamina into time points as a bonus action. This feat can be taken a second time to gain the option to do this as a reaction. Taking this feat does not remove your ability to store time points as an action or bonus action if you have that capability already. Bio-Android Feats: DNA Specialization Prerequisites: Artificial Warrior lvl5+ This feat can be only be taken twice. Pick one race from your Genetic Makeup, you gain the corresponding bonuses listed below: Earthling You gain access to all earthling Power Ups and racial feats Arcosian You gain access to all Arcosian transformation/Power ups and racial feats Namekian You gain access to all namekian Transformations and power ups and racial feats Saiyan You grow a saiyan Tail. choose between berserker saiyan or universe 7 saiyan you gain access to all the transformations of the chosen archetype. You also gain access to saiyan racial feats. Cerelian You gain access to all Cerulean Power-ups and permanently get an additional reaction on your turn. Majin Your unarmed strikes gain an additional 5ft equal to your proficiency mod/3 rounded down. You regeneration now becomes 1 Ki for 1 HP. Shinling You gain the Celestial tag. and gain access to racial feats Mashin-jin You gain access to all Mashin-jin Transformations and powerups and gain access to racial feats. You gain the Infernal tag. Chronin You gain the ability to turn 1 Stamina into 2 time points. And gain access to the Quickened storage feat Greys Your stat caps increase by an additional 2 and meditation now gives 10 times your ki rank. You also gain the full power transformation
Sateery You gain the energy thief feature and gain the full power transformation Alien You now only receive 1 level of exhaustion from going past your enraged limit. You also gain the full power transformation Skehmen-jin You can now enrage once per short rest. You also gain the ability to change any damage you deal into fire damage. Deadly absorption: Your body has adapted to be even more proficient at absorption. your absorption damage dice increases to a d12. Compatible dnd 5e feats Actor Alert Athlete Defensive Duelist Dual Wielder Durable Fighting Initiate Grappler Great Weapon Master Keen Mind Lightly Armored Linguist Lucky Magic Initiate Medium Armor Master Mobile Moderatlely Armored Observant Prodigy Resilient Savage Attacker Telekinetic Telepathic Tough Weapon Master Temporary location for new feats. Burst open and mix! U7/Mutant saiyan feat You have learned to concentrate your S-Cells into a ball of ki which can explode and produce blutz waves, the celestial lightwaves that trigger the great ape transformation. Choose a free location within 500 feet from you to place this 30 foot diameter sphere. This Sphere has an AC equal to your Omni Save DC and Hp equal to 10 times your level. This false moon lasts for 1 hour or until destroyed. Due to the nature of concentrating your S-cells in this manner you suffer 1 rank of exhaustion each time you use this ability.
Chapter 8 Items Consumables Sage Water A small bottle of mystic water that can regenerate Ki energy. As an action you drink this and regain 20 Ki. If you drink it as a bonus action you regain 2d10 Ki. Sage Vial A large vial of mystic water that can regenerate Ki energy. As an action you drink this and regain 48 Ki. If you drink it as a bonus action you regain 4d12 Ki. Soul Vial A large vial of mystically enhanced water that can regenerate Ki energy. As an action you drink this and regain 72 Ki. If you drink it as a bonus action you regain 6d12 Ki. Vitadrink S A medical capsule containting a small amount of medical nanobots. Use an action and apply the nanobots and heal 40 HP. Use a bonus action to quickly active the capsule healing 4d10 HP. Vitadrink M A medical capsule containting medical nanobots. Use an action and apply the nanobots and heal 80 HP. Use a bonus action to quickly active the capsule healing 8d10 HP. Vitadrink L A medical capsule containting a large amount of medical nanobots. Use an action and apply the nanobots and heal 120 HP. Use a bonus action to quickly active the capsule healing 12d10 HP. Healade S Sponsored by HETAP this new lemon flavored energy drink can be used to give yourself a quick boost when you’re feeling weak. As an action you drink this and regain 10% of your maximum health. Healade M Sponsored by HETAP this new lemon flavored energy drink can be used to give yourself a quick boost when you’re feeling weak. As an action you drink this and regain 25% of your maximum health. Healade L Sponsored by HETAP this new lemon flavored energy drink can be used to give yourself a quick boost when you’re feeling weak. As an action you drink this and regain 50% of your maximum health. Energy Capsule S A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 10 ki at the start of each of your turns for 10 rounds. Energy Capsule M A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 20 ki at the start of each of your turns for 10 rounds. Using another energy capsule ends any prior active energy capsules. Energy Capsule L A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 30 ki at the start of each of your turns for 10 rounds. Using another energy capsule ends any prior active energy capsules. Recovery Capsule S A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 10 HP at the start of each of your turns for 10 rounds. Recovery Capsule M A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 20 HP at the start of each of your turns for 10 rounds. Using another recovery capsule ends any prior active recovery capsules. Recovery Capsule L A Capsule Corporation invention. Opening this capsule as an action sprays you with an invigorating mist that makes you regain 30 HP at the start of each of your turns for 10 rounds. Using another recovery capsule ends any prior active recovery capsules. Senzu Bean A small magical bean with incredible regenerative properties. Eating a senzu bean gives you the benefits of a long rest. You also are considered fed for 7 days and nights.
Armors Armor in the Dragonball universe is fairly commonplace with the likes of Vegeta wearing armor for the majority of his screentime. Light Armor Padded Gi AC: 11 + dexterity mod + Half of your proficiency mod Cost: 5 gold Zeni Strength Requirement: — Weight: 8 lbs Stealth: Disadvantage Your armor is little more than clothing with heavy stuffing in it. The padding around the joints makes it difficult to make fine movements. Light Battle Armor AC: 12 + dexterity mod + Half of your proficiency mod Cost: 45 gold Zeni Strength Requirement: — Weight: 13 lbs Stealth: Basic and light battle armor guarding bare neccessities. Medium Armor Medium Battle Armor AC: 13 + Dex modifier (max 2) + Half of your proficiency mod Cost: 50 Gold Zeni Strength Requirement: — Weight: 20 lbs Stealth: — Armor made from an advanced alloy to resist falling apart to energy attacks. Medium Elite Armor AC: 14 + Dex modifier (max 2) + Half of your proficiency mod Cost: 400 Gold Zeni Strength Requirement: — Weight: 20 lbs Stealth: — This armor is protective and easy to move in, perfect for a front line elite. Heavy Armor These heavy armors are made from an expanding material allowing it to grow and shrink with the wearer. Heavy Battle Armor AC: 16 + Half of your proficiency mod Cost: 75 Gold Zeni Strength Requirement: 13 Weight: 55 lbs Stealth: Disadvantage Singular durable elastic armor pieces. Heavy Elite Armor AC: 18 + Half of your proficiency mod Cost: 1500 gold zeni Strength Requirement: 15 Weight: 65 lbs Stealth: Disadvantage Plated or scaled body armor made to mold to the body Unique Armor Pieces Armor of the Rebel Uncommon This damaged set of light battle armor holds the spirit of a long forgotten warrior that died attempting to protect his planet from destruction. While attuned to this armor you may trigger the Enraged Condition on yourself once per long rest. Demon Gi This gi is emblazened with the mark and protection of the demon king. While wearing these clothes your natural armor increase by 1 and all means to sense your alignment show you to be evil regardless of your actual alignment. Bond necklace requires attunement when 2 people attune to these matching necklaces and wear them they can share Ki between each other. As a bonus action the wearers may send up to 100 ki to the wearer of the other necklace no matter how far away they are, these do not work if they are on different planes of existence.
Weighted Gear When wearing weighted gear you gain a negative to your strength or dexterity depending on the gear type and a negative to your speed. After you have worn it for at least 24 hours you may remove the gear as a full turn action and gain the modifiers as a bonus instead. This lasts for 1 hour. You must wear the armor for another 24 hours before you may gain the benefit. Taking ranks in weighted gear training reduces the stat deduction by 1 for each rank. This does not reduce the associated bonus when removed. Weighted Clothing Lightweight tier ** Wondrous Item, common ** These weights give a -1 penalty to Dexterity or Strength checks and a -5 penalty to speed. Examples: Str- wrist weights Dex - turtle shell Weighted Clothing Middleweight tier ** Wondrous item, uncommon ** These weights give a -3 penalty to Dexterity or Strength checks and a -10 penalty to speed. Examples: Str - weighted boots and bracers Dex - weighted gi Weighted Clothing Heavyweight tier ** Wondrous item, rare ** These weights give a -5 penalty to Dexterity or Strength checks and a -20 penalty to speed. Examples: Str - Katchin boots Dex - weighted suit Bardock’s headband requires attunement a headband soaked with the blood of saiyan elites. When attuned and equipped reduce the stamina cost of all transformations by 1, minimum 1. Goku’s lucky wristbands while equipped these wristbands have 2d4+1 charges of lucky and are destroyed when those charges hit zero. Gohan’s mask the mask of the legendary Gohan who taught Goku how to fight as a child. While worn AC is increased by 1. Trucker God’s Hat the hat of the illustrious android 13. While wearing this the user can speak perfectly in the language “trucker” and if the wearer is an android then their AC is increased by 1. Jacket of Hope A blue jean jacket bearing the capsule corp logo. This was the jacket worn by the great Trunks Briefs, savior of the future and embodies the hopes and dreams of mortals. While equipped AC is increased by 1. You also always have 1 death saving throw success when you are at zero HP or below. Hero Bracelet When you wear this inconspicuous watch and press its secret button it projects a preset suit of armor onto you. You can don/doff this armor as an action Tier 1 Scouter Using this handheld Binocular like device you may search for ki without the feature as an action in a range of 5 miles. Using a scouter you can see how many levels in a class with ki they have (or their CR) and their current Power Bonus. If you scan someone with more than a +3 Power bonus or 5 levels in a class with Ki this device explodes. Tier 2 Scouter Using this headgear like device you may search for ki without the feature as an action in a range of 50 miles. If you scan someone with more than a +5 Power bonus or 10 levels in a class with Ki this device explodes. Tier 3 Scouter Using this headgear like device you may search for ki without the feature as an action in a range of 500 miles. If you scan someone with more than a +7 Power bonus or 15 levels in a class with Ki this device explodes. Tier 4 Scouter Using this headgear like device you may search for ki without the feature as an action in a range of 500 miles. If you scan someone with more than a +9 Power bonus or 20 levels in a class with Ki this device explodes.
Weapons Weapons From 5e D&DBZ uses the traditional and futuristic weapons from the dnd 5e manual as well as the following additions: Blasters Blasters are a variation on crossbows that use energy bullets that can take almost any damage type. Reloading Blasters requires an action. Light Blasters Light blasters can either be handheld pistols or the less common Blaster Ring. Each act as hand crossbows with 6 and 2 shots per cartridge respectively. Blaster Rings have advantage on Stealth or Sleight of Hand Checks to hide them. Heavy Blasters Heavy Blasters take the form of large Rifles that can fire 20 rounds per cartridge. Unique Weapons and gear Corrin’s staff (Quarterstaff) Twice per day this staff may create a potions’ worth of sage water. Hero’s flute (requires attunement, While wielding this instrument, you have advantage on all Charisma (Performance) checks.) The bearer can play a magical song,the user may choose one target, this target must make a wisdom save of 18 or be put under the effects of one of these spells: sleep, friends, or suggestion, a creature can only be put under these effects once per day. The user may also use this to make a sound based attack that does 1d8 Thunder damage to everything within 5 feet of the user. Power pole (quarterstaff) this unbreakable quarter staff can be given reach, for every 5 ki points put into the pole the range of the pole increases by 5 feet, this bonus only lasts for the duration of your turn and shrinks back after you finish your turn. Demon Heart Sword This is the +1 Silvered Longsword created by Piccolo Jr. for use by Gohan during his training. Magic Items Ultra Divine Water When you drink this seemingly normal water you immedietly fall unconcious and begin making death saving throws. If you survive and stabalize yourself naturally then your stamina increases by 5. Pheonix Plant Eating this plant makes you immune to the affects of aging for 50 years. Shenron Scale This is a scale of the eternal dragon Shenron and it reacts when near a dragon ball. When the user is within 10 miles of a dragon ball the scale will glow brightly and when focused on the user will know the general direction of the dragon ball. Mystic eye Requires attunement (can not be unattuned by any means outside of a wish) The user must focus on this sapphire gem for 8 hours upon completion the gem shatters and the user opens a third eye on their forehead. As long as the user has this eye open, their current wisdom score and wisdom stat cap are increased by 2 Potara earrings Earrings of the Kais that allow fusion. The users must wear them in opposite ears, they are then merged into one entity. A potara fusion is always considered a perfect fusion. If neither fusee is a Kai you defuse after using 40 stamina If one fusee is a kai you defuse after using 50 stamina. If both fusees are kais then the effect is permanent unless undone by way of the dragon balls or similar wishing abilities. Once the fusion ends one hour must pass before the Earrings can be used again.
Kinto’un (Flying Nimbus) Requested by @DomDom Can be attuned This is a medium sized golden cloud passed on to those with pure hearts. Only those with a “Good” alignment can ride on this cloud, all others harmlessly pass through. The Kinto’un has an AC of 15 and 10 HP. It is immune to nonmagical slashing, bludgeoning, and piercing damage. While being ridden it has a fly speed of 60 feet and while not being ridden it has a fly speed of 120 feet. The Kinto’un acts on your turn. Whenever you mount the Kinto’un you may choose to attune to it. As a bonus action on your turn you may shout it’s name to the heavens and it appears, picking you up or waiting within 60 feet of you at a location you choose at it flys in as a streak of golden. As a bonus action on your turn you may give the Kinto’un a simple command such as: “Get Krillin out of the way” or “Pick up Goten from South City” and it will spend all of it’s movement each round to complete this task and return to you to the best of it’s ability. If you command it to pick someone up they must also be “Good” alignment or fall through it. If the Kinto’un is given an impossible task it will start it’s return the moment it fails. Dragon Balls This chapter will list several variants of the dragon balls and their limitations. Dragon balls can be used again after 1 year of time on their native planet, scattering across the planet under the disguise of rocks until the year is elapsed. All dragon balls share a few limitations: Can not bring someone back to life from a natural death Can not kill someone or force actions onto stronger then the balls’ creator Can not make someone a god Earth Dragon Balls Once you collect the 7 fist-sized dragonballs you may make 2 limited wishs. Some things that can specificly not be wished for are listed: Can not wish for Immortality Can not make the same wish twice Namekian Dragon Balls These 7 large dragonballs grant 3 wishes. Can not revive more than one person at a time. Manaito Dragon Balls This set of 2 dragon balls differs from most sets as all limitations on wishes can be ignored with a large enough payment back to the dragon Black Star Dragon Balls This set is identical to the Earth set other than its iconic black stars. This set appears to have no limits but the set scatters accross the universe and if not recollected in one year the planet that the wish was made on will explode from negative backlash, the full extent of this negative backlash is determined by the severity of the wish granted. Super Dragon Balls The original set of planet sized dragon balls created by the dragon god Zalama. These orbs are scattered across the multiverse and are said to be able to grant any wish without limitation. Flying Nimbus Maxiuchiha22