Art By kubo_chika
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System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
Lee, James Wyatt, Roberti Schwalb, Bruce R Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and Dave Arneson.
3
TABLE OF CONTENTS
5 Preface 47 Feats
5 Rules to Remember 48 Spells
6 Your Next Adventure Awaits 54 Transformations
63 Optional Rules
9 Ch. 1: Character Creation
9 Origins 65 Ch. 4: Magical Items
9 Android 65 Magic Item Descriptions
10 Earthling 67 The Dragon Balls
10 Frieza Clansman
11 Hybrid 69 Ch. 5: Fateful Battles
11 Majin 69 Player Battles
12 Namekian 69 Classic Monsters
13 Saiyan 70 Bestiary
13 Shinjin 70 Battle Jacket
14 Building Z-Souls 71 Flying Nimbus
14 Battle Points 71 Giant Animals
15 Determining Arts 71 Giant Mole Cricket
16 Factions of Earth 71 Giant Trout
16 Capsule Corporation 72 Giras
17 Dark Empire 72 Jiggler
18 Frieza Force 73 Oozaru
18 Galactic Patrol 74 Pirate Robot
19 Red Ribbon Army 74 Saibamen
19 Time Patrol 74 Gravel Goblin
75 Hesteric Shaman
22 Ch. 2: World Gazetteer 75 Saibaman
22 The Rugged North 76 Saibaman Willow
23 The Sleepy East 76 Spined Saibaman
24 The Southern Tropics 76 Swarm of Bulbamen
26 The Western Verge 77 Samaro
27 Distant Lands 77 Supreme Kai
28 Realms of the Universe 78 Yardratian
30 Twelve Universes 78 Time Rift
31 Divine Hierarchy 79 Cell
8` Cell Junior
34 Ch. 3: Character Options 82 Frieza
34 Classes Overview 84 Ginyu Force
34 Classes Reinvented 84 Burter
35 Magic Alterations 85 Captain Ginyu
35 New Subclasses 86 Guldo
35 Bard: College of Presentation 86 Jeice
36 Cleric: Poko Priest Domain 87 Recoome
37 Fighter: Martial Artist 88 King Piccolo
38 Monk: Way of the Spiritualist 89 Majin Buu
39 Paladin: Oath of Milk Delivery 91 Raditz
40 Paladin: Oath of Spirit 92 Vehicles
41 Rogue: Wild Bandit
42 Sorcerer: Monastic Soul 93 Handouts
43 Warlock: Lord of Time 93 Map: World Gazetteer
43 Warlock: Majin Progenitor
44 Backgrounds
44 Galactic Patrol Agent
45 Martial Arts Mentor
46 Scientist
4
This version of the sourcebook contains remastered rules for further advancing the Dragon Ball D&D experience.
Although it is not perfect by any means, the content presented within this book is somewhat closer to my original
vision. This book started as an idea jestingly shared amongst a table of friends. Now I’ve spent nearly a year and
some change trying to make it just right for you all. The initial release of this book was difficult. It took a very long
time and I made many mistakes along the way. It is because of these mistakes I’ve had to fix it time and time again,
making this book, what started as a fun passion project, somewhat of a nightmare. I’ve done my best to rewrite this
entire book as best I am capable of and I hope you all can enjoy the experience that brought us all together.
- Cameron Schleicher -
Lead Writer and Developer of Stranger Worlds
Five Rules to Remember Three: Less is More
This is an overhaul of Dungeons & Dragons Fifth Edition for a Much like the writing style of the author, trust your own
Dragon Ball campaign. Many of these changes are merely to improvisation skills. There’s nothing wrong with planning
terminology and cosmetics. Otherwise, refer to the official fifth ahead, but even the most experienced Dungeon Master will
edition Player’s Handbook and Dungeon Master’s Guide for all tell you that games can fly off the rails at a moments notice.
rules and information not specified in this document. Create your ideas but let your players drive the story.
Keep the following list of rules in mind when you are Four: Show Change
planning to run a Dragon Ball campaign:
The world and characters of Dragon Ball are ever changing.
One: The DM Adjudicates the Power As you tell your stories, think of what changes might occur
overtime. Characters should receive boons through trials and
The most common protest made against adapting the world of development. Each epic battle should leave behind
Dragon Ball is the scaling of power. Leading characters are unforgettable fragments. It’s okay for a story to have loose
often seen performing feats of unimaginable strength, ends, in fact it is encouraged. Loose ends can make for
something that is not often present in most D&D campaigns. excellent story hooks for future sessions of play.
Keep in mind, the scale of damage is entirely determined by
your Dungeon Master. At any point in time, they may decide Five: Enjoy the Adventure
to increase or lower this scale. Any amount of damage that
was once nothing more than a scratch can transform into a Adventures do not last forever, so please enjoy the ones that
strike of epic proportions. Mechanically, this alters nothing. come your way. Battle against the oncoming saiyan threat,
Thematically, it places characters into roles as incredible delve into the demonic realms and battle the villainous time
mythic figures who possess untapped power. breakers, travel across the stars with a team of supernatural
warriors, or simply walk the earth in search of a wish. Enjoy
Two: This is Balanced — Mostly whatever adventures find you and your friends.
The content found within this book is balanced — mostly. As
you explore these chapters, you might find features that seem
more or less powerful than the ones found within the official
fifth edition Player’s Handbook. We’ve tried our best to keep
these options from being game breaking. We’ve also tried to
keep them as accurate to the source material as possible. If you
feel perturbed by any of these options, do not hesitate to
modifying them as you considered it appropriate.
5
YOUR NEXT ADVENTURE AWAITS
Earth, also known as the Dragon World, is a vast Chronicles of Adventure
supercontinent for your D&D campaign to adventure within.
A planet located at the edge of the universe, the Dragon World The story of Dragon Ball D&D unfolds after the events of the
is a safe haven for refugees across the universe and a home to original manga for the Dragon Ball series have concluded. The
the mythical and ever sought for Dragon Balls. Seven setting presented in this Book takes place namely in AGE 1000,
gemstones that are said to hold the secret to unlimited power, 216 years after the end of the Dragon Ball manga, with the
everlasting life, and much more. future as well as the past in danger from the sinister Time
Breakers, as they try to wreck havoc across the timeline. Here
Heroes can rise anywhere and fall at any time. Some are are key things to know before you set out for adventure:
born with pure hearts and good intentions, beacons of hope.
Others live a sadder, more tragic life. All it takes is the right 1. Peace Has Returned To Earth—Sort Of. After Majin Buu,
words to change their life for the better or the worse. Magic the universe’s greatest threat had been defeated by Son
and science are at the heart of every mystical adventure. Goku and his friends, peace began to return to the Earth.
Soaring towers of unknown origin pierce the heavens and Thanks to the actions of Earth’s so called “savior”, Hercule
beyond. Expanding cities lay in wait across the far corners of Satan, people all over the world became interested in martial
the world. Dark forces from other worlds plot in secret and arts. The Tenkaichi Budokai, the aspiration of all martial
great scientists work tirelessly to improve tomorrow. artists, had become a large-scale event, drawing an immense
amount of attention each year. A peaceful world’s friendly
Dragon Ball, Dragon Ball Z, Dragon Ball GT, Dragon Ball battles… People’s memories of the fierce battles of the past
Super, and all additional works are, as always, owned by seemed to fade more and more as time passed. With the aim
FUNimation, Toei Animation, Fuji TV, and Akira Toriyama. of eliminating any potential meaningless conflicts on Earth,
This long running series has implemented countless Dende chooses to deactivate the Dragon Balls.
characters, magic, and adventures into the hearts of many and
this module is, and forever will be, in dedication as such. 2. The Majin Race Was Born. After the battle between Majin
Buu and Son Goku’s allies had come to an end, Mr. Buu, the
This book will act as your guide to the Dragon World. good Buu, remained on Earth. Through Shenron’s power,
Teaching you of its races, items, magic, adventures, and how the people’s memories of the evil Buu were erased and they
they should be used within your own stories. have been enjoying peaceful days under Mr. Satan since. Mr.
Buu is highly curious by nature. Watching a technique just
Using This Book once is enough to help him remember it and, because of this
talent, he was able continually learn about and understand
This book is your introduction to the Dragon World. It guides Earth’s culture and the various natures of humans. After
both players and Dungeon Masters through the method of some years had passed, Mr. Buu started to change. With a
creating characters and adventures set in this world. This spirited shout, smoke violently spewed forth from the holes
introduction presents an overview of the world and characters in Mister Buu’s head. Accumulating over top of Buu’s head,
you may find within it: the smoke began to materialize into a life form. Buu had
been forming the image of an ideal girlfriend in his mind.
Chapter 1 offers a wide range of new race options for Just like when Majin Buu had split into the pure evil Buu
creating your own characters. In addition, it gives brief insight and innocent Buu in the past, this time he had divided into a
into the powerful factions that are each competing over Earth. male and female majin. The female majin, who had been
born from the original Mr. Buu’s obsession, was naturally
Chapter 2 acts as a guide to the mystical supercontinent, well-liked. The two majins became happily married and
detailing the many lands, environments, locations, and cities formed a happy home together. Soon after, the two started
that you may stumble upon, as well as several adventure to desire a child, like human families.
hooks which can be modified for your own use.
3. Planet Namek’s Alarming Message. The namekians, whose
Chapter 3 is where you can locate even more character planet was destroyed by Frieza, had initially evacuated to
options you may use to empower your characters and NPCs Earth and afterwards, immigrated to the new planet, New
alike. Here you can find new subclasses, backgrounds, feats, Namek. The namekians worked hard in order to lead a new
spells, expanded optional rules, and a list of powerful life on the new world. But soon after, disaster struck. A flash
transformations your characters might attain. of light appeared out of nowhere and from it came forth a
myriad of unidentified forces. The namekian warriors put
Chapter 4 provides a list of magical items and treasures you up a desperate resistance. But due to the stark contrast
may come across as you explore this vast world, including the between their powers, the namekian warriors’ attacks were
legendary Dragon Balls themselve. ineffective. A hundred years’ worth of history that the
Chapter 5 contains the numerous monsters that can be
found across the world, along with a heap of heroes and
villains who've come from the past to destroy the present,
should your Dungeon Master choose to include them.
6
namekians had built up disappeared in an instant. Currency: Zeni
However, the namekians were not annihilated. Right before
New Namek was destroyed; Elder Moori summoned This book uses standard D&D coinage pricing, as detailed in
Porunga and requested that the namekians be transferred to the Player’s Handbook, but in the Dragon World, citizens refer
Earth. After arriving, Elder Moori informed Earth’s God, to their currency as Zeni.
Dende, of the incident that unfolded on New Namek. A
person who is after the Dragon Balls of the past. With Languages
Dende’s mediation, eventually the Earth’s king accepted the
accommodation of the namekian survivors. They were thus While the Common language is used nearly universally, there
able to start their lives once again on Earth. are still other languages which are found across the Dragon
4. Earth’s Approaching Peril. Mayhem quickly arises all over World. These are typically used for communication among
the world and villainous groups take advantage of the those of the same species or a similar background and are
chaos. There were some who felt that Earth was being scarcely shared among outsiders.
attacked by a malevolent force, but the identity was not yet
confirmed. Wild animals becoming monsters, demons Standard Languages
starting to prowl, the Red Ribbon Army, the remnants of
Frieza’s soldiers, all returned. In the midst of it all, an Language Speakers Script
incident broke out… Common Earthlings Common
5. Trunks’ Conviction, A New Threat. A strange vehicle Demonic Demons, Majins Infernal
appears on Earth. It was a time machine controlled by Tsundoran Frieza Clansman Elvish
Trunks. After arriving, he immediately begins to search. In Namekian Dragons, Namekians Draconic
the past, Trunks had used the time machine for the purpose Sadalan Saiyans Dwarvish
of defeating the artificial humans and Cell. However, even if
it was for the protection of Earth’s peace, the act of using the Exotic Languages
time machine was ultimately a violation of the laws of the
universe. When used, a time paradox occurs and multiple Language Speakers Script
divisions are produced, causing the formation of different Divine Offworlders Celestial
histories. The Time Kaioshin, who watches over the flow of Kai Shinjin Celestial
time from the cosmos, gave Trunks a stern warning for his Saiba Saibamen Dwarvish
actions. Afterwards, in order to redeem his wrong actions, Tsufruian Tuffles Common
Trunks took up the job of time patrol, whose role was to Yardrat Yardratians Elvish
correct the distortion of history.
6. The New Savior Is You. Piccolo had continued his Art by Garsl
investigation and returned to the location of the Namekians’
leader, Elder Moori, the King of Earth, Dende, Master Roshi
and Baba. The enemy who has transcended time, Mira. With
the Earth as the target, his forces steadily continue to
advance. After hearing this, Dende chooses to reactivate the
Dragon Balls that he had sealed away, in hopes that the
many warriors of the Earth would develop their dormant
powers while competing against each other during
scrambles for the Dragon Balls. Now, in AGE 1000. Putting
the unknown threat behind them, warriors all over the
world are working hard at their training. The forthcoming of
a savior, that potential resides hidden away in every child
who is living on Earth…
Planet of Refugees
In the current year of AGE 1000, Earth has found itself to be
the home of countless races, the planet no longer belonging to
just earthlings. The culture and knowledge from all the races
now living there can be found on the planet, which led to a
vast advancement in their technology and a total shift in the
society of Earth. Now adventures and refugees flock to the
planet as it has come to be known as the planet of
opportunity, home to the legendary dragon balls said to grant
any wish and the place to hold the greatest adventures in the
universe. With a mix of namekians, saiyans, majins,
yardratians and more, Earth has become a sanctuary for all
and a chance at a new life for any who reside there.
7
chapter one
CHARACTER CREATION
Where do you fit into this vast, mystical world? These options are special. If you create a character using a
Perhaps you are a brilliant scientist exploring the world in race option presented here, follow the additional rules
search of an ancient secret? Or you run a gang of your own, presented within the Tashas Cauldron of Everything, adjusting
stalking the wastes for worthy foes. Or you may be a recruit your ability scores, languages, and creature types accordingly.
for the time patrol, hunting down villains who have broken
the temporal law. Or you live a simple life, tending to your Android
farm in the distant lands. Whatever adventure you find
yourself on, consider how this world affects your character, Initially designed as weapons of war by the turbulent scientist
and dream of how your character can affect this world. Dr. Gero, androids and artificial humans alike boast a large
array of inorganic and cybernetic enhancement that separates
Here you can find detailed information on how to create a them from the average lifeform.
character within the world of Dragon Ball and its history of
epic battles. This chapter provides the following choices: Art Increase. Your Energy art increases by one tier.
Bonus Equipment. One set of customly crafted
Origin. Select one of the many races found across the world traveler’s clothes, a signet of your creator’s organization, a
of Dragon Ball. Aside from humans, the races from the Player’s scroll case containing information on your own schematics or
Handbook are unknown on Earth, unless they’re visiting from a trinket from your life before receiving inorganic
beyond the stars. enhancements, and a belt pouch containing 15 gp.
Z-Souls. Decide upon three defining aspects which help Android Traits
establish your characters’ drives and motivations. These
choices will come into play throughout your campaign, and Your android character has the following racial traits.
can be the deciding factors that determine a battle's outcome. Origin Type. Earthling.
Size. You are Medium or Small. You choose your size
Battle Points. Bolster waves of spirit and power as you
ascend beyond the levels of the traditional adventure and when you select this race.
embark on mystical journeys. Speed. Your walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this origin, you
Arts. Three new combat concentrated ability scores which
provide a number of new actions in battle. Instead of scores can keep the following elements of that race: any skill
and modifiers, arts are ranked with multiple tier levels. proficiencies you gained from it and any climbing, flying, or
swimming speed you gained from it.
Origin
If you don't keep any of those elements or you choose
The multiverse is filled with a vast number of species and the this origin at character creation, you gain proficiency in two
strongest have found their way to the planet Earth. Presented skills of your choice.
in alphabetical order, the races found in this section have
played major roles across the entire history of Dragon Ball: Ageless. You age at a slower rate. For every 10 years that
pass, your body ages only 1 year. You are immune to any
Androids are artificial creatures who boast a large array of effect that would age you, and you can't die from old age.
inorganic and cybernetic enhancement.
Darkvision. You can see in dim light within 60 feet of you
Earthlings are the original inhabitants of planet Earth who as if it were bright light and in darkness as if it were dim light.
ruled the lands long before any others. You can’t discern color in darkness.
Frieza Clansman are descendents of a mutated alien race of Constructed Nature. You were created to have
monarchs, imbued with powerful talents and regal charm. remarkable fortitude, represented by the following benefits:
Hybrids are the offspring between an earthling and a member • You are immune to disease.
of an alien or otherworldly race. Statistically, only one • You don’t need to eat, drink, or breathe.
percent of earthlings are half-breeds with some other race. • You have advantage on saving throws against being
Majins are cheerful and childish products of demonic magic poisoned, and you have resistance to poison damage.
who’ve rooted themselves into almost every society. • You don't need to sleep, and magic can't put you to sleep.
Namekians are wanderers, distant mystics and healers who You can finish a long rest in 4 hours if you spend those
live on the outskirts of society, and are intune with nature. hours in an inactive, motionless state, during which you
retain consciousness.
Saiyans are rash, powerful, and intimidating warriors who
thrive off the technological advancements of others. Android Model. There are two models of androids,
constructed according to their power supplies. Choose one of
Shinjin are a race of beings descended from the World Core the following models when you select this race:
who possess both divine and supernatural abilities.
9
Energy Absorption. You know the sapping sting cantrip. Animorphaline Aspect. Your previous usage of
Your spellcasting ability for this cantrip is your choice of animorphaline has permanently marked you in unpredictable
Intelligence, Wisdom, or Charisma. ways. Choose one of the following animorphaline aspects
when you select this race:
Infinite Energy. You don't suffer the effects of exhaustion
due to lack of rest and you have advantage on saving • You have a climbing speed of 25 feet. Should you fall from a
throws you make to avoid or end the effects of the great height, you can use your reaction to make a Dexterity
exhaustion condition on yourself. saving throw (DC 10) to land on your feet.
Silent Soul. Perception checks made to detect your Battle • You have a swimming speed of 30 feet. You can breathe air
Points are made with disadvantage. and water, but you need to be submerged at least once every
8 hours to avoid suffocating.
Starting at 3rd level, Perception checks made to detect your
Battle Points automatically fail, as though your aura was • You have proficiency in the Perception skill.
constantly suppressed.
Beast Speech. You have the ability to communicate in a
Earthling limited manner with beasts. They can understand the meaning
of your words, though you have no special ability to
Inhabitants of planet earth, earthlings are vastly diverse and understand them in return.
unique in comparison to their galactic neighbors. While they
are significantly weaker than a race such as the mighty Monster-Type
saiyans, with the average power level reading only in the
single or double digits, they make up for their lack of physical Impish humanoids of the Meshikiya people, you are
strength with bravery and a mastery of tricks. unfamiliar and uncompromising, accustomed to life in the
harsh wastes of the mushroom forests.
Human characters in the Dragon World have the following
traits. If you use these human traits, do not use the variant Darkvision. You can see in dim light within 60 feet of you
human traits presented in the Player’s Handbook. as if it were bright light and in darkness as if it were dim light.
You can’t discern color in darkness.
Art Increase. Your Energy, Focus, or Soul art increases by
one tier. You choose this art when you select this race. Unsettling Visage. When a creature you can see makes an
attack roll against you, you can use your reaction to impose
Bonus Equipment. One set of traveler’s clothes or one set disadvantage on the roll. You must use this feature before
of fine clothes, any one musical instrument or gaming set, a knowing whether the attack hits or misses. You can use this
backpack and bedroll, a trinket from your childhood, one trait a number of times equal to your proficiency bonus, and
dynocapsule, and a belt pouch containing 10 gp. you regain all expended uses when you finish a long rest.
Earthling Traits Frieza Clansman
Your earthling character has the following racial traits. Frieza Clansmen have an unsavory reputation spun from their
Origin Type. Earthling. ancestors’ merciless behavior across the universe. Their
Size. You are Medium or Small. You choose your size origins are shrouded in mystery and their true names are lost
to time. Collectively they have been given many other names
when you select this race. by other species who’ve caught rumors of their past — frost
Speed. Your walking speed is 30 feet. demons, glaeris, or changelings — although their true origin
Luck of the Mortals. When you roll a 1 on the d20 for will never be known. Some revere this birthright, abusing
their ancestral power to intimidate the weak. Others, though,
an attack roll, ability check, or saving throw, you can reroll the seek to restore the honor to their people and rediscover their
die and must use the new roll. long since shattered history.
Earthling-Type. Earthling is sometimes used Other peoples often perceive frieza clansmen as evil beings
synonymously with human, but the planet is actually host to a who relish in pain, death, destruction, fear, and power. Traits
myriad of sapient lifeforms. Choose one of these options, and that stem from their eternal connection to Frieza, the galactic
add its traits to your other racial traits. emperor and most notorious clansman across the universe.
The truth is that most clansmen don’t even know the genesis
Human-Type of their own race. Legend tells that the first clansmen acted as
interstellar pirates, selling planets to the highest bidder. As
Whether living a peaceful life within Satan City or foraging they began their rise to power, their home world and entire
across the Western Verge, human-type earthlings are the most culture would be erased from history. The very act that would
well-rounded and diverse people. bring about the rise of the mutant Cold Dynasty. Giving the
appearance that history began with their reign.
Skill. You have proficiency in one skill of your choice.
Feat. You gain one feat of your choice for which you qualify. Even with the famed dynasties’ fate now uncertain, the act
of erasing an entire culture can never be undone, leaving the
Animal-Type race and their heritage forever unknown.
Those who chose to partake in animorphaline, a highly Art Increase. Your Energy art increases by one tier.
experimental narcotic, were permanently transformed into Bonus Equipment. One set of fine clothes fitted to your
humanoids with animal aspects. biological armor, one set of robes which obscure your figure,
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light and in darkness as if it were dim light.
You can’t discern color in darkness.
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any one gaming set or a glass bottle containing 2 pints of Hybrid Ancestry *
wine, and a belt pouch containing 15 gp.
Parentage Origin Type Traits
Frieza CLansman Traits Majin Offworlder Mystic Passage
Saiyan Alien Clever Tail
Your frieza clansman character has the following racial traits Shinjin Offworlder Darkvision
derived from your anomalous alien origin.
* This table will receive updates
Origin Type. Alien.
Size. At 1st level, you are Small. Starting at 3rd level, you Majin
may choose for your size to become Medium.
Speed. Your walking speed is 35 feet. Magical and childish, majins are a race of magically spawned
Frigid Resistance. You have resistance to cold damage. djinn born from an ancient evil. Once these demonic beings
Space Worthy. Your body is insulated and tempered to served as agents of destruction, wiping out entire worlds for
survive in the empty vacuum of wildspace. amusement. Since that time immemorial, the majins of Earth
Sorcerous Legacy. You know one cantrip of your choice have become nomads and travelers, ignorant to their
from the Sorcerer spell list. Your spellcasting ability for this destructive origins. Most majins are driven by simple desires,
cantrip is your choice of Intelligence, Wisdom, or Charisma. to see the world and sample its vast cuisine.
Biological Armor. You have a tough, keratinous
exoskeleton. When you aren't wearing excess armor, your Art Increase. Your Soul art increases by one tier.
AC is 12 + your Dexterity modifier. You can use your Bonus Equipment. One set of colorful traveler’s clothes, a
biological armor to determine your AC if the armor you wear musical instrument (one of your choice), a backpack and
would leave you with a lower AC. A shield’s benefits apply as bedroll, a large pouch containing a series of exotic ingredients
normal while you use your biological armor. you’ve collected, and a belt pouch containing 10 gp.
Starting at 3rd level, you learn the suppressed power
transformation. Majin Traits
Lashing Tail. Your semi-prehensile tail is tipped with a
bony blade. Immediately after a creature within 5 feet of you Your majin character has a number of unique racial traits
deals damage to you with a melee attack, you can use your deriving from your ancient djinn ancestry.
reaction to make an unarmed strike against that creature with
your tail. If you hit, you deal slashing damage equal to 1d4 + Origin Type. Offworlder.
your Strength modifier, instead of the bludgeoning damage Size. You are Medium. You can alter your height and
normal for an unarmed strike. weight whenever you complete a long rest.
You can use this trait a number of times equal to your Speed. Your walking speed is 25 feet. Your speed cannot be
proficiency bonus, and you regain all expended uses reduced by wearing heavy armor.
when you finish a long rest. Mystic Passage. You can squeeze through a space as
narrow as 3 inches wide. You leave behind any items you are
Hybrid carrying, and any equipment which you are proficient with
merges into your form.
Born as the offspring between an earthling and a member of Reform. Whenever you take bludgeoning, piercing, or
an alien or otherworldly race. Statistically, only one percent of slashing damage from a nonmagical weapon and don’t drop
earthlings are half-breeds with some other race. to 0 hit points, you can use your reaction to roll a d4 and
reduce the damage taken by the number rolled.
Art Increase. Your Energy, Focus, or Soul art increases by Sweet Treats. You can cast goodberry without expending a
one tier. You choose this art when you select this race. spell slot, and you must finish a long rest before you can cast it
this way again. When you cast this variation of goodberry, you
Bonus Equipment. One set of traveler’s clothes or one set can choose to have candy, cookies, donuts, or other sweet
of fine clothes, any one musical instrument or gaming set, a treats appear in your hand instead of berries. You can also cast
backpack and bedroll, a trinket from your childhood, one this spell using any spell slots you have.
dynocapsule, and a belt pouch containing 10 gp. Majin Confection. Majin divide themselves between two
confections: mighty majins and wonder majins. Choose one of
Hybrid Traits these options, and add its traits to your other racial traits.
Your hybrid character has the following racial traits. Continued On Next Page >>
Origin Type. Earthling, as well as Alien or Offworlder.
You choose when you select this race.
Size. You are Medium or Small. You choose your size
when you select this race.
Speed. Your walking speed is 30 feet.
Luck of the Mortals. When you roll a 1 on the d20 for
an attack roll, ability check, or saving throw, you can reroll the
die and must use the new roll.
Hybrid Ancestry. You gain the traits from your alien or
otherworldly parentage, except for those traits as shown on
the Hybrid Ancestry table below. If your parentage would
offer you a choice of subrace, you do not gain this trait.
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Art by Xianarts Mighty Majin Namekian
Referred to as mighty, this majin confection often takes up Peaceful sages from a world since destroyed, namekians
roles as hardy warriors and head cooks, utilizing their larger guard the terraformed countryside of Porunga Rocks, the last
sizes and culinary magic to its best in battle. reminder of their homelands.
Miraculous Body. Your hit point maximum increases by 1, While most namekians wish for nothing more than a simple
and it increases by 1 every time you gain a level. life, reforesting the beautiful blue woodlands they once called
home, they’re no longer bound to their heritage. Namekians
Majin Resilience. You have advantage on Strength, tend to be taller and leaner when compared to humans, with
Dexterity, and Constitution saving throws you make to avoid an array of viridescent skin tones. Bowed antennae hang from
or end spells and other magical effects. namekian brows. Namekians are sluglike humanoids with a
broad sense of courage and mysticism.
Wonder Majin
Art Increase. Your Focus art increases by one tier.
Skilled in bizarre magic that hails from their djinn lineage, Bonus Equipment. One set of namekian robes, candles or
wonder majins draw from their sorcerous reserves to cast incense used in meditation, a healer’s kit, a flask of fresh water
magical spells and charm creatures. or a book containing ancient namekian lore handed down in
your village, and a belt pouch containing 5 gp.
Majin Voodoo. You know the vicious mockery cantrip.
When you reach 3rd level, you can cast tasha’s hideous laughter Namekian Traits
without expending a spell slot. When you reach 5th level, you
can cast enthrall without expending a spell slot. Once you cast Namekians share a number of common racial traits.
either of these spells with this trait, you can’t cast that spell Origin Type. Alien.
with it again until you finish a long rest. You can also cast Size. You are Medium or Small. You choose your size
these spells using any spells slots you have. Your spellcasting
ability for these spells is your choice of Intelligence, when you gain this race.
Wisdom, or Charisma. Speed. Your walking speed is 30 feet.
Namek Finger. When you make a melee attack on your
Wonder
Majin Samurai turn, your reach for it is 5 feet greater than normal.
Namekian Senses. You have proficiency in the Perception
skill. Whenever you make a Perception check that relies on
hearing, the audible distance you can perceive is twice that of
the average creature.
Rapid Regeneration. As a bonus action, you can expend
a single hit die, rolling it and regaining an amount of hit
points equal to the number rolled. You add your Constitution
modifier to the results of this roll.
When you regenerate, you can restore a single severed body
member. You can restore a severed body member a number of
times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
Namekian Caste. Three castes of namekians found across
their species, each a master of their own craft. Choose one of
these castes, and add its traits to your other racial traits.
Demon Clan
Practitioners of black magic, the demon clan are exiles. Cast
out by their predecessor clans and tainted by their own
darkness, corrupting them into unnatural beings.
Superior Darkvision. You can see in dim light within
120 feet of you as if it were bright light and in darkness as if it
were dim light. You can’t discern color in darkness.
Dark Resilience. You have resistance to necrotic damage.
Narak Witchcraft. You can cast the find familiar and
darkness spells with this trait. Once you cast either of these
spells with this trait, you can’t do so again until you finish a
long rest. You can also cast these spells using any spell slots
you may have. Your spellcasting ability for these spells is your
choice of Intelligence, Wisdom, or Charisma.
Sunlight Sensitivity. You have disadvantage on attack
rolls and Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.
12
Dragon Clan Size. You are Medium.
Speed. Your walking speed is 30 feet.
Tasked with studying the arcane arts and unlocking secrets to Powerful Build. You count as a creature one size larger
further the species, the dragon clan makes up the majority of when determining your carrying capacity and the weight you
the namekian population. are capable of pushing, dragging, or lifting.
Warriors Resolve. Descending from a race of warriors, you
Healing Hands. As an action, you can touch a creature have advantage on saving throws you make to avoid or end
and cause it to regain a number of hit points equal to your the frightened condition on yourself.
level. Once you use this trait, you can't use it again until you Saiyan Spirit. If you have not taken damage for 10
complete a short or long rest. or more minutes and you are missing half or more of your hit
points, you regain hit points equal to your level. You can't use
Wish Maker. Beginning at 5th level, you can spend a period this feature again until you finish a long rest.
of 100 days and 750 zeni worth of materials to construct a Battle Maniac. Your unarmed strikes are unusually
dragon statuette and a set of 1d6 + 1 crystalline dragon balls. robust thanks to your saiyan origin. Your unarmed strikes deal
When placed on the ground together, a creature may use their 1d6 bludgeoning damage on a hit.
action to summon forth an eternal dragon wyrmling from the Beginning from 3rd level and then on, your unarmed strikes
plane of dreams. The dragon offers to grant a single limited are considered adamantine weapons.
wish on your behalf which duplicates the effect of any spell of Clever Tail. You can grasp things with your tail. It has a
4th level or lower. The statuette and dragon balls are reach of 5 feet, and it can lift a number of pounds equal to five
consumed in the spell’s casting, which take the place of any times your Strength score. You can use it to do the following
costly components. Afterwhich, the eternal dragon wyrmling simple tasks: lift, drop, hold, push, or pull an object or a
returns to its native plane. creature; open or close a door or a container; grapple someone;
or make an unarmed strike. Your tail can't wield weapons or
Once a wish is granted using this trait, you can’t begin shields or do anything that requires manual precision, such as
construction on a new statuette and set of dragon balls for 1d4 using tools or magic items or performing the somatic
days per level of the spell cast. If the eternal dragon wyrmling components of a spell.
should be destroyed before it can return to its native plane, If your tail is ever severed, it will grow back after 1d4 + 1
there is a 50 percent chance that you will be unable to weeks have passed. Starting from 1st level, you learn the great
construct a set of dragon balls ever again. ape transformation.
Warrior Clan Shinjin
Tasked with upholding the peace and defending the species The shinjin, or core people are a race of beings descended
from threats, the warrior clan makes up a small percentage of from the World Core. The shinjin are the true race of all
the namekian population. Kaioshin and Makaioshin. Born from magical fruits that grow
off of the great kaiju tree, they are genderless, despite them
Namekian Favor. If you miss with an attack roll or appearing as male and female. Despite their appearance, the
fail an ability check or a saving throw, you can draw on your shinjin possess a divine spark from birth, granting them
bonds of reciprocity to gain a bonus to the roll equal to the numerous powers ordinarily exclusive to the gods.
number of allies you can see within 30 feet of you (maximum
bonus of +5). You can use this trait a number of times equal to Those who fulfill their divine duties are promoted to the
your proficiency bonus, and you regain all expended uses status of Kaioshin, while those who fall to darker magics are
when you finish a long rest. banished to the lowest tier of the cosmic universe. These
shinjin are stripped of their divine spark, and given the
Great Namekian. Starting at 3rd level, you can cast the diminishing status of Makaioshin. Branded by the very magic
enlarge/reduce spell on yourself once without expending a spell that initiated their fall into the demonic realms.
slot, using only the spell's enlarge option. You must finish a
long rest before you can cast it this way again. You can also Art Increase. Your Soul art increases by one tier.
cast this spell using any spell slots you have. Your spellcasting Bonus Equipment. One set of fine clothes, a pair of
ability for these spells is your choice of Intelligence, custom sunglasses, any one musical instrument or gaming set,
Wisdom, or Charisma. a trinket which can be summoned to your free hand at will, a
pair of potara denoting your shinjin status (nonmagical), and a
Saiyan belt pouch containing 10 gp.
Stories from distant lands tell of the rare tribe of saiyan Shinjin Traits
people. Once thought lost to the hands of a powerful sorcerer.
Legends speak of their unparallelled skills in combat, their Your shinjin character has the following racial traits.
unsquashable pride, and their ferocious appetite. Origin Type. Offworlder.
Size. You are Medium or Small. You choose your size
Art Increase. Your Energy art increases by one tier.
Bonus Equipment. One set of ragged traveler’s clothes, a when you gain this race.
form-fitting battle suit (breastplate in quality), a trinket taken Speed. Your walking speed is 30 feet.
from a defeated foe, a mess kit or 8 pounds worth of rations, Darkvision. You can see in dim light within 60 feet of you
and a belt pouch containing 5 gp.
as if it were bright light and in darkness as if it were dim light.
Saiyan Traits You can’t discern color in darkness.
Your saiyan character has the following racial traits.
Origin Type. Alien.
13
Cardinal Clairvoyance. Choose one cardinal direction as Saiyan From Earth
the guiding sign of your birth. You always know which way
this direction is, regardless of your orientation. You could take this aspect very literally...
Healing Hands. As an action, you can touch a creature Heroic Saiyan Warrior From Earth
and cause it to regain a number of hit points equal to your
level. Once you use this trait, you can't use it again until you You could also add additional adjective or other
complete a short or long rest. descriptive words to further define your ideas...
Disciple of Creation. You know the thaumaturgy cantrip. “Quit Enjoying The Destruction”
You can use it to create a nonmagical trinket or tool that can fit
into the palm of your hand. The object created lasts until the Alternatively, you could define a short phrase which may
end of your next turn. come about your adventures or combat encounters...
Shinjin Status. Choose either the Kaioshin or Makaioshin Every character begins with three z-souls, however these
status, and add its traits to your other racial traits: may not remain the same three statements you end with. As
you embark on adventures, clash in epic battle across the
Kaioshin universes, and evolve, your Dungeon Master may allow you
to modify or even change one or more of your z-souls.
Granted the status of Kaioshin, you’ve retained your divine
spark and earned your place among the cosmos. Keep in mind, all z-souls vary widely, but they share a
number of common features as shown below:
Divine Being. You can’t be surprised and you have
advantage on saving throws you make to avoid or end an Z-Souls Are Optional. The process of creating a z-soul is
effect that would alter your form. completely optional. Their only benefit it to better help both
you and your Dungeon Master understand the character.
Mind Link. You can speak telepathically to any creature
you can see, provided the creature is within a number of feet Z-Souls Are Unique. Your z-souls should be completely
of you equal to 10 times your level. You don't need to share a unique. Avoid creating characters who possess identical or
language with the creature for it to understand your telepathic similar z-souls. Moreover, check with your Dungeon Master
utterances, but the creature must be able to understand at least first beforehand to prevent multiple players from creating
one language. similar characters with similar motivations.
When you're using this trait to speak telepathically to a Z-Souls Build Moments. Reference your z-souls when
creature, you can use your action to give that creature the deciding on your actions. If an action seems out of character,
ability to speak telepathically with you for 1 hour or until you your Dungeon Master might incur disadvantage on your
end this effect as an action. To use this ability, the creature rolls. If an action is perfectly in character, they may grant
must be able to see you and must be within this trait's range. you inspiration instead.
You can give this ability to only one creature at a time.
Z-Souls Will Change. One or more of your z-souls will
Makaioshin almost certainly change over the course of your adventures.
This could be either a positive or negative improvement, but
Stripped of your divine spark and banished to the lowest tier will always signal a sense of change.
of the cosmic universe, you hold the status of Makaioshin.
Battle Points
Dark Sorcery. You can cast the detect magic and magnify
gravity spells with this trait. Once you cast either of these Battle Points (BP) are the representation of the tangible force
spells with this trait, you can’t do so again until you finish a inside every living being which defies physical limitation.
long rest. You can also cast these spells using any spell slots Training your muscles will only get you so far.
you may have. Your spellcasting ability for these spells is your
choice of Intelligence, Wisdom, or Charisma. Your Battle Points can be increased, usually very slowly,
through intense training or by other special means. When you
Petrifying Spit. As an action, you can spit at a creature create your character, your Battle Points are set at 1 unless
within 10 feet of you that you can see. The creature must your Dungeon Master determines otherwise. Your Battle
succeed on a Constitution saving throw or become restrained Points continually increase by 1 so long as you strive for
until the end of your next turn. The DC of the save equals 8 + greater power. As a general rule, you can expect to increase
your proficiency bonus + your Dark Sorcery spellcasting your Battle Points by at least 1 during most sessions of play.
ability modifier. Once you use this trait, you can’t use it again
until you complete a long rest. Great improvements to your Battle Points yield significant
results. Whenever your maximum Battle Points cross certain
Building Z-Souls thresholds — 3, 10, 25, and 50 — you gain the benefit detailed
below. You may also spend these points to fuel various
The defining characteristic of all warriors across the world is transformations and art boosts. When you expend great stores
their z-soul—the defining words that resonate with each of Battle Points, those points are temporarily unavailable to
warrior and compel them to continue breaking their limits. you until you successfully complete a long rest.
Your z-soul could be a phrase that sums up your character’s
motivations. It could define your role in the universe, your
calling, or your particular style of combat.
The following options below are presented as examples.
Z-Souls inspired by the legendary saiyan Son Goku:
14
Calculating Power Levels Art by Ishida1694
Battle Points can be detected and interpreted by trained Mental Simulation Training
individuals or by those who possess a scouter. Details on this
item appear in Chapter 4, while trained individuals can do so Battle Points 25+ Trait
naturally. Power Levels are calculated as follows:
By performing a 4 hour-long meditation during a period of rest,
Total Power Level = 10 times the product of your current hit you can engage in a form of mental simulation training by
points, total class levels, and maximum Battle Points yourself or with one other creature. While meditating, you and
any other creatures can train within the plane of dreams. If you
For the purpose of simplification, a Power Level of 50,000 is engage in this mental simulation training alone, you can choose to
equal to one kili, a unit of measurement used within the project an image of a past friend or foe to train yourself against.
demonic realms. Bear in mind that power is an ever-changing The projected creature is nothing more than an illusionary
element. Transformations as described in Chapter 3 provide duplicate created from your own memories and is incapable of
characters with power level multipliers. using any abilities you are not aware of.
You gain the abilities below when you successfully cross Dragon Soul
a certain threshold, as detailed below:
Battle Points 50+ Trait
Fighting Power
Increase your Strength, Dexterity, or Constitution score by 2
Battle Points 3+ Trait and increase your maximum for that score by 2.
Your Battle Points manifest as a translucent glowing aura around Determining Arts
your form, shedding dim light in a 5-foot radius. While you are
emanating this aura you can perform acts that would otherwise Your arts are ranked using multiple tiers of power, as shown
seem superhuman. Your jump distance and the weight you can on the Art Tier List table below. When you create your Dragon
push, drag, or lift is doubled. Ball D&D character, each of your arts begin at tier-c. Your arts
increase by one tier when you complete a substantial amount
You can suppress this aura on your turn, no action required. of training or at the suggested levels provided below.
While your aura is suppressed, you don’t gain any benefits from Depending on your choice of fantastical race, one of your arts
your Battle Points and you cannot transform. increases by one tier earlier than any others. When requested
to make an ability check or saving throw using one of your
Moreover, you know the force-flash strike and spirit blast cantrips. arts, roll your art die and add the result to the roll of a d20.
Your spellcasting ability for these cantrips is your choice of Moreover, each of your arts provides a secondary boost which
Intelligence, Wisdom, or Charisma. can be empowered by expending Battle Points.
At your Dungeon Master’s discretion, you may replace these Regardless of which boost you choose to implement, you
cantrips with others from another classes list of spells. may use only one art on each of your turns.
Detect Battle Power
Battle Points 3+ Trait
You gain a new way to make a Wisdom (Perception) check. When
you do so, you close your eyes and sense the Battle Points of any
creatures within 120 feet of you. You learn an approximate
distance between yourself and these creatures.
Additionally, you learn their relative Power Level in
comparison to your own, but you do not learn an exact value. If a
creature has their Battle Points suppressed, their presence cannot
be detected in this way.
Dancing Sky Art
Battle Points 10+ Trait
You gain a magical flight speed for which you have the required
maximum Battle Points:
Battle Points 10+. Your flight speed equals 10 feet.
Battle Points 25+. Your flight speed increases by 10 feet, to a new
maximum of 20 feet. While out of combat, you can fly for up to 2
hours, all at once or in several shorter flights.
Battle Points 50+. Your flight speed increases by 10 feet, to a new
maximum of 30 feet. While out of combat, you can fly for up to 4
hours, all at once or in several shorter flights.
If you already have a flight speed, the distance you can fly
instead increases by an amount as shown above.
15
Art Tier List Tier Art Die Reference the Multiclassing Spellcaster table found in
Tier-C 1d4 Player’s Handbook to ascertain the appropriate level a character
Suggested Levels Tier-B 1d6 should be upon mastering a particular spell. These spells’
1st-4th Tier-A 1d8 spellcasting ability is the ability chosen alongside your
5th-8th Tier-S 1d10 Fighting Power feature.
9th-12th Tier-Z 1d12
13th-16th Soul Boost. Once on each of your turns, whenever you
make a saving throw, you can expend 5 Battle Points, rolling
17th-20th your Soul art die and adding it to the roll.
Energy Art Factions of Earth
Energy measures your potential, vigor, and the amount of There are six primary factions of Earth which make up the
power you can conjure at any given time. Your Dungeon foundations of its society and social conflicts. Each association
Master might call for an Energy check when a character is in is led by one or more direct administrators scattered across the
one of the following situations: continent.
• Altering the appearance of your aura • A scientific research institution, Capsule Corporation
• Trying to determine another character's Energy tier • An army of demonic raiders, the Dark Empire
• Recognize when when an enemy is holding back • An intergalactic military force, the Frieza Force
• An intergalactic government body, the Galactic Patrol
Your Energy art provides you with a number of additional • An organized network of militants, the Red Ribbon Army
Battle Points equal to half the size of the art die. • An association of time traveling officers, the Time Patrol
Energy Boost. Once on each of your turns, immediately When creating characters for a Dragon Ball campaign,
after you hit a creature with an attack, you can expend 3 Battle consider choosing a faction for your adventuring party. This
Points, rolling your Energy art die and dealing additional section describes each faction association. Work as a team with
damage to the target equal to the number rolled. your Dungeon Master to select a group faction. As an
alternative, your characters could form your own organization
Focus Art that might one day stand amongst the others.
Focus measures your composure and mastery of martial arts. Even though characters can choose their own factions,
Your Dungeon Master might call for a Focus check when a certain races may find themselves drawn to specific factions.
character is in one of the following situations: For example, the majority of the Dark Empire is composed of
powerful demon warriors, while the Red Ribbon Army
• Trying to determine another character's fighting style provides military shelter for beastmen.
• Comprehending the many uses of a technique
• Trying to learn a technique in a brief period of time Capsule Corporation
Your Focus art increases the range of your Detect Battle Great scientists and inventors, our inventions will
Power feature by 10 times the size of your art die. without a doubt bring change to the world!
Focus Boost. Once on each of your turns, when you make — Dr. Leggings, Capsule Corporation Scientist
an attack roll against a creature, you can expend 1 Battle Point,
rolling your Focus art die and adding it to the roll. You can use This is one of the most common statements you hear uttered
this boost before or after making the attack roll, but before any by the current president of the Capsule Corporation. This
effects of the attack are applied. organization has held a huge influence over the world ever
since Bulma Briefs and her father changed everyday life with
Soul Art the invention of their capsules. Now hundreds of years later,
this company is still hard at work on trying to upgrade their
Soul measures the composition of your ki and the nature of capsules and leave their impact on the world.
your soul. Your Dungeon Master might call for a Soul check
when a character is in one of the following situations: With the recent resurgence in attacks by the Red Ribbon
Army forces, Capsule Corporation has devoted its time to a
• Manipulating your ki in a precise manner single project. The capsule-ization of their very own west
• Trying to ascertain the nature of another character's soul capital. This has led to the construction of the west capitals’
• Reading an emotion portrayed through auras great wall which protects its citizens from most attacks, along
with all the mechanical comforts that come with living inside
Your Soul art permits you to learn a number of spells, city limits.
regardless of your class. You have the potential to learn a
number of spells of 1st level or higher equal to half the size of As Capsule Corporation has grown, so too has its influence
the art die. You can cast these spells without expending a spell on the world. Although not directly involved with their work,
slot, and you must finish a long rest before you can cast them the scientists at Capsule Corporation often lend the brave
in this way again. You can also cast this spell using any spell agents of the Time Patrol an engineering hand, developing
slots you have. Mastering a spell in this way takes time and a entire portable cities which can be easily stored within high
mentor who is well acquainted with the casting properties. To grade capsules. The corporation also plays a large role in the
determine how many workweeks it takes to learn a spell, recruitment and training of future young heroes, providing
multiply the level of the spell by two.
16
them with shelter, food, training equipment, and the supplies former glory. They leap through time to collect energy from
necessary for them to make their mark on the world. powerful warriors, while unintentionally loosening the seals
on history's most deranged prisoners due to their actions.
Figures of Interest
Being composed almost entirely of a scarce species, the
The following characters have played important roles Dark Empire would need a new method of expanding their
throughout the history of Capsule Corporation. ranks. They began abducting powerful warriors from the
timeline, sometimes mere moments before their would be
Destined Inventor, Doctor Leggings deaths, as to not arouse suspicion from the Time Patrol. These
warriors are often magically enhanced and then brainwashed
Lawful good, female human to enact their bidding. Others would join the empire of their
Doctor Leggings is praised as an incredible inventor and own free will, in exchange for dark magic.
genius armorsmith who helped establish the time-traversing
merge between Capsule Corporation and the warriors of the Figures of Interest
Time Patrol. Further implementing the various earthly
technologies into the futuristic organization. The following characters have played important roles
throughout the history of the Dark Empire.
Esteemed Scientist, Bulma Brief
Corrupted Wizard, Demigra
Neutral good, female human
The second born of the Capsule Corporation founder, Doctor Chaotic neutral, male demon
Brief, Bulma Brief is a prodigious scientist and the unknowing Seventy-five million years ago, the deceitful wizard Demigra
catalyst that led to the grand adventure of a young saiyan. fell into the Demon Realm alongside his master Mechikabura.
Having been caught experimenting on the divine bird
First Founder, Doctor Brief TokiToki, Demigra would be exposed by the fledgling shinjin
Chronoa and banished. Although he once acted as a faithful
Neutral good, male human servant to the Dark Empire, Demigra would eventually defeat
Doctor Brief was the original founder of Capsule Corporation the organization to pursue his own delusions.
after inventing the revolutionary technology known as the
Dynocaps Capsule. He holds the title of representative Demonic Lord of Darkness, Dabura
director and president of his company for many years until he
is ultimately exceeded. Lawful evil, male demon
The king of the demonic realms, Dabura be cursed under the
President of Capsule spell of the great wizard Babidi and torn from this throne.
Corporation, Trunks Brief* Although thought dead by the merciless Majin Buu, an
obscure distortion in history allowed him to eventually return
Chaotic good, male half-saiyan to his throne, and return to the Dark Empire.
The pampered heir of Capsule Corporation who eventually
exceeded the title of his grandfather, Trunks runs the company Fallen Godling, Mechikabura
out of expectancy rather than choice. Although it pays to lead
the world's leading company in technological development, Chaotic evil, male demon
he does not like the job and often finds himself overwhelmed Initially a candidate for the position of Supreme Kai of Time
by his new found responsibilities. alongside an eccentric shinjin, Mechikabura would fall to the
malice of his own dark magic. As divine punishment for his
*This has only occurred in Dragon Ball GT’s timeline actions, he would be sealed away in a space beyond time
itself. With Mechikabura no longer present, the Dark Empire
Dark Empire became the smaller Time Breaker faction led by Towa, who
aimed to one day revive Mechikabura.
Can't you imagine it? A garden of evil blooming with
rage and pain? Mark my words, the revival of the Demon Realm will Infernal Android, Mira
soon be at hand!
Neutral evil, male bio-android
— Towa, Heiress of the Demon Realm An artificial creation by the hands of the dark heiress Towa,
Mira was designed as the eventual savior of the Demon
The Dark Empire was formed some time after the foundation Realm. Mira’s grand power would soon become the face of the
of the Demon Realm itself, under the leadership of the current Pale Man’s Army, leading the Time Breakers from time period
Dark King Mechikabura. After Mechikabura's death, the Dark to time period, collecting energy.
Empire ceased. However a mysterious heiress would reforge it
as a smaller sect named the Pale Man's Army. Sinister Scientist, Towa
The soldiers of this demonic force, referred to as Time Chaotic neutral, female demon
Breakers by the Time Patrol, acted with the goal of gathering Originally a brilliant scientist from the demonic realms, Towa
enough energy to break open the seal on the Demon Realm, would become the catalyst of the Demon Realms salvation,
destroy Majin Buu in revenge for Dabura's death, and revive and the prophesied resurrection of Mechikabura. Before this
Mechikabura so that the Dark Empire may be restored to its fate could occur, Towa would leave the Demon Realm of her
17
own volition, betraying her responsibility as a scientist, as her Galactic Patrol
work required much more research which she was unable to
obtain by any other means. We are the protectors of peace throughout the
galaxy, the chosen super-elite!
Frieza Force
— Jaco, Galactic Patrolman
Either you brought the most cowardly of all my
troops to my welcoming party, or the Frieza Force has become One of the key sentences every Galactic Patrol member knows
woefully faint of heart. How do you expect us to run an empire that by heart, they are the defenders of justice throughout the
strikes fear across the galaxies!? galaxy. This is one of the oldest factions as they have been
around for over 10 million years, with their old name being
— Emperor Frieza that of the Galactic Watch.
This army has been around for hundreds of years, with its Now in today’s age they are led by the Galactic King, with
influence dating back thousands under the rule of Frieza's their next objective to protect the Earth from the forces of evil.
progenitor, the supreme King Cold and his dynasty. The The Galactic Patrol also upholds a strict law forbidding the
influence of the mysterious royal family of clansman has been usage of time travel. However there are numerous places
felt as far back as anyone can rightfully remember and it is the within the universe that fall outside of their jurisdiction.
job of those enslaved to keep the legacy of the royal family
strong for all eternity. Although their goals often align, the Galactic Patrol have an
uneasy and mistrusting working relationship with that of the
The army employs and enslaves powerful races to take over Time Patrol. As stated by galactic code, the usage of time
suitable planets so that they can be sold to the highest bidders. travel is strictly prohibited, although there are exceptions to
Frieza himself does not really consider his soldiers as an army, this. Fortunately the Time Patrol acts directly under the gaze
looking at them more as a convenient group of followers. In of the Supreme Kaioshin of Time, making any charges against
reality, the soldiers follow him and his relatives out of fear them difficult to press.
though some soldiers are known to be fiercely loyal to Frieza.
Figures of Interest
The galactic patrol once went up against the frieza force, but
Frieza easily took all of the patrollers down himself, leading to The following characters have played important roles
to the galactic patrol placing a taboo on getting involved with throughout the history of the Galactic Patrol.
the Frieza Force, considering it a suicidal mission.
Executioner of Grim Justice, Sealas
Figures of Interest
Lawful good, male extraterrestrial
The following characters have played important roles Once a high ranking member of the Galactic Patrol, Sealas’
throughout the history of the Frieza Force. faith in justice began to wander when he became the first ace
patrolmen to become a disciple of the Supreme Kaioshin of
Almighty Exile, Lord Cooler Time. Disturbed by the darker aspects of history, his views
clashed with Chronoa's who tried to teach him to accept it as
Lawful evil, male frieza clansman part of his duty as a Time Patroller, though Sealas stayed true
The older brother of Frieza and the first born of the Cold to his beliefs despite Chronoa's best efforts. Determined to
Dynasty, Lord Cooler and his Armored Squadron lead a reform the universe without evil, his current whereabouts are
smaller force of subjugators beyond the reaches of the unknown to the galactic patrol.
universe that the rest of his clan would rather leave
untouched. Like Frieza, Cooler handles problems in an Galactic Patrolman, Jaco
intellectual and serious manner. Though, unlike his brother,
Cooler is not consumed by his ego and is less likely to Chaotic good, male extraterrestrial
underestimate his opponents. A klutzy expendable member of the Galactic Patrol, Jaco
Teirimentenpibosshi is the self proclaimed super eliet who
Exalted Emperor, Frieza keeps watch over the Earth, in addition to several other
worlds within his sector.
Neutral evil, male frieza clansman
Frieza is the emperor of the known universe, who controlled Grandiose Ruler, The Galactic King
his own imperial army and was feared for his ruthlessness
and unquestionable power. He is the second son of King Cold, Neutral good, male extraterrestrial (octo)
the younger brother of Cooler, and the father of Kuriza. At his Seen by many as the just and knowledgeable ruler of the
core, Frieza is an evil being who relishes in pain, death, Milky Way Galaxy, the Galactic King is rumored to possess a
destruction, fear, and power. Though unlike most villains, great wellspring of power. These statements are of course,
Frieza displays a civilized and refined demeanor, talking with unproven. Despite these claims, he and his greater faction has
a regal and eloquent nature. proven themselves to be child's play in comparison to power
of the Frieza Forces expansive armies.
Mightiest of Monarchs, King Cold
True neutral, male frieza clansman
The shadow leader of his family organization, the great King
Cold founded the Cold Dynasty from the foundation of his
ancestors tyranny across the known universe. Cold has been
an abusive parent to his eldest son, Cooler, while at the same
time, spoiling Frieza, grooming his for his eventual
withdrawal from the dynasty.
18
Red Ribbon Army Time Patrol
You squandered your power, but I will lead the army Using a time machine is a mortal sin against the
into a new era of greatness. My first order of business will be to rule cosmic balance. Abusing the natural flow of time could hold
this planet! serious repercussions for the fabric of reality itself. Despite your
noble intentions, these recent events could bring an end to the
— Commander Black (Former Staff Officer) universe as we know it.
This goal is always at the back of any member of the army — Chronoa, The Supreme Kaioshin of Time
mind as they work towards control of the Earth. They were
once so powerful that the earth’s military was unable to stand The act of using a time machine is ultimately a violation of the
up to their might and influence, although they have been in laws of the universe. In response to the Dark Empire’s
shambles for years since the destruction of the army at the influences throughout time, a group of warriors would be
hands of a young saiyan. Now in the current age, the Red gathered. Accepting orders directly from Chronoa, the
Ribbon Army has been revived with aid from the Dark Empire Supreme Kaioshin of Time, the Time Patrol serve as the last
to take Earth for themselves. line of defense against the Pale Man's Army. Directly stepping
in whenever time could not be healed naturally.
The Red Ribbon Army has an extremely small tolerance for
failure, with the penalty for failure usually amounting to If at all possible, it is best to let time heal naturally. Due to
execution. The range of executable failures usually ranges the actions of the Dark Empire however, this would become
between failing a mission objective, making technology that increasingly difficult. To combat this threat, Chronoa would
proved inferior to another, or for more minor blunders and recruit various warriors who could be trusted throughout
virtually impossible tasks. A ranked member of the army can time. Whenever shifts in the timeline would become too great,
be allowed a chance to redeem himself if he fails, should he they would step in as a necessary evil, forcing the timeline
have an exceptional track record in the organization, but those back into submission if need be.
chances are usually extremely rare.
Those who work side by side with the Supreme Kaioshin
Although often seen as cruel, the army is known to liberate are temporally transported by her magic alone. As the ranks of
and give aid to a number of deficient beastmen settlements the Time Patrol quickly grew, they began using specially
across the planet. This fondness for beastmen often leads to designed time machines produced with help from Capsule
the prompt induction of said earthlings into their ranks. Corporation and several yardratian savants. Although
considered a mortal sin, these flights through time were only
Figures of Interest used when a much larger threat stood against the timeline.
The following characters have played important roles Figures of Interest
throughout the history of the Red Ribbon Army.
The following characters have played important roles
Founding Father, Commander Red throughout the history of the Time Patrol.
Neutral evil, male human (later artificial human) Envoy from Beyond, Trunks
The ruthless yet frankly terribly military leader of the Red
RIbbon Army, Commander Red was stubborn man with an Lawful neutral, male half-saiyan
ego twice his size. Upon learning of the magical Dragon Balls, Hailing from a future twice torn asunder, Trunks would
he founded the Red Ribbon Army, allegedly to wish for world ultimately be recruited into the ranks of the Time Patrol
domination. However, while the commander did indeed following Sealas’ defection, both as further assistance, and as
intend to use the army to conquer the world, his reasons for divine punishment for the unauthorized usage of time travel
wanting a wish were in truth, to increase his height. on several occasions, which unknowingly lead to the creation
of parallel timelines within universe seven. A spatiotemporal
Some time following his death, Commander Red would be anomaly previously unseen until his intervention.
rebuilt by the mad scientist Gero as a powerful artificial
human, but possessed many defects. Sacred Power of Time, Chronoa
Deceitful Dreams, Staff Officer Black Neutral good, female shinjin
Initially born as a shinjin with no rank, Chronoa would come
Chaotic evil, male human to rival Mechikabura for the position of Supreme Kai of Time,
Initially the assistant of Commander Red, Staff Officer Black with the two godlings having to raise an unhatched TokiToki
would eventually turn on his commander, usurping the title to gain the position in question. After exposing Mechikabura
and taking control over the Red Ribbon Army. Unlike his for his dark actions, the title would fall to her. She would
predecessor, Staff Officer Black had greater dreams for a future eventually build the foundations of the Time Patrol we see
where the army he ruled used its great military might to today in response to the actions taken by the Time Breakers.
overthrow the currently ruling world government. A dream
that would never come to pass. Other Factions
Although the following factions have not had a grandiose
affect on the universe, they are still worthy of note. The table
below should provide you with better insight into these
wayward factions, their leaders, and their motives.
19
Other Noteworthy Faction
Faction Name Faction Leader Motives
Bacterian's Pirates Captain Bacterian Survival and a desire for wealth and fame.
Crusher Corps Turles* Galaxy wide adventure and various mercenary contracts.
Galaxy Soldiers Bojack* Galaxy wide adventure and various mercenary contracts.
Ginyu Force Captain Ginyu Various mercenary contracts, usually contracted by the Frieza Force.
Heeters Elec Salvation of ruined planets and hiring of mercenary contracts.
Luud Cult Dolltaki Worship of the false god Luud.
Mercenary Clan Various Payment in return for military contracts and various bounty missions.
New Saiyan Army Paragus* The death of Vegeta IV and the return of the saiyan kingdom.
Organization of Babidi Babidi The resurrection of the ancient djinn, Majin Buu.
Pilaf Gang Emperor Pilaf Complete and total world domination.
Sigma Force Nezi The protection of planet M-2 from outsiders.
Spice Boys Garlic Jr. Revenge against the namekian Kami, the previous guardian of Earth.
* These characters hail from an alternate timeline.
20
chapter two
WORLD GAZETTEER
With aid from Capsule Corporations newly opened Jingle Village
museum, this chapter details the world of Dragon Ball and the
many locations that can be found across its supercontinent. Tucked away at the base of Mt. Frappe is the isolated town of
Earth is divided into four major districts: the Rugged North, Jingle, and the keepers of the ancient flying nimbus. Home to
the Sleepy East, the Southern Tropics,and finally the Western a very small population of settlers, the townsfolk of Jingle
Verge. Each district also details the region's notable locations have told stories about the magical clouds that would drift
and includes adventure hooks for those who travel there. along the outskirts of their village for generations. When a
nimbus would grace the villagers with its presence it was said
Adventure hooks presented within this chapter are broken to be a fortune of good weather to come.
down into recommended ranges of adventuring party level:
If you were raised in the town of Jingle, perhaps you saw
• Low Level (1-6) the flying nimbus as a child. Perhaps you even rode upon one.
• Mid Level (7-11)
• High Level (12-16) Dark Clouds Brewing (Any Level). The dark nimbus
• Epic Level (17-20) (chaotic evil, flying nimbus) is rumored to carry those who
possess impure hearts. While they possess no real threat on
Adventure hooks labeled as "any level" can be presented at their own, ominous lavender clouds are growing on the
any point in your party's journey, with a little planning. You horizons of Jingle, while the pure flying nimbus are nowhere
are welcome to adjust the difficulty of any of these adventure to be found.
hooks to fit your campaign.
Muscle Tower
The Rugged North
This enormous base of operation is used by the Red Ribbon
Heavy snow beats down along the winding mountain roads, Army whilst they are stationed in the north. The
side sending sheets of thin liquid fraying across the rocky highest-ranking army member in the tower is General White,
hills. The northernmost regions of Earth are callous, with several other major members of the army taking
mysterious, and perilous to travel without a proper guide. residence there. Though destroyed in the past, it has been
rebuilt with the most advanced technology provided by the
The Frappe Mountains divide the bitter wasteland while Dark Empire, and now stands as a monument to human
also providing protection from the raging storms that travel ingenuity and perseverance.
through Yunzabit Heights. Small villages tucked away in
tundra and mountain sides can be found, living a simple life Path to Power (Mid Level). Characters who oppose the Red
away from civilization. Ribbon Army may be hired to put an end to Muscle Tower
once and for all. This massive structure is divided into six
Yet the north is not without its metropolis. Sequestered into complex levels filled with danger. Advancing to the top will
the heart of the mountain range is the Northern Capital, a bring you face to face with General Bon, the acting
beacon of technological improvements and a prospectors commander for the Red Ribbon Army. In reality, the army is
grand dream. under the command of Android #9 (lawful evil, male, artificial
human veteran), modeled after Commander Red, the armies
Gizard Wasteland former leader.
Once the site of an incredible battle between saiyan warriors, Northern Capital
the Gizard Wasteland and its scattered, towering rock pillars
set the stage for future battles. This site is a deserted Also known as Metro North, this city is one of the large
wasteland with no residences to be found anywhere across its metropolis capitals of Earth, being surrounded by both rugged
arid landscape. mountains and forest. In the cliffside just south of this city, the
remnants of a Red Ribbon laboratory can be discovered, now
Saiba Smackdown (Low Level). Travelers through this reclaimed by nature. While almost nothing remains of the lab,
region have reported swarms of saibamen flocking into the it is rumored that the infamous doctor’s supercomputer
wastes. It’s not a well traveled path, but the loss of such a survived the destruction and that a scientist who idolized the
historical site would be a shame to see. The problem is a man has put the data on it to good use.
saibamen willow, who’s begun nesting in the cliff sides due
to the high quality of the soil. If you have a connection to the Red Ribbon Army, you're
most likely aware of its growing power spun throughout the
northern regions.
Red Ribbon Army Underground (Mid Level). When the
characters arrive in the Northern Capital, they find it under
attack by numerous androids. If the characters help defeat
22
Son Goku soars across the
Rugged North atop his Flying Nimbus
the androids, the citizens inform the characters of the Traditionally, the namekians are a peaceful people, training Art By Caio Santos
numerous Red Ribbon laboratories concealed within the a sparse company of warriors only when needed. However an
northern mountains. Characters can track the android unfortunate fate was waiting for the wretched namekian souls
assailants back to these laboratories, but what use does the who settled too close to the Demon King Piccolo's ruined
army have for attacking the nearby city? throne and thus were corrupted by his influence, becoming
the successors to his demonic clan. The narak clansmen have
Mount Paozu since settled to the south of Porunga Rocks after their journey
from Diablo Desert. Although they act independent, their very
Crawling with monsters, magic, and all manner of adventure, presence foretells a namekian civil war.
Mount Paozu is a vast region of stormy highlands and rugged
wilds that divides the northern and eastern districts of Earth. Eastern Capital
Truly a land of untouched wonder, it had become an obstacle
for young adventures to face, and a hazard to all others who Metro East is one of the main capitals of Earth and its most
pass through. Dinosaurs loom deeper into the mountains. prominent feature is that of their famous Orin Temple, with a
Bandits await unsuspecting travelers who march through the Bamboo forest being located right next to the temple itself. The
wastes. Dangerous foes fit for a dangerous land. most famous event to occur here was when the city was
completely destroyed by Nappa, when he and Vegeta first
The Sleepy East arrived on Earth, however almost all citizens have forgotten
about this event with the passage of time.
From the fertile farmlands to the massive modernistic cities,
the cool tempered east is a heavily divided land deeply Citizens of the Eastern Capital have a loose relationship
ingrained with a variety of extraterrestrial culture. The with the law. Even if you're a hero, you might have
massive bamboo woodlands obscure a variety of temples, and questionable connections or friends in low places.
the recently established metropolis of Satan City stands as a
cosmopolitan labyrinth. Someone’s Robot (Any Level). It would seem a Red Ribbon
Army robot has malfunctioned and gotten loose within the
Namekians settled in the east after the destruction of New city. It’s not particularly dangerous, but it sure moves quickly.
Namek, refugees fleeing from a war yet to happen. Over time
the namekians found a place within the eastern foothills,
terraforming the nearby scenery to the lush blue meadows of
their lost home.
23
Orin Temple Poko Poko Problem (Epic Level). Chocolay tower and its
surrounding lands are a scare upon namekian heritage and the
Located just outside the massive bamboo woodland, Orin spawn of the namekian civil war. Characters who are sent to
Temple is home to the Orin monks, easily recognizable by the defeat the dark namekians, they find the entire land
six incense burns on their foreheads. Monks trained here transformed into a wicked nightmare. Advancing into
adapt more brutish styles of martial arts and are commonly Chocolay tower will bring the characters face to face with
arrogant. This temple and its martial arts styles have been Gamelan and Mr. Poko Poko (use adult black dragon stats).
overshadowed by the turtle and crane school of martial arts. Two warped dark namekians who strive to become the god of
all narak, and in time, all namekians.
Bullies of the Orin Temple (Low Level). While the
characters are passing through the bamboo woodlands, they The Southern Tropics
are confronted by a pair of monks from the Orin Temple
(chaotic neutral, human martial artists) who feel the need to Budding with spirit, the southern tropics encompass a diverse
prove their martial arts style is superior over any other. In range of archipelagos, cities, fortune, and criminals. Born from
truth, these young monks simply want recognition. a love of martial arts, it isn't uncommon for small time
warriors to compete in the world martial arts tournament for a
Satan City shot at glory.
Located north of Mount Paozu and south of the Eastern It wouldn’t be a proper coastline without an army of
Capital, Satan City, formerly dubbed Orange City, stands in buccaneers at the helm. The tropics are plagued by attacks
honor of recently passed Hercule Satan. Although not from numerous pirate guilds and mythical monsters, most
officially marked as a world capital, Satan City is bustling and notably Captain Bacterian and his crew of devout majin
is often described as the cultural, financial, and media city of cultists. Ultimately, the coastal towns often fare quite well
the world. defending themselves from the seaworthy thugs.
Due to Hercules past relationship with the late majin Mister Papaya Islands
Buu, the majin race often finds a strong connection within the
urban interconnecting labyrinth of a city. Obtaining this name from the tropical fruit grown there, this
island the size of a small continent is located east of the
Musuka Circus (Low Level). While exploring the streets of Southern Continent and west of the Tropical Island. The
Satan City, the characters discover that a number of pet Durian Airport is also located here as a prime area of travel
dinosaurs have mysteriously vanished. As they proceed to and a big feature of the island, only being surpassed in
investigate, Musuka Circus opens its tents for a grand show. importance by their main feature the Martial Arts Temple,
where the world martial arts tournament is held.
Porunga Rocks
Over the years numerous jungles sprung up over the island
What began as a small camp of namekian refugees has grown and an increase in population occurred as small villages were
into a flourishing and otherworldly environment which the built one by one as the Papaya Islands became a place where
common population of Earthly namekians call home. Using anyone could reside. The newest addition to the island can be
what little resources they took with them after their planet's seen in the now famous Mutaito Memorial Park, a park made
demise, the namekian fauna has once again begun to thrive in to honor Master Mutaito and is located close to the World
the eastern countryside. Tournament arena.
Leaping Suspicions (Mid Level). While the characters stay in Captain Bacterian's Pirates (Low Level). The characters
Snail Village, located within Porunga Rocks, they hear rumors catch wind of the obese and filthy pirate Captain Bacterian
of entire ajisa fields being trampled upon at night. If the (neutral evil, male, human bandit captain) who wreaks havoc
characters investigate, they discover the source of the and collects treasure from the Papaya Island coasts. Rumor
destruction to be a massive namekian frog (use froghemoth has is he has employed numerous bandits, cultists, and cult
stats), corrupted by the nearby polluted landscape. fanatics to man his ships.
Chocolay Tower Southern Capital
Grown from corrupt and twisted ajisa trees, Chocolay Tower Also known as South City, it is one of five major capitals on
functions as a dark equivalent to Korin’s holy steeple. Located Earth and located in the southeast part of the Southern
just south of Porunga Rocks, the tower has corrupted and Continent. The most notable part of this location is Amenbo
perverted the surrounding countryside, distorting what was Island located just southwest in the same area, where the
once namekian land into a dark shadow. androids first appeared, reducing a large portion of the city
into a wasteland.
At the base of the tower ajisa trees are cultivated using
namekrystal, and are then polluted into vessels for absorbing Cowboys and Aliens (Low Level). The backcountry wastes
kiri, to help grow the tower. Each subsequent level of the of the southern capital border deserted lands such as diablo
tower has an important role, and are used in the cultivation of desert and the mushroom rocks. Well passing through the
dark senzu beans. Chocolay Tower serves as a base of towns, the characters come across a group of cattlemen
operation for the dark namekians. (chaotic good, beastmen bandits) who claim that their
farmlands are under attack by space pirates.
The tower itself is overseen by the evil cat hermit Chocolay
(chaotic evil, male, cat cult fanatic), who specializes in the
cultivation of twisted, evil lifeforms.
24
Art By Sylvain Sarrailh Tenkaichi Budokai Totenhotep’s Tomb (Mid Level). A world renowned treasure
hunter is in search of Totenhotep’s headdress. Should you
The world martial tournament, an event that is anticipated choose to accept this quest, you will venture into Kyodai
every 3 years that showcases the strongest fighters all around pyramid, though be warned, you will find this pyramid to be
the world going head to head in the ring for a chance to be anything but empty.
named the world martial arts champion. While this event
started to die down in popularity after the passing of the Paella Castle Ruins
world’s savior Hercule Satan, it once again skyrocketed in age
991 after a man known as Morgan was crowned champion The sprawling ruins of the former emperor Pilaf’s castle are
after defeating 100 robots. His victory warranted discussion located at the edge of the diablo desert, surrounded by a
with the people claiming robots couldn't be that weak, which fungus infested gulch. In recent years adventures have
led to the “Ultimate Fighting” division, where participants can reported sights of figures slowly rebuilding the rotting
now use weapons, armor, and robots with no restrictions. stronghold. Every source has its own story. In truth, the castle
is now controlled by Pilaf's descendant, Paella.
Ultimate Fighting Division (Any Level). While in town, the
characters learn of the ultimate fighting division. A martial The Emperor's New Groove (High Level). While exploring
arts tournament that allows weapons and armor. Just imagine the toadstool canyons, the characters discover the newly
what other powerful warriors will be signing up to win the rebuilt castle. Local villagers tell that the long departed
grand prize. emperor has returned to his castle. What sorcery could have
resurrected him from the grave? Unless the emperor isn’t who
Diablo Desert he claims to be.
Located West of Mount Paozu and near Fire Mountain, the Central Capital
giant desolate desert where Yamcha once roamed can be
found. It’s most prominent feature is that of Kyodai Pyramid, The most populated city on Earth, this place of residence is
where Pharaoh Totenhotep, the ruler of Diablo Desert during known as the main capital city of the world and is also home
ancient times, is buried. to the descendant of King Furry, who was the king of the
planet during Goku’s time. It’s most prominent building is the
Naraku's Footprint (Mid Level). Found dwelling deep King Castle which has been restored two times as it was
within the southern swamps is a massive egg. Legends tell destroyed once by King Piccolo and again by Kid Buu. In
that this monolithic eggshell once sheltered the first Naraku, addition, this city also houses the Earth’s strongest military
or dark namekian. Many scientists have debated if such a force or the King’s Guard as they are properly called.
namek could even come to exist, but the gargantuan footprints
forever sunken into the boggy quagmire prove quite difficult
to debunk.
28
The Western Verge Sacred Land of Korin Art By Tohad
The duality of the western verge could be considered poetic. The Sacred Land of Korin, alternatively known as Korin’s holy
Mighty acres of woodlands cover more than half the forest, is an expansive grove protected by natives of the
countryside, filled with long forgotten spiritualist sites and Karinga Tribe. Characters familiar with the Karinga Tribe will
temples. In contrast, the innovative cityscape of both capital likely be aware of their two founding legends. the "Axe Rock"
cities is teaming with advancement and political intrigue. and the "Spear Tree.
Industry and nature cannot exist without one another, and Those who venture deeper into the forest have the chance of
this stays true for the clashing landscapes across the verge. stumbling upon Korin’s Tower. A monumental engraved
The cities of the west are teaming with all forms of life. In structure which extends far beyond the clouds. It resides
particular, the west capital is home to the super enterprise directly below The Lookout. Korin’s Tower is not actually a
known as capsule corporation, which has been recently tower but rather a tree that still remains alive; thanks to the
employed to manage many of the planet's aspiring warriors. Karinga Tribe inlaying stone plates onto the tree, which grows
every decade.
Traveling even further west will lead you directly into the
heart of korin’s forest. A fantastic land where nature has run Those who succeed in the nearly three day climb of Korin’s
wild. It houses plentiful resources, none of which can be Tower are met with an unusual sight. The tower is guarded by
tapped due to the might of the forests’ sworn protectors, the Korin, the immortal cat (lawful good, male, cat mage). Korin is
Karinga Tribe. a legendary figure amongst the warrior-world. This frequently
leads to surprise and disbelief for those meeting him for the
Fran-Fran Desert first time as his appearance has yet to attain the fame of his
reputation.
Separated into two sections, this desert is home to some of the
most magical beings on the planet. To the north section is the Hermit Springs (Low Level). This majestic temple was once
most popular home for the newly established Majin race, with used to grow senzu beans and is flooded with divine waters.
the south section belonging solely to that of Fortuneteller The senzu sprouts that once flourished have dried up and are
Baba, who thought it best to keep a personal eye on the Majins now being collected by a tribe of vicious merrows, who want
both for safety and genuine intrigue with their species. the water for themselves. If the characters have climbed
Korin’s Tower, Korin asks them to investigate the temple
Majin Mishap (Low Level). While visiting Fran-Fran Desert, personally.
the characters are hired by a mysterious witch named Baba
(true neutral, female human witch) who informs them of a Dende’s Lookout
recently born majin who appears to be more unstable and
powerful then the rest of their kind. Baba is seeking their aid Home to the Guardian of Earth, Dende, and Mr. Popo, this
to solve this issue and in exchange will grant the characters ancient platform is in constant geostationary orbit in the skies,
one request that is within her power. most often found directly above Korin Tower. Events
occurring all over the Earth can be observed from here and
Western Capital battles across the universe can be sensed here, should they be
on a large enough scale.
The Western Capital is the largest known metropolis found
across the planet. At one point it was home to the massive The lookout is an oval shaped white circle with three
estate known as capsule corporation. In modern years, the streaks of red across it’s base. A handful of plants can be found
company and the capital have become one in the same, atop of the lookout along with its single temple building. The
spreading their technological achievements across the inside of the building is bigger than it seems at a glance, with
metropolis and developing further equipment and protection mostly rooms and items that can be understood by the current
for the city's inhabitants, such as the nearly indestructible wall guardian of earth. However, home to the lookout is the
around the entire capital. More so, rumor has it the scientists mysterious hyperbolic time chamber, a chamber where a
hope to one day fit the entire city within the confines of a year’s worth of training can be done in a day.
capsule corporation hoi-poi capsule.
Room of Spirit and Time (Mid to High Level). Located at the
The city is divided up into three notable sectors. Buu town; heart of the Lookout is the hyperbolic time chamber, a
the home of the majins and all things food, Nail town, the demiplane in which one year inside the chamber is the
cultural home of the namekians, and Toko town; the city's equivalent to one day on the outside. A step over the
bustling heart. threshold of the training area brings one immediately into ten
Great Saiyanoobs (Any Level). The famed Great Saiyaman times Earth's gravity. The air gets denser, and the
was a hero of the past. With the new life operating within temperature fluctuates, the deeper one goes into
the city, it's no surprise crime has increased as well. the training area.
Luckily, it seems a new squad of Saiyamen are on
the scene, though they lack the skills of
the original.
Korin Tower
29
Supernatural Phenomena Gengoro
The interior chamber of the room of spirit and time is warped The continent of Gengoro lies to the east of Earth’s
by a strange magic that ebbs and flows without reason. For supercontinent, separated by the infamous red sea. Spanning
every 100 feet characters explore into the hyperbolic time grassy plains and hills, the region of Gengoro is governed by a
chamber, or however often as you like, roll on the multitude of city-states. Connections to Gengoro have
Supernatural Phenomena table. The magical effects of the diminished with time, but the continent and its surrounding
hyperbolic time chamber cannot be dispelled. islands still remain densely populated, although the multitude
of extraterrestrial visitors maintain a distance.
Supernatural Phenomena
In Gengoro, you might…
d8 Phenomena
• Join forces with an eccentric android.
1 Creatures encounter illusions and hallucinations of • Go on a short-lived, dramatic gag of an adventure.
people from their past within the chamber. • Clash with strange monsters across the islands of wonder.
2 The air pressure grows denser or lighter as you Some believe Gengoro to simply be a neighboring region,
travel deeper into the chamber, making breathing while others speculate it belongs to an entire different
difficult. See the rules for “Suffocation” in the continuity. Whatever the case, the magic of Gengoro is far
Player’s Handbook. greater than anything you could comedically conceive of.
3 The temperature suddenly increases and the air Yahhoy
catches flame. This area is permanently under the
effects of the fire storm spell. Beyond the bustling cities of the Western Verge to the far north
is the impassive region of Yahoy. Flourishing with unclaimed
4 The gravity suddenly increases exponentially. This land aside from the spare antiquated village or ancient ruin.
area is permanently under the effects of the Yahhoy was the last remaining independent state on Earth
magnify gravity spell. before becoming part of the world governing body.
5 The temperature suddenly decreases and the air In Yahoy, you might…
begins to freeze. This area is permanently under
the effects of the ice storm spell. • Battle bandits in the ruins of ancient temples.
• Pay your respects at the majin buu memorial sanctuary.
6 The seemingly endless white void can have a • Travel through the subterranean maimai tunnel system.
potentially maddening effect on a person's mind.
Although it is a part of the world governing body, Yahoy
Whenever the target of a Wisdom saving throw fails remains a place of adventure and experience. In recent years, a
its save, that creature has a 5 percent chance of large number of youth have been sent to Yahoy as part of the
becoming afflicted by a random form of long-term "Troublemaker Education Policy'', a program in which chosen
madness (see "Madness" in chapter 8 of the children are sent to live on their own in the wild away from
Dungeon Master's Guide). their parents for a period of time. The program was enacted at
the behest of Earth's King, and was implemented in order to
Distant Lands help find a new savior.
The world of Dragon Ball is vast, filled with a multitude of Yunzabit Heights
culture and mysteries, but it has yet to be completely
documented. There are several locations found throughout the A place often described as being at the very end of the Earth.
world that have either gone undiscovered by mortals, or Yunzabit Heights dwells far to the northwest of Earth’s
remain in the clutches of unknown evils. This section outlines supercontinent. The irregular cliff faces are plagued by strong
known regions of the world beyond Earth’s grand winds and frigid temperatures. It is an all round barren moor
supercontinent. of a mountainous landscape, making civilizations hard to
come by. After the destruction of New Namek, several
Fearlands namekian refugees have settled within the notched landscape.
Should you brave the hazardous waters of the south, you’ll In Yunzabit Heights, you might…
discover the isolated series of islands shrouded in mystery. A
secluded archipelago obscured in fog, it has appropriately • Discover an ancient namekian artifact.
been nicknamed the Fearlands since its occupation by the • Battle the harsh ever-changing winds.
Dark Empire some time ago. • Visit the Capsule Corporation space institution.
In the Fearlands, you might… The distant mountains of Yunzabit Heights gradually fade the
common knowledge of the populace with each passing year,
• Discover an untapped demonic power source. being nothing more than a secluded wasteland. The people of
• Battle with the forces of the powerful Dark Empire. Earth have no commerce with the highland regions and no
• Befriend a demon escaping the nearby spaceship field. certainty about what lives there. If a threat comes from
Yunzabit, it might take time for people to identify its origin.
The Fearlands are an ever present threat. A place of daring
adventure and corrupted monsters. Where the armies of the
Dark Empire remain secluded in mystery.
27
Realms of the Universe Hell (Earthly Prison)
The mythos of Dragon Ball extends light years beyond the Those who King Yemma judge to be evil are sent to below to
confines of Earth. Using classified information from the Hell, otherwise known as the Earthly Prison. It consists of an
Galactic Patrol, we’ve documented the known universe and all extremely vast, rocky plain that takes up the entire lower
of its unearthly realms. In traditional media, this universe is portion of the afterlife, and is covered by the yellow clouds
commonly depicted as a giant crystalline sphere. Within the that surround Yemma’s Palace and the Serpent Road.
uppermost half of the sphere is the Heavenly Realm. The
lowermost half is transversely divided between the Mortal King Yemma’s Palace
Realm and the Demon Realm. Orbiting this massive
macrocosm is the Sacred Realm of the Kais. A plane of King Yemma’s Palace is located at the very center of the
existence inhabited by those near the top of the celestial afterlife; above the grim landscape of Hell but below Heaven
hierarchy. Each of these realms and their various points of and the four Kaio planets. It serves as the entrance to the
interest are detailed in this section. afterlife for all dead souls. As explained by Earth’s guardian
deity, when anyone from any planet dies, their souls come to
Beyond the single macrocosm we’ve observed lies the ever Yemma’s Palace to receive judgment determining their fate in
expanding multiverse along with the eleven other universes the afterlife. Souls can always be seen in front of King
featured with the extensive Dragon Ball cosmology. These Yemma’s Palace waiting to be judged, lined up along the road
separate universes are only mentioned in passing, though whose origin point is never shown.
each of their cosmic layouts bear an extreme resemblance to
that of our own native universe. Serpent Road. The Serpent Road is one million kilometers in
length, running from King Yemma’s Palace all the way to the
The Heavenly Realm North Kaio planet, and those who wish to train under the
North Kaio must cross it. As the name implies, the road is
The Heavenly Realm exists within the uppermost regions of shaped like a giant serpent. It is a rather crooked road,
the universe. It exists as a crucible for all fallen souls and is twisting every which way, with a few loops here and there.
also where the higher deities of the universe reside. It is a The road’s path is surrounded by yellow clouds as far as the
place of unearthly purple skies divided by a layer of golden eye can see, which obscure Hell below it.
clouds, where the laws of space and time are nonexistent.
Other World Tournament Arena. A great assembly of past
The Heavenly Realm is divided up into three rough areas: heroes reside within the Heavenly Realm. The Other World
the nethermost region is Hell (Earthly Prison), ruled by King Tournament Arena is an extra dimensional martial arts ring
Yemma; located central to the Heavenly Realm is King for deceased fighters, and is hosted by the Dai Kaioshin. Its
Yemma's Palace and its surrounding locations; the uppermost winner will receive training from the Grand Kaioshin.
region is the Kaio Realm, ruled by the four great directional Needless to say, you cannot kill any participant in this
Kaio, which is comprised of the four Kaio planets, Heaven, tournament because they are already dead.
and the afterlife superior sun.
31
The Kaio Realm that it is the home of sinful life-forms. Similar to the divisions Art By Jeatstream
of Grand Space into four cardinal directions, the Demon
Each of the four directional Kaio reside on their own personal Realm is divided into several different spatial areas, though it
planets, positioned at the afterlife’s four cardinal points. is unknown how many there are or what these divisions are
Serpent Road, adjacent to King Yemma’s Palace, runs directly based on. All of these areas are unified under the rule of
to the North Kaio planet. It is an extremely small world that Mechikabura, the dark king of the Demon Realm.
floats high above the tail end of the Serpent Road. The planet
contains only North Kaio’s one-room, dome-shaped house, a The Sacred Realm of the Kais
garage, a road that circles around the planet, North Kaio’s car,
and a few trees. Despite its small size, the planet has ten times The Sacred Realm of the shinjin is, simply put, the ancestral
the gravity of Earth, similar to Planet Vegeta and Zun. home of the Kaio, Kaioshin, and the Dai Kaioshin. It is a
special realm completely separate from the macrocosm that
Heaven (Upper World)). Those who King Yemma judge to the other realms are all enclosed within. It is made up of a
be pure of heart are allowed to proceed to Heaven, a large giant crystalline sphere, about a 10th the size of the
planet directly above Yemma’s palace. To reach Heaven, one macrocosm it revolves around.
must ride a special plane that takes off from an airport near
King Yemma’s Palace. Heaven is a pleasant, grassy place with Located at the heart of this cosmic satellite is the divine
rolling hills and numerous scattered buildings. core, the planet of the Kaio. The planet is
home to the gigantic kaiju tree, whose
The Mortal Realm fruit gives birth to a race known as the
shinjin. Very rarely, this kaiju tree
The living world exists within the lower half of the sphere produces a golden fruit, from which a
model. It is perfectly sealed within opaque walls marked with special type of shinjin is born, far
strange patterns, in contrast to the transparent crystalline more powerful and capable of living
dome that conceals the afterlife. for millions of years. Only the shinjin
born from the rare golden fruit are
The living world is split into two prominent dimensions selected at random
described as being like the two sides of a coin. The top half is to serve as the
Outer Space, overseen by the Kaio and Kaioshin, and run powerful Dai
according to science and the fundamental laws of physics. The Kaioshin.
bottom half is the Demon Realm, where magic has more sway
than science, and where the sinful Makaio and Makaioshin Kaioshin Cleric of
remain. Despite these two dimensions being polar opposites, the Life Domain
when beings from either one die their spirits still travel to the
afterlife with no distinction.
Grand Space
Outer Space is the uppermost portion of the Mortal Realm,
and is the realm in which planet Earth exists. Outer Space
consists of numerous planets, stars, and other celestial bodies.
The Galactic Patrol explains that a collection of planets forms a
nebula, and a collection of nebulas forms a galaxy; although
this law is not constant in alternative universal astronomy.
Galaxies are divided by cardinal directions.
These divisions serve as the governing areas for the gods,
and so each one is overseen by the Kaio and Kaioshin with the
corresponding cardinal direction in their title. These so-called
“galaxies” are merely administrational units used by the gods,
and so there is nothing physically stopping extraterrestrial
races from travelling from one galaxy to another, provided
they have the technology to do so. There are no physical
divisions between them, and can be considered as borders
drawn on a map between countries.
Demon Realm
The Demon Realm can be found within the lower half of the
Mortal Realm, a dimension that exists on the reverse side of
Outer Space. It is not to be confused with Hell, which exists in
the afterlife. The Demon Realm is a chaotic place where magic
has more influence than science. The Kaio and Kaioshin
themselves do not truly understand the Demon Realm
entirely, as not even the eyes of the Dai Kaioshin can scry
upon it. As a result, not much is known about it other than
29
Twelve Universes Universe Six. The challenging universe and the sixth of
twelve universes found across the multiverse. In Universe Six,
The universes found across the expansive multiverse are the unrest between worlds has given rise to a cold war fueled
infinitely diverse and filled with mysticism and wondrous by intergalactic intrigue.
adventure. As of current, there are twelve universes. As
explained by the Angels, any two of the twelve universes Universe Seven. Our universe and the seventh of twelve
whose numbers add up to thirteen are twins, or counterparts, universes found across the multiverse. Universe Seven is a
of one another and therefore share many similarities. If your realm consecutively sieged by evil and is the main setting of
campaign takes place in one of these universes, that universe this sourcebook.
belongs to you in your campaign. Your version of the universe
can diverge widely from what's in print. Universe Eight. The diligent universe and the eighth of
twelve universes found across the multiverse. In Universe
Universe One. The supreme universe and the first of twelve Eight, those who lower the mortal level are swiftly eliminated
universes found across the multiverse. In Universe One, its as to promote a universe with no defects.
inhabitants, both divine and mortal, prosper with the highest
mortal level. Universe Nine. The improvised universe and the ninth of
twelve universes found across the multiverse. In the
Universe Two. The gentle universe and the second of twelve wastelands of Universe Nine, chaos and danger are the only
universes found across the multiverse. Within Universe Two, laws needed to survive.
strength and beauty are relative to one other.
Universe Ten. The macho universe and the tenth of twelve
Universe Three. The spiritual universe and the third of universes found across the multiverse. The juvenile Universe
twelve universes found across the multiverse. Universe Three Ten is still evolving from its prehistoric roots.
is a place of robotic technology and engineering marvels.
Universe Eleven. The justice universe and the eleventh of
Universe Four. The conspiracy universe and the fourth of twelve universes found across the multiverse. Universe Eleven
twelve universes found across the multiverse. In Universe is a realm of magistrates, protected by the pride troopers and
Four, mysticism is only rivaled by a cunning blade and the other agents employed by the gods.
skill of deception.
Universe Twelve. The ultimate universe and the twelve
Universe Five. The balanced universe and the fifth of twelve universes found across the multiverse. Universe Twelve is a
universes found across the multiverse. Universe Five is a competent and fair realm. The first alternate timeline was
realm of meditative affluence, where the act of destruction is created by a time machine utilized by a mortal from an
unprecedented. advanced civilization in Universe Twelve.
30
Divine Hierarchy bodies in the afterlife. Above the four Kaio of the cardinal
directions is the Dai Kaio, the Great King of Worlds, who
Religion is an important part of life in the universe. When serves as their leader. He oversees the entire universe, and is
gods walk the world, clerics channel divine power, evil cults the afterlife’s most important inhabitants.
perform dark sacrifices in subterranean lairs, and shining
paladins stand like beacons against the darkness. We’ve The Kaioshin are the Gods of the Kaio, who stand above
gathered information from numerous planetary guardians and even the Kaio themselves. In essence, they are the gods to the
compiled it into a structured hierarchy for you to implement gods, overseeing not merely the universe, but also the afterlife
within your own settings. where the Kaiō themselves live. For each of the Kaio (North,
South, East, West, and Great), there is a corresponding
The majority of these divine figures inhabit the Heavenly Kaioshin: like with the Kaio, the four Kaioshin of the cardinal
Realm and it is their job to stand watch over the universe’s directions oversee the northern, southern, eastern, and
inhabitants, both as they live their daily lives as mortals and in western galaxies of grand space along with the four quadrants
their eventual shift to the afterlife. Like many hierarchies, of the afterlife, while the Dai Kaioshin oversees the entire
most divine figures oversee a specific region and report to a universe and afterlife.
superior that oversees those collective regions.
Makai and Makaioshin. Following the Kaio and the
This section will detail every divine rank within the Kaioshin are their sinful counterparts, the Makaio and the
celestial hierarchy, starting from the bottom, and working all Makaioshin. The Makaio have since been stripped of their
the way to the very top. divine status and power, and been sent to live out the
remainder of their semi-mortal existence within the Demon
Planetary Guardians Realm. The Makaioshin act as gods of the Demon Realm,
having attained their divine status. They are the antithesis of
The most abundant gods are those that supervise individual the Kaioshin, and govern evil.
planets. The gods of each planet are selected from among the
sentient life-forms of that planet. Attendants from the afterlife When an evil Kaio is born, they leave the Sacred Realm of
are dispatched to assist these gods that have been picked from the Kais and go to the Demon Realm to be with the Makaio.
the planet’s natives. The purpose of this system is to oversee However, it is not actually known if Makaio or Makaioshin
and protect the sentient life-forms of each planet, and more themselves are selected from among these evil Kaio, or if they
importantly, to hasten the development of immature sentient are beings native to the Demon Realm, and the evil Kaio are
species, guiding them toward the greatest happiness. simply their allies.
The attendants sent from the afterlife are only permitted to Destroyer Gods
act in a subservient role to the planet’s god, based on the idea
that a species’ fate ought to be entrusted to the species itself. While the Kaioshin hold the power of creation, which
This also seems to imply that planets with non-sentient provides the catalyst for planets and life-forms to be born, the
life-forms are not governed within this system, and are God of Destruction is true to its title and holds the power and
therefore left to fend for themselves. authority of destruction. As new planets are born, the God of
Destruction destroys existing planets in order to maintain the
Eternal Dragons balance of life in the universe. In contrast to the Kaioshin, who
are only powerful in their own right as gods compared to
The various dragons summoned from the Dragon Balls are all most mortals, the Gods of Destruction wield far greater power
referred to as Eternal Dragons. While not Gods themselves—at and their strength can rarely be challenged.
least not in the sense of holding an actual position within the
main hierarchy—these dragons boast magical powers granted Angelic Attendants. The destroyers are assisted by angels
to them by their creators. Eternal Dragons are given life by dispatched by the Grand Zeno. The main role of an angel is to
their creators breathing energy and a soul into a representative guide the God of Destruction they serve, as well as train them
model of the dragon, ultimately linking the two’s life force and keep their destructive power in check. Angels are amoral
together; if the creator dies, their Eternal Dragons dies as well, and indifferent in nature, as such, they must always remain
but not vice versa. This also sets certain limitations on the neutral in conflicts and cannot intervene. Angels are also quite
dragons, as they cannot grant wishes that exceed their intelligent, exhibiting a thorough knowledge and
creator’s own abilities or powers. understanding of the celestial hierarchy, structure, and inner
workings of the ancient universe.
Kaio and Kaioshin
Grand-Zeno
The Kings of Worlds stand above all the gods of the universe,
and collectively watch over the entire universe from the The Omni-King sits atop the hierarchy of divine beings. The
afterlife. There are four Kaio to oversee the universe’s title of Omni-King implies that he holds the authority to
northern, southern, eastern, and western galaxies. In addition appoint new Gods of Destruction, and all angels are
to overseeing their region, the Kaio also train exceptional dead dispatched from the Omni-King. Beyond that, further details
martial artists who have been allowed to keep their on his exact role are unknown. In fact, rather than fulfilling
some sort of role or job as most other gods do, the Omni-King
simply tries to keep himself entertained, and all other
lifeforms are forced to go along with his whims.
31
Hierarchical Deities
Deity Alignment Province Suggested Domains Common Symbol
Planetary Guardians LG Peace, prosperity Knowledge, Peace Kanji for "god" (神)
Eternal Dragons TN Dreams, fate Arcana, Poko Priest* Set of seven or less crystal balls
Kaioshin LG Creation, life Life, Nature Kanji for "world king" (界王)
Makaioshin CE Demons, chaos Grave, Trickery Dark and twisting tree
Destroyer Gods LN Destruction, order Death, Order Perpendicular geometric marks
Angelic Attendants TN Space, time Arcana, Order Twisting spiral
Grand-Zeno CN Creation, destruction Peace, War, Trickery Kanji for "all" (全)
* The Poko Priest Domain appears in chapter three of this book.
Lesser Deities Alignment Warlock Patron Suggested Domains Common Symbol
TN Great Old One Knowledge, Trickery Gas mask and editors pen
Deity LG Hexblade Forge, War Furnace of Eight Divisions
Akira CE Archfey Nature, Order Monkey secluded on a lone planet
Annin CE Lord of Time* Grave, Order Large egg marked by infinity
Bubbles LE Fiend Death, Grave Boiling cauldron
DogiDogi CN Fathomless Arcana, Trickery Twisting stone serpent
Enma TN Majin Progenitor* Life, Twilight Large insect carved from stone
Princess Snake LG Archfey Light, Peace Kanji for "senzu" (仙豆)
Hirudegarn LE Undying Grace, Trickery Blood Ruby
Korin CE Great Old One Forge, War Orange mechanical eye
Lucifer LN Celestial Grave, Light Dark angelic wings
Ludd NG Lord of Time* Light, Order Large egg marked by infinity
Tenshi
TokiToki
* The Lord of Time and Majin Porgenitor patrons appears in chapter three of this book.
32
chapter three
CHARACTER OPTIONS
Here you will find a list of new options that can Rogues can be found stalking the backcountry roads of
be used to add further detail to your characters. We’ve Earth or carrying out dangerous missions in secrecy. Before
provided several subclasses for you to choose from, though becoming a martial artist, the desert bandit yamcha was a
you are not limited to the subclasses found in the chapter. In cunning rogue.
addition, here you will also find backgrounds, new feats and
spells, powerful transformations, and a list of optional rules Sorcerers are particularly common in the Dragon World,
you may wish to use within your own campaigns. where they have inherited a wellspring of potential power
from their bloodline. Mutants, those who possess odd or
Classes Overview unique powers in juxtaposition to the rest of their race, could
be considered sorcerers.
Characters of any class can be found in the Dragon World,
though some classes are rarer than others. The following Warlocks are found primarily as subordinates of powerful
section describes each class in more detail below. magical beings, often of divine status. Numerous Kaioshin
have granted their heavenly powers upon mortal warriors.
Artificers are engineers, mechanics, and inventors. Though
they may not possess the utmost physical strength, their Wizards are often ancient, or at minimum have a
superior intellect allows them to break the barriers of connection to some ancient magic art or family spell. The evil
contemporary science time and time again. The mastermind alien Babidi was once an esteemed wizard known for his
behind Capsule Corp., Bulma Brief, was a steller artificer. control over the mind.
Barbarians are common across warriors across Earth. Fierce Classes Reinvented
brutes who openly express their strength, or secretly conceal
it. The legendary saiyan Broly and warriors of the Karinga When you choose your character class at 1st level, you have
Tribe are easily considered prodigious barbarians. these thirteen options available to you. The following content
explores a number of changes you can make to better adapt
Bards are eccentric combatants who utilize dance and music these classes into the world of Dragon Ball D&D.
to inspire their allies and attack their enemies. The captain of
the ginyu force and the mystic konatsian warrior tapion are These rules partially overwrite what is presented in the
both devious bards, mastering their own unique crafts. Player’s Handbook and may alter some class features. However,
unless otherwise specified below, assume the rules within the
Clerics are common sages in the Dragon World, populating Player’s Handbook remain unchanged.
divine sanctuaries, ancient temples, and religious churches.
Some clerics have even been given the opportunity to train The following table retitles the core thirteen classes found
under a divine figure directly. within the Player’s Handbook and other sources. These titles are
chosen to better suit the world of Dragon Ball D&D.
Druids are not a common sight in the Dragon World. Those
who channel magic from material sources could conceivably Dragon World Classes
be druids. The Planet-Eater Moro, although a wizard,
possesses druidic powers. Core Class Dragon World Title
Artificer Engineer
Fighters fill all the usual roles on Earth as on any other Barbarian Berserker
world. Through mastery of combat, war is no stranger to Bard Hero
fighters. The father of Kakarot, Bardock, was an adept fighter Cleric Guardian
and a devoted soldier in the ranks of the galactic army. Druid Shapeshifter
Fighter Warrior
Monks are most common in the Dragon World following Monk Martial Artist
the publication of Groundbreaking Science, which has an Paladin Agent
immense impact on the advancement of martial arts and Ranger —
understanding of ki control. Rogue Elite
Sorcerer Mutant
Paladins uphold a sense of justice across the Dragon World. Warlock —
Through mortal training or the gift of a divine entity, paladins Wizard —
act as protectors of the planet. Trunks, the swordsmen of the
future, would be considered an extraordinary paladin.
Rangers are common in the outermost most regions of
Earth, keeping watch over small settlements, religious sites,
and natural preserves. After defecting from the Red Ribbon
Army, Artificial Human No. 17 became a park ranger,
protecting endangered animals from gluttonous poachers.
34
Magic Alterations New Subclasses
The world of Dragon Ball is no stranger to magical This section offers a number of options you may wish to
incantations and sorcery, but magic as portrayed in traditional choose from when picking your character’s subclass.
DUNGEONS & DRAGONS, is only used by a set few Although these subclasses are provided for you, you are
powerful wizards and witches. The source of power drawn never limited to subclasses from this section.
upon the remaining amount of time is more often than not ki,
a mystic energy that suffuses the multiverse—specifically, the New Subclasses
element that flows through living bodies. Ki is a core feature
provided by the monk class, but those who wish to utilize ki Class Subclass Level Available
instead of magic may find interest in these alternate rules. Bard College of Presentation* 3rd
Cleric Poko Priest Domain 1st
When you build a spellcasting character, take a moment to Fighter Martial Artist 3rd
decide if you want their powers to come from their own life Monk Way of the Spiritualist 3rd
force energy or if you're satisfied with them being a traditional Paladin Oath of Milk Delivery* 3rd
spellcaster. If you would rather your spellcaster draw their Paladin Oath of Spirit 3rd
power from ki, consider using the optional spell point rules Rogue Wild Bandit 3rd
found on page 288 of the Dungeon Master’s Guide. Instead of Sorcerer Monastic Soul 1st
gaining a number of spell slots, you gain a large pool of spell Warlock Lord of TIme* 1st
points instead. Warlock Majin Progenitor 1st
While using spell points instead of spell slots, characters * These subclasses were designed by fan-contributors.
who receive spells from deities or otherworldly patrons
continue to do so. However, you may decide that instead of Bard College
being granted a magical spell, your deity or otherworldly
patron has simply gifted you the knowledge of a new College of Presentation
technique or special fighting form. You may also choose to
customize the cosmetics of your character's spells or even Bards of the College of Presentation ascertain a single lesson.
retitle them to better suit your playstyle. These bards master the ultimate art form, a series of complex,
passionate, and extraordinary poses which combine mind and
The Techniques and Spells table offers a few title changes body into the ultimate expression of the soul. Come hell or
that might inspire you while modifying your spells. high water, these dignified bards use their masquerades to
inspire hope or inspire fear.
Techniques and Spells
Danseur Inspiration
Example Spell Technique Title
Antimagic Field Ki-Sealing Field 3rd-level College of Presentation feature
Arcane Hand Disaster Claw; Shadow Hand
Blink Psycho Movement; Sonic Warp When you join the College of Presentation, you gain one
Blur Super Afterimage; Wild Sense additional use of your Bardic Inspiration feature. This feature
Burning Hands Dash Bomb; Energy Rupture grants you another additional use of Bardic Inspiration at 6th
Creation Materialization level, and again at 14th level.
Dimension Door Vice Shout; Wormhole
Disintegrate Destruction; Erasure Special Fighting Pose
Earthquake Tremor Pulse
Firebolt Energy Cannon; Ki Burst 3rd-level College of Presentation feature
Forcecage Gravity Cage
Gust of Wind Shockwave You’ve been instructed in a number of choreographed art
Haste High Speed Rush; Mach Dash forms known as fighting poses. You expend a Bardic
Hold Person Energy Bind Inspiration die as a bonus action to enact one of these poses.
Mage Armor Energy Shield; Psycho Barrier You learn two fighting poses of your choice, which are
Magic Missile Consecutive Energy Barrage detailed below. All poses require you to perform a completely
Meteor Swarm Death Meteor unrestrained pose. For these poses to function, you must be
Scorching Ray Blaster Meteor; Ray Blast able to see your target, and they must be able to see you.
Shatter Gravity Impact, Kiai Cannon
Time Stop Time Skip You learn one additional fighting pose of your choice at 6th
Vampiric Touch Energy Drain; Life Absorption and 14th level. Each time you learn a new pose, you can also
Web Psycho Threads replace one pose you know with a different one.
Arcane Ballet
3rd-level College of Presentation feature
Once per round on your turn, you can expend one use of your
Bardic Inspiration to cast a spell as though it only had somatic
components. You do so by striking an entrancing pose to cast
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the spell. When you do so, the spell deals additional damage Cleric Domain
equal to two rolls of your Bardic Inspiration die.
Poko Priest Domain
Alternatively, you can roll your Bardic Inspiration die once
and subtract the result from the creatures saving throw. If a Clerics within the pact of the poko priests defend their people
spell requires material components with a gold cost, this and lands from the destruction of chaotic invaders.
feature instead fails. Channeling the creative powers of their draconic deities, they
summon powerful dark vassals which take the form of
Perfected Choreography winged reptilian bastions. Some are dark magicians who
pervert the history of draconic culture, twisting what was
6th-level College of Presentation feature once beautiful into a horrific draconic monster.
You dodge and attack with meticulous precision. When an Domain Spells
attacker that you can see hits you with an attack, you can use
your reaction to halve the attack's damage against you. In 1st-level Poko Priest Domain feature
addition, you can attack twice, instead of once, whenever you
take the Attack action on your turn, assuming you have You gain domain spells at the cleric levels listed in the Poko
moved at least 20 feet on the same turn. Priest Domain Spells table. See the Divine Domain class
feature in the Player’s Handbook for how domain spells work.
Presentation Legerdemain
Poko Priest Domain Spells
14th-level College of Presentation feature
Cleric Level Spells
Once on each of your turns when you miss with a weapon 1st fabricate clothing, find familiar
attack, you can make another weapon attack as part of the 3rd crown of madness, dragon’s breath
same action. You can use this feature a number of times equal 5th fly, spirit guardians
to your Charisma modifier (a minimum of once). You regain 7th charm monster, fabricate
any expended uses when you finish a long rest. 9th creation, rary’s telepathic bond
Fighting Poses Channel Divinity: Dragon God's Fury
The following poses are presented in alphabetical order. 2nd-level Poko Priest Domain feature
Aggressive Pose. All creatures of your choice within 60 feet of
Using your action while presenting your dragon talisman
you can roll a d4 when rolling damage for a melee weapon towards the skies, you can expend one use of your Channel
attack and add the number rolled to the damage roll. This Divinity feature to summon the visage of your dark vassal.
effect lasts until the end of your next turn.
Commanding Pose. Choose up to six creatures you can see The dark vassal appears in an unoccupied space of your
within 60 feet of you. Each of those creatures can use their choice that you can see within 30 feet of you. The dark vassal
reaction (if possible) to move up to half their speed, is friendly to you and your companions and obeys your
following a path of your choice. commands. See this creature’s game statistics in the Dark
Courageous Pose. Choose up to six creatures you can see Vassel stat block, which uses your proficiency bonus (PB) in
within 60 feet of you. If any of those creatures are several places. You determine the vassal’s appearance. Some
frightened, that condition immediately ends. vassals take the form of draconic namekians with the twisted
Expeditious Pose. Choose up to six creatures you can see horns of a ram, while others sproute large wings.
within 60 feet of you. Creatures of your choice can roll their
inspiration to increase their speed for that turn. A roll of 1-4 In combat, the dark vassal shares your initiative count, but
increases their speed of 10 feet, a roll of 5-8 increases their it takes its turn immediately after yours. The only action it
speed by 15 feet, and a roll of 9-12 increases their speed by takes on its turn is the Dodge action, unless you take a bonus
20 feet. This speed cannot be reduced in any way. action on your turn to command it to take another action. That
Full Body Pose All creatures of your choice within 60 feet of action can be one in its stat block or some other action. If you
you gain temporary hitpoints equal to the number rolled are incapacitated, the dark vassal can take any action of its
plus your Charisma modifier (minimum of 1). These choice, not just the Dodge action.
temporary hitpoints last until the end of your next turn.
Mystic Pose. Choose one creature of your choice. That The vassal manifests for 1 hour, until it is reduced to 0 hit
creature regains an expended spell slot equal to half the points, until you use your Channel Divinity feature to
rolled result. summon the dark vassal again, or until you die.
Kami's Sonority
6th-level Poko Priest feature
The bond between you and your dark vassal strengthens. You
can attack twice, instead of once whenever you take a bonus
action on your turn to command your dark vassal. In addition,
when you cast a spell with a range other than self, the spell
can originate from you or your dark vassal.
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Kami's Curse Fighter Archetype
8th-level Poko Priest feature Martial Artist
You gain the ability to infuse your dark vassal’s strikes with Fighters who strive to push the limits of one’s physical
the divine power of your draconic deity. Once on each of your condition so that they become stronger are revered as Martial
turns when you hit a creature with a weapon attack, you can Artists. They undergo self-imposed training regiments that
cause the attack to deal an extra 1d8 radiant or necrotic continuously test their skill, eventually reaching levels that
damage (your choice) to the target. When you reach 14th level, some would claim to be supernatural. Many young
the extra damage increases to 2d8. adventurers seek disiplin under martial arts masters, so that
they too can become legendary.
Sacrifice of the Dragon God
Bonus Proficiencies
17th-level Poko Priest feature
3rd-level Martial Artist feature
The bond with your dark vassal can even save you from
demise. If your dark vassal is within 120 feet of you when you You gain proficiency in one of the following skills of your
are reduced to 0 hit points and thereby fall unconscious, you choice: Acrobatics, Athletics, History, or Insight. Alternatively,
can similarly choose for the vassal to drop to 0 hit points. You you learn one language of your choice.
then regain a number of hit points equal to the previously
remaining hit points of your dark vassal. Monastic Power
Once you use sacrifice a vassal in this way, you can’t do so 3rd-level Martial Artist feature
again until you complete a long rest.
Your martial training awakens the mystic energy of ki within
Dark Vassal yourself. Your access to this energy is represented by a
number of ki points, equal to half your fighter level, rounded
Medium dragon, any chaotic alignment down, and they fuel various ki features you have, which are
detailed below.
Armor Class 13 (natural armor)
Hit Points 5 + five times your cleric level When you spend a ki point, it is unavailable until you finish
Speed 30 ft., fly 30 ft. (hover) a short or long rest, at the end of which you draw all of your
expended ki back into yourself. You must spend at least 30
STR DEX CON INT WIS CHA minutes of the rest meditating to regain your ki points. In
14 (+2) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2) addition, if you spend 1 ki point or more as part of your action
on your turn, you can make one weapon attack as a bonus
Damage Resistances bludgeoning, piercing, and slashing action before the end of the turn.
damage from nonmagical attacks
Some of your ki features require you to make an attack roll
Senses Darkvision 60 ft., passive Perception 11 against a creature. The attack modifier is calculated as follows:
Languages understands the languages you speak
Challenge ─ Ki Attack Modifier = your proficiency bonus +
Proficiency Bonus (PB) equals your bonus your Wisdom modifier
Actions The features below use your ki points.
Mystic Claw. Melee Weapon Attack: your spell attack bonus Empowered Strike. When you make an attack roll against a
to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage. creature, you can spend 1 ki point to gain advantage on
the attack roll.
Mystic Breath. The dark vassal exhales energy in a 15-foot line
that is 5 ft. wide. Each creature in that area must succeed on a Wild Sense. When a creature you can see within 30 feet
Dexterity saving throw against your spell save DC or take 1d6 + makes a ranged attack against you, you can use a reaction
PB radiant or necrotic damage (your choice). and spend 1 ki point to immediately teleport to an
unoccupied space behind and adjacent to the attacker,
causing the attack to miss. If no such space exists, this
feature fails.
Ki-Empowered Fortitude. As a bonus action, you can spend
1 ki point to improve your fortitude. For the remainder of
your turn, you can carry, push, drag, and lift thrice as much
weight as normal; and the distance of your long and high
jumps increases by 10 feet (this extra distance costs
movement as normal).
Zealous Roar
7th-level Martial Artist feature
Whenever you make a saving throw, you can summon your
spirit into a powerful roar. You gain advantage on the saving
throw, and the roar is audible up to 100 feet away. You can use
this feature twice between long rests.
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Additional Fighting Style Art By nknk___0
10th-level Martial Artist feature Spiritualist Arts
You’ve become experienced with multiple styles of combat. 3rd-level Way of the Spiritualist feature
You can choose a second Fighting Style options.
You learn magical techniques that focus the tangible energy
Martial Arts Master inside your body. By drawing it out, an individual is able to
manipulate it and use it outside the body. You gain two
15th-level Martial Artist feature cantrips of your choice from the sorcerer spell list. You also
learn two spells from the sorcerer spell list, and each time you
Your connection to the mystic energy of ki expands, granting gain a level in this class, you can replace one spell you know
new ways to spend your ki points, detailed below. with a different one from the same level. When you reach
certain levels in this class, you learn additional spells, as
Ki-Empowered Arrow. As an action, you can spend 2 ki points shown in the Way of the Spiritualist Spells table.
to make a ranged weapon attack against a creature you can
see within 120 feet of you. On a hit, the target takes force Casting Spiritualist Spells. See chapter 10 of the Player’s
damage equal to 2d10 + half your fighter level. Handbook for the general rules of spellcasting. To cast one of
your spells, you can spend ki points equal to the level of the
Ascending Spirit. As a bonus action, you can spend 4 ki spell. Spells cast with this feature don’t require you to provide
points to activate your Second Wind feature, even if you material components.
have no available uses remaining.
Way of the Spiritualist Spellcasting
Fabled Warrior
Monk Level Spells Known Max Spell Level
18th-level Martial Artist feature
3rd 2 1st
You’ve become an unrivaled paragon of martial mettle. When 6th 3 2nd
you roll initiative and would have no ki points remaining, you 11th 5 3rd
automatically regain 2 ki points. 17th 6 4th
Monastic Tradition
Way of the Spiritualist
Spiritualists are mystics who invest their mastery into the
spiritual energy of the universe, learning to to manipulate
their ki into manifestations of arcane spells known as
techniques. Often revered as prodigies and masters of their
art, these monks customarily study under the grand masters
of several notable dojos.
Many Spiritualists often become masters themselves,
retiring from their days of combat and establishing their own
grand martial arts dojos. This ensures that individual martial
arts styles will continue to evolve with each new generation.
Expression of the Spiritualist
3rd-level Way of the Spiritualist feature
When you choose this tradition at 3rd level, you can use your
action to briefly evoke the power of ki within 10 feet of you,
causing one of the following effects of your choice:
• Detect the faint presence of ki within a living creature.
• Cause loose stones to slowly levitate for up to 1 minute.
• Create a harmless, instantaneous sensory effect
manifested from your ki such as a small sphere of light, a
spark of electricity, or the blossoming of a flower.
• Manifest a unique semi-translucent ki aura around
yourself. This might take the form of a dull white flame, a
sprawling tendril-like glow, an ominous lingering myasmia,
or a field of sparking bio-electricity and plasma.
You can have up to five such effects active at a single time,
as long as you maintain your concentration as though you
were concentrating on a spell.
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Wisdom is your spellcasting ability for your spiritualist Sacred Oath
spells. You use your Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your Wisdom Oath of Milk Delivery
modifier when setting the saving throw DC for a spiritualist
spell you cast and when making an attack roll with one. You have heard rumors of the turtle hermit's gruelling training
regime. One of those practices spawned a new order around
Once you reach 5th level in this class, you can spend its philosophy, with only a few students abandoning their
additional ki points to increase the level of a spiritualist spell practice to develop a rigorous order of paladins.
that you cast, provided that the spell has an enhanced effect at
a higher level. The spell's level increases by 1 for each Dedicated and determined, fixated on a goal for the
additional ki point you spend. The maximum number of ki betterment of oneself and the enjoyment of others. These are
points you can spend to cast a spell in this way (including its many of the paladins who take up the Oath of Milk Delivery.
base ki point cost and any additional ki points you spend to You strive for the betterment of yourself through hard work
increase its level) is determined by your monk level, as shown and dedication. You seek hard work above all else, finding
in the Spells and Ki Points table. labour in the most mundane of tasks. Milk does not deliver
itself after all.
Spells and Ki Points Tenets of Milk Delivery
Monk Levels Maximum Ki Points for a Spell The tenets of the Oath of Milk Delivery tell the sworn Paladin
5th-8th 3 to be true, dedicated, punctual, and responsible.
9th-12th 4
13th-16th 5 Strive for Better. A milkman can always deliver their
17th-20th 6 delicacy better. With more vigor, at better times, better quality,
there is always room to improve. This dedication is to be put
Surging Spirit to all aspects of your life, not just the delivery of milk.
3rd-level Way of the Spiritualist feature Be Punctual. When you have an appointment, you must do
everything within your power to get to the appointment on
You can use your action to tap into a deep wellspring of time. Although excruciating circumstances might prevent you
power, regaining a number of expended ki points equal to a from getting there when needed, as long as you did
roll of your Martial Arts die. After using this ability, you must everything in your power to get to the location on time then
complete a long rest before using it again. you know you have done your best to uphold your oath.
Might of the Spiritualist Hold Yourself Accountable. If you find yourself unable to
complete your duties or hold yourself to an ideal, do not make
6th-level Way of the Spiritualist feature excuses. You are accountable for your own decisions and their
outcomes. Do not blame another for a late delivery.
When you use your action to cast a cantrip, you can make one
unarmed strike attack as a bonus action. When you use your Never be Blocked. While violence is not your first option,
Flurry of Blows, you can replace one of the unarmed strikes and you would prefer to negotiate when possible, when you
with a cantrip. have a task to complete you will do whatever is necessary to
accomplish that task.
Potent Spellcasting
Oath Spells
11th-level Way of the Spiritualist feature
3rd-level Oath of Milk Delivery feature
You add your Wisdom modifier to the damage you deal with
any sorcerer cantrip you cast as a part of your spiritualist arts. You gain the following oath spells at the paladin levels listed
in the Oath of Milk Delivery Spells table. See the Sacred Oath
Ascension of the Spiritualist class feature for how oath spells work.
17th-level Way of the Spiritualist feature Oath of Milk Delivery Spells
Your mastery of arcane ki has reached its zenith. You gain Paladin Level Spells
the following benefits: 3rd gift of alacrity, hunter’s mark
5th enhance ability, lesser restoration
• Immediately after you cast a spell, you can move up to 9th catnap, thunder step
your speed and make two unarmed strike attacks. 13th freedom of movement, locate creature
17th awaken, skill empowerment
• When you damage a creature with a spell, it takes extra
damage of the same type equal to one roll of your
Martial Arts die.
• When you regain ki points with your Soul of the
Spiritualist, you can draw forth additional dormant power.
You add your Wisdom modifier to the results of your
Martial Arts die.
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Channel Divinity Sacred Oath
3rd-level Oath of Milk Delivery feature Oath of Spirit
When you take this oath at 3rd level, you gain the following The Oath of Spirit seeks to master the art of war so they may
two channel divinity options. See the Sacred Oath class feature preserve the art of peace. Such is the common practice of the
for how Channel Divinity works. Kikoukenjutsu Sword School. You have undergone the proper
training needed to use your weapon as an extension of your
Surplus Calcium. You can use your Channel Divinity to own divine power. You are tasked with great discipline and
bolster your body with the power of your faith. As an action, responsibility, upholding peace and keeping such powers out
you present your holy symbol and gain temporary hitpoints of the wrong hands. You are a brave warrior who mocks the
equal to your level + your charisma modifier. darkness and lives their best life for the ones they love.
Dedicated Purpose. As an action, you can use your Channel Students of the Kikoukenjutsu Sword School played a major
Divinity to inspire your allies with determination. You can role in defending the Earth from attacks against the remnant
choose a number of creatures you can see within 30 feet of Frieza Force siege following the passing of the world famous
you, up to a number equal to your Charisma modifier martial arts champion Hercule Satan.
(minimum of one creature). Once within the next minute, you
and the creatures can reroll an attack roll, ability check, or Tenets of Spirit
saving throw, and must use the new result.
The tenets of the Oath of Spirit mirror the teachings of ancient
Aura of Dairy martial schools that have since been handed down to newer
generations time and time again.
7th-level Oath of Milk Delivery feature
Blade of Hope and Dreams. Your weapon is an extension of
You emit an aura of healthiness while you aren’t yourself and the key future prosperity. Always seek for
incapacitated. You and any creatures of your choice within 10 improvement and a closer harmony with it.
feet of you are immune to the poisoned condition and have
advantage on saving throws made to resist exhaustion. Promises for the Future. Seek out potential pupils. The
Earth is in eternal need for new heroes who possess the
At 18th level, the range of this aura increases to 30 feet. courage to stand up against the oncoming darkness.
Relaxing Beverage Humanity's Hope. The safety of Earth should always be put
above everything else. You are a sworn guardian.
15th-level Oath of Milk Delivery feature
Power to Face Despair. Death comes for us all. Enjoy
Potions of healing delivered by you obtain supernatural yourself in the heat of battle and hold back no regrets.
properties, restoring the maximum number of hit points
possible for a potion of its rarity. Oath Spells
In addition, your perpetual intake of milk has strengthened 3rd-level Oath of Spirit feature
your bones. Your AC equals 10 + your Constitution modifier +
your Charisma modifier while you aren’t wearing armor. You gain the following oath spells at the paladin levels listed
While you are wearing heavy armor, you gain a +1 bonus to in the Oath of Spirit Spells table. See the Sacred Oath class
your AC. feature for how oath spells work.
Mythic Milkman Oath of Spirit Spells
20th-level Oath of Milk Delivery feature Paladin Level Spells
3rd jump, zephyr strike
You’ve become so dedicated to your cause and ideals that 5th afterimage, spiritual weapon
you’ve learned to channel the spirit of your oath, becoming an 9th blink, elemental weapon
avatar of dairy. As a bonus action, you gain the following 13th destructo disc, freedom of movement
benefits for 1 minute: 17th far step, steel wind strike
• Once on each of your turns when you make a weapon Channel Divinity
attack and miss, you can cause that attack to hit instead.
3rd-level Oath of Spirit feature
• At the start of each of your turns, you regain hit points
equal to 1 + your Charisma modifier (minimum of 1) if you When you take this oath at 3rd level, you gain the following
have at least 1 hit point. two channel divinity options. See the Sacred Oath class feature
for how Channel Divinity works.
• You can take the Dash action as a bonus action. Your
movement speed does not provoke opportunity attacks. Shining Slash. As a bonus action, you can use your Channel
Divinity to magically channel your divine power through
Once you use this bonus action, you can’t use it again until your weapons. For the next minute, the reach of your weapons
you finish a long rest, unless you expend a 5th-level spell slot magically increases by 10 feet, as spectral light emanates from
to use it again. your blade.
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Light of Willpower. As an action, your screams echo with Combat Superiority
overwhelming radiant power that forces surrounding
creatures to their knees. Each creature you choose within 20 3rd-level Wild Bandit feature
feet of you must succeed on a Strength saving throw or be
knocked prone. You’ve displayed outstanding superiority in combat across the
lands. You gain a set of abilities that are fueled by special dice
Wild Strike called superiority dice.
7th-level Oath of Spirit feature Maneuvers. You learn two maneuvers of your choice from
among those available to the Battle Master archetype in the
When you take the Attack action, you can use a bonus action fighter class. Many maneuvers enhance an attack in some
to teleport a distance equal to to half your speed before each way. You can use only one maneuver per attack.
attack to an unoccupied space you can see.
You learn two additional maneuvers of your choice at 9th,
Blade Stream 13th, and 17th level. Each time you learn new maneuvers, you
can also replace one maneuver you know with a different one.
15th-level Oath of Spirit feature
Superiority Dice. You have four superiority dice, which are
Once on each of your turns when you miss with a weapon d8s. A superiority die is expended when you use it. You regain
attack, you can make another weapon attack as part of the all of your expended superiority dice when you finish a short
same action. or long rest. You gain another superiority die at 9th level and
one more at 17th level.
Spirit Excalibur
Saving Throws. Some of your maneuvers require your
20th-level Oath of Spirit feature target to make a saving throw to resist the maneuver's effects.
The saving throw DC is calculated as follows:
Emanating at 20th level, as an action, you transform a single
weapon from your arsenal into a paragon of pure energy. The Superiority Save DC = 8 + your proficiency bonus
weapon emits bright light in a 15-foot radius and dim light 15 + your Wisdom modifier
feet beyond that. If the weapon is not already magical, it
becomes magical for the duration. Your weapon gains the Secret Arts
following benefits for 1 minute.
3rd-level Wild Bandit feature
• This weapon deals radiant damage, ignores resistance to
radiant damage, and treats immunity to radiant damage as You’ve learned a limited amount of magic from your times of
resistance to radiant damage. isolation. You can cast hunter’s mark and wolf fang fist with this
feature. Wisdom is your spellcasting ability for these spells.
• If a creature is reduced to 0 hit points by this weapon, it is
disintegrated. The creature can only be restored to life by Once you cast either spell with this feature, you can’t do so
means of a true resurrection or a wish spell. again until you finish a long rest, unless you expend one
superiority die to cast it again.
• You can use your Divine Smite without expending a
1st-level spell slot. You must still expend spell slots of an Lupine Awakening
appropriate level when you wish to improve your
Divine Smite. 9th-level Wild Bandit feature
Once you use this action, you can't do so again until you You have advantage on Wisdom (Perception) checks that rely
complete a long rest, unless you choose to expend a on hearing or smell and the distance of your long and high
5th-level spell slot to use it once again. jumps increases by 10 additional feet (this extra distance costs
movement as normal).
Roguish Archetype
Lonely Wolf
Wild Bandit
13th-level Wild Bandit feature
Across the planes there exists numerous wastelands, unsettled
by the common folk. Dangerous and untamed, much akin to When you and any creature of your choice within 10 feet of
the rogues who call these badlands home. These rogues see you rolls initiative, and there are more hostile creatures than
the wilderness as yet another challenge to overcome. A lawless friendly ones, you gain a bonus to initiative equal to twice
and feral world where bandits rule and the unsociable thrive your Wisdom modifier.
for many years to come.
Bandit of the Wilds
Bonus Proficiencies
17th-level Wild Bandit feature
3rd-level Wild Bandit feature
You’ve made the wastelands your stronghold. When you
You gain proficiency in two of the following skills of your reduce a creature to 0 hit points with your Sneak Attack class
choice: Animal Handling, Insight, Nature, or Survival. You can feature, you regain a superiority die.
instead gain proficiency with one tool of your choice in
replace of one choice of skill.
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Sorcerous Origin Astral Jaunt
Monistic Soul 14th-level Monastic Soul feature
A source of mystical power most often referred to as ki, this As a reaction expending up to 3 sorcery points when you
energy is an element of the magic that suffuses the make an unarmed strike, you can project your attacks across
multiverse—specifically, the element that flows through living the ethereal plane. You can make a number of attacks at a
bodies. Now and again, one of the descendants of these range of 30 feet equal to the number of sorcery points
monastic warriors manifests a prodigious amount of ki with expended. These strikes ignore half-cover and treat
little in the ways of training or asceticism. three-quarters cover as if it were half cover.
Sorcerous Fortitude Unleash Ki
1st-level Monastic Soul feature 18th-level Monastic Soul feature
Beginning at 1st level, your monastic origin protects you from At 18th level, you gain the ability to enter a state of limitless
harm. Your hit point maximum increases by 1, and it increases combat power as an action. For the next minute, you
by 1 again whenever you gain a level in this class. magically radiate a transparent, 20-foot-radius aura. When
you activate this feature, you gain the following benefits:
You have a base AC of 13 + your Charisma modifier if you
aren’t wearing armor, as you envelop your body in an • You have resistance to all damage.
imperceptible aura of ki. This effect ends if you are • You gain a magical flight speed. This flight speed is equal
incapacitated or you don armor.
to your walking speed. If you already have a flight speed,
Sorcerous Spellstrikes your flight speed is instead doubled.
• When you use your action to make an unarmed strike on
1st-level Monastic Soul feature your turn, you can make one additional attack as part of
the same action.
When you choose this origin at 1st level, you learn the secret
of infusing your unarmed attacks with magical ki. You gain Once you use this action, you can’t use it again until you
the following benefits when you aren't wearing armor: finish a long rest or until you expend 7 sorcery points to
unleash this monistic power again.
• You can use your Charisma instead of Strength for attack
and damage rolls of your unarmed strikes. Art By LeeInHyuk
• You can roll a d4 in place of the normal damage of your
unarmed strikes. These strikes are considered
magical for the purpose of overcoming
resistance and immunity to nonmagical
attacks and damage. At 14th level, your
strikes use a d6 for damage.
• Once on each of your turns when you
hit a target with your unarmed strikes,
you can expend one spell slot to deal
force damage to the target, in addition
to the strike's damage. The extra
damage is 2d6 for a 1st-level spell slot,
plus 1d6 for each spell level higher than
1st, to a maximum of 6d6.
Sorcerous Barrage
6th-level Monastic Soul feature
When you hit a creature with a cantrips
attack or when a creature fails a saving
throw against one of your cantrips, you can
expend 1 sorcery point to instantly move up to
half your speed and make an unarmed strike
as a bonus action.
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Otherworldly Patron creature instantly swap positions. This movement is
instantaneous and does not provoke attacks of opportunity.
Lord of Time
Chronos Inscription
You have struck a pact with a mysterious entity beyond time.
By some means unbeknownst to you, the lord of time has 10th-level Lord of Time feature
traversed the multiverse itself, searching the endless timelines
by some profound philosophy. Beings of this sort include As an action, you cast your senses back in time to perceive
Zamasu, Progenitor of the Zero Mortal Plan; Sealas, the your current location as it was at some point in the past, to a
Fearsome Enforcer of Justice; Fu, rightful heir to the throne of maximum number of years equal to half your warlock level.
the Demon Realm; Chronoa; the Supreme Kai of Time; For the next minute, you can perceive your surroundings, but
Mechikabura, the Dark King; or Demigra, the Divine Wizard. cannot interact with them. If any effects that you create during
this period affects a creature other than you, this feature ends.
Expanded Spell List Once you use this feature, you can’t use it again until you
finish a short or long rest.
1st-level Lord of Time feature
In addition, you can innately detect objects and creatures
The Lord of Time lets you choose from an expanded list of that have traveled through time or have been displaced from
spells when you learn a warlock spell. The following spells are their proper timeline.
added to the warlock spell list for you.
Time Labyrinth
Lord of Time Expanded Spells
14th-level Lord of Time feature
Spell Level Spells
1st divine favor, gift of alacrity When you hit a creature with an attack, you can momentarily
2nd augury, wristpocket thrust the creature beyond the veil of time. The creature
3rd haste, slow vanishes and is forced one round forward in time. When the
4th divination, private sanctum effect ends, the creature must succeed on a Wisdom saving
5th commune, temporal shunt throw or take 8d8 psychic damage. On a failed save, the
creature takes no damage and returns to the space it
Blessing of Time previously occupied, or the nearest unoccupied space. A
creature reduced to 0 hit points by this feature is lost to time
1st-level Lord of Time feature and can only be returned by means of a wish spell.
You learn the guidance and word of radiance cantrips. They Once you use this feature, you can't do so again until you
count as warlock cantrips for you, and they don’t count finish a long rest, unless you expend a 5th level spell slot to
against your number of cantrips known. use it again.
Temporal Judgement Otherworldly Patron
1st-level Lord of Time feature Majin Progenitor
You have a pool of dice, which are d4s, that grant you limited Your patron is a powerful magician from beyond the stars
control over the flow of time. The number of dice in the pool is whose magic is intertwined with that of a demonic race. Your
equal to half your warlock level (minimum of 1). When a pact has left you branded by a magical mark that sharpens
creature within 10 feet of you makes an attack, casts a spell, your raw talent, enabling you to adapt against any threat.
makes a saving throw, or makes a skill check, you can use Having been branded by such a mark may cause changes to
your reaction to spend one die from your pool and roll it. your behavior, beliefs, and body. You may find yourself
Reduce their roll by that amount as you temporarily bring the compelled to strive for greater power or to hunt down and
flow of time to a halt. devour stores of magic. Your body may fundamentally
change, becoming inhumanly flexible.
You regain any expended dice when you finish a long rest.
Patrons of this type might include the Organization of
Historic Rewrite Babidi, Captain Bacterian's Pirates, the Dark Empire, and
other such magical associations and wizards. Majin characters
6th-level Lord of Time feature who have struck a majin pact may find themselves under the
chaotic gaze of a previous majin incarnation, and are
You can shift your position in time with another. To do so, you awakening long dormant powers.
use an action on your turn to choose one creature other than
yourself within 60 feet of you who you can see. You and that Expanded Spell List
1st-level Majin feature
The Majin lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.
43
Majin Progenitor Expanded Spells Mystic Copy
Spell Level Spells 14th-level Majin feature
1st bane, tasha’s hideous laughter
2nd afterimage, alter self Starting at 14th level, while transformed, you gain the ability
3rd revivify, spirit saber to perfectly adapt to any encounter. As an action on your turn,
4th evard’s black tentacles, phantasmal killer you can mimic any action that has been performed by a
5th destructive wave, raise dead humanoid other than yourself you can see within 60 feet
within the last minute. Any prerequisites that would normally
Mark of the Majin be required for the action are waived when you use this
feature, unless it is a spell which requires the use of a spell
1st-level Majin feature slot, in which case you must still expend the relevant spell
slot. If the ability forces targets to make a saving throw, you
Your patron has branded you with a demonic mark which can use your Warlock spell save DC.
sustains and cultivates your power. As an action, you can
manifest this mark, granting you the following benefits: Once you use this action, you cannot mimic an ability in
this manner again until you complete a long rest.
• You no longer require food, water, or air to survive, and
you do not require sleep. Backgrounds
• you can't be charmed. If you are charmed when you Your choice of background can shape the personality of your
manifest your mark, the effect is suspended for the character and their origins. The following background options
duration of the transformation. are provided for your characters.
• You can use your Charisma modifier in place of your Galactic Patrol Agent
Strength modifier when making Strength checks and
Strength saving throws. Many factions thrive across the void of space. The galactic
patrol, also known as the space police and the galaxy police, is
• Your AC equals 10 + your Dexterity modifier + your a cosmic police force led directly by the galactic king. You’ve
Charisma modifier. served as an agent for this particular force, keeping order
throughout the Milky Way Galaxy. You might have traveled
Once transformed, you can maintain your transformed state alone or with a team, hoping from planet to planet arresting
indefinitely. The effect ends immediately if you are rendered dangerous invaders, depending on your skill and charisma.
unconscious or if you use an action to dismiss it. Once you use Perhaps you were always stationed at galactic patrol
this transformation, you must complete a long rest before you headquarters, keeping watch over the galaxy's most
can transform once again. dangerous criminals. Even if you have gone rogue from the
galactic patrol, this background can describe your early years
Starting at 6th level, you need only to take a short rest as a former member of the law enforcement.
before using this transform again, and at 14th level, you can
use this transform at will. Proficiencies
Siphon Arcana Skills: Choose two from among Acrobatics, Investigation,
Performance, and Persuasion
6th-level Majin feature Tools: Thieves' tools and tinker's tools
Languages: One of your choice
When you reduce a creature to 0 hit points while transformed, Equipment: A galactic receiver (worn over one or both ears), a
you can use your reaction to harness its life so that you may
sustain your demonic power. This creates one spell slot of the signet of your authority, a uniform, a set of traveler's clothes,
highest level currently available to you or lower (your choice). and a pouch containing 20 gp.
Created spell slots vanish at the end of a long rest.
Feature: Cosmic Police
You can use this feature twice, after which you cannot use it
again until you have finished a short or long rest. As a galactic patrol agent, you are well versed in galactic
conduct and law regulations. Whether you choose to follow
Magicians Durability them is entirely up to you. Wherever you go, you can utilize
your connections to attain information or enter areas that
10th-level Majin feature would otherwise be inaccessible to the general population, so
long as you are not outside of galactic patrol jurisdiction.
Your demonic brand fundamentally changes your anatomy.
Beginning at 10th level, at the start of each of your turns, you Continued On Next Page >>
regain hit points equal to 1 + your Charisma modifier
(minimum of 1) if you have at least 1 hit point and no more
than half of your hit points left. Any broken or fractured bones
are restored after 1 hour.
44
Galactic Patrol Agent Personality Traits Martial Arts Mentor
d8 Personality Traits You are (or were formerly) a skilled mentor to many students
1 I find communicating with other species difficult. seeking training in martial arts. In the past you had undergone
2 I don’t like to stay in one place for too long. your own in depth studies with a mentor. Years later you
3 I love to explore the worlds I’m stationed on. continue to pass down their teachings to new students. Work
4 I don’t understand the customs of this planet. with your Dungeon Master to come up with your teachings.
5 I always assume people are hiding more As an instructor, your name carries with it the generations of
lessons that are being passed on through you. Is your school
information than they really are letting on. well known or is it remote and unheard of? Are you an
6 Stupid people keep me employed. excellent teacher or do you struggle to pass down your
7 I perfectly follow the laws of each planet I’m on. knowledge? How many students have you instructed and
8 I get annoyed when I have to hunt the same where are they now? Do they still respect you?
criminals more than once. Proficiencies
Galactic Patrol Agent Ideals Skills: Acrobatics, Insight
Tools: One type of musical instrument
d6 Ideals Languages: One of your choice
1 Vigilante. The universe is filled with all sorts of Equipment: A totem or insignia of your profession, a
criminal scum. (Chaotic) memento (a gift given to you by a former student), a book or
2 Mercenaire. Hunting down outlaws gives me a journal, a set of common clothes, and a belt pouch
containing 10 gp.
rush of adrenaline. (Evil)
3 Peacekeeper. Without conflict, the universe would Feature: Aspiring Pupils
be out of balance. (Good) You have trained many strong and talented warriors in the
4 Protector. I want to help those who cannot help past and you are still in contact with at least one of them. They
may be willing to offer a place to hide, rest, or recuperate, so
themselves. (Netural) long as you each departed on good terms. You know how to
5 Command. Laws exist for a reason. (Lawful) properly instruct new students if needed.
6 Responsibility. This job is who I am. (Any)
Martial Arts Mentor Personality Traits
Galactic Patrol Agent Bonds
d8 Personality Traits
d6 Bonds 1 I take great pride in the school I have established.
1 I try my best to understand the criminals I capture. 2 I have an intense training regiment that others
2 I’ve made countless friends on other worlds.
3 I follow every law of the galactic patrol perfectly. believe to be over the top or completely absurd.
4 I greatly look up to a fellow agent. 3 Only those who have attempted the absurd have
5 I have a best friend who’s wanted by the patrol.
6 I owe a fellow agent my life. achieved the impossible.
4 I treat my students with utmost respect.
Galactic Patrol Agent Flaws 5 I get irritated when my school is unheard of.
6 I spread false rumors about myself.
d6 Flaws 7 Practice and skill is not a matter of time. Rather, it
1 I act as though I’m from a higher rank than I
is a matter of determination.
actually am. 8 I’ve been training all my life for an unknown battle.
2 There's a number of planets I refuse to go to.
3 I’m not great at catching clever foes. Martial Arts Mentor Ideals
4 I’m known for slacking off on the job.
5 I often brag about the criminals I’ve captured. d6 Ideals
6 I take full credit for any mission. 1 Rebel. I don’t need a weapon. I am one. (Chaotic)
2 Renegade. Pain is the best instructor. (Evil)
3 Nomad. It’s not about being better than others. It’s
about fighting as equals. (Good)
4 Hermit. My teacher is my enemy. My opponent is
my very own ego. (Netural)
5 Pacifist. The best fighter is never angry. (Lawful)
6 Dedicated. Martial arts is not about fighting. It is
about controlling the evil within. (Any)
45
Martial Arts Mentor Bonds Scientist Personality Traits
d6 Bonds d8 Personality Traits
1 I’ve built a great dojo which I take pride in. 1 I treat everything with suspicion.
2 I’ll never let a student down. 2 Everything is theoretically impossible until it is
3 I’ve collected a number of precious martial arts
proven possible.
artifacts over the years. 3 I’m constantly taking notes.
4 I have an intense rivalry with another school. 4 I quickly begin to dismantle any technology I don’t
5 I strive to become greater than an old rival.
6 I still follow the traditions of my own mentor. fully understand or cannot comprehend.
5 I always carry absurd technological devices.
Martial Arts Mentor Flaws 6 I’d prefer to keep my greatest work a secret from
d6 Flaws the rest of the world.
1 I get distracted from my teachings easily. 7 Everybody’s a mad scientist and life is their lab.
2 Several of my students have been greatly injured. 8 I fear anything I don’t understand.
3 I struggle to teach newer generations.
4 I have an unhealthy obsession completely Scientist Ideals
unrelated to martial arts. d6 Ideals
5 I’m extremely harsh to those who do not live up to 1 Maniac. Instinct transcends knowledge. (Chaotic)
2 Mad Genius. The ends justify the means. (Evil)
their potential. 3 Savant. Science solves all. (Good)
6 I still keep pushing myself even when I should not. 4 Visionary. The science of today is the technology
Scientist of tomorrow. (Netural)
5 Expert. Never stop questioning. (Lawful)
Wherever the road may take you, you’re still an inventor at 6 Explorer. Somewhere, something incredible is
heart. From a young age you found a fascination with various
complex mechanisms, robotic equipment, and other feats of waiting to be discovered. (Any)
engineering. You might have grown up among other brilliant
scientists or mechanics, or perhaps one night you found Scientist Bonds
yourself in the company of a wrecked spaceship. Upon
choosing this background, work with your Dungeon Master to d6 Bonds
determine what equipment you specialize in and how might 1 I treat my inventions as though they were family.
you aid in outfitting your companions. 2 My coworkers are my family.
3 I once saw an alien. I’ll keep inventing until I can
Proficiencies
meet them once again.
Skills: Arcana, Investigation 4 One of my experiments got someone hurt. I refuse
Tools: Smith’s tools or tinkerer’s tools
Languages: Two of your choice to make the same mistake twice.
Equipment: A set of smith’s tools or tinkerer’s tools (your 5 All my inventions are made to support my home.
6 I invent so that I may help my friends.
choice), a simple machine (one of your first creations), a
crowbar, an assorted set of spare parts, and a belt pouch Scientist Flaws
containing 25 gp.
d6 Flaws
Feature: Grease Monkey 1 I don’t ask for permission before experimenting.
2 I don’t see artificial creations as living creatures.
You have an eye for machinery and mechanical inventions and 3 I have a number of dangerous secret projects.
understand their basic inner workings and components. You 4 Some of my experiments are considered
can also gain access to any workshop or garage.
remorseless and cruel.
5 I think I know what is best for others.
6 I only take up contracts if money is involved.
46
Feats regardless of how many hit points you had remaining. When Art By Wangsen578
you explode, all creatures within 30 feet of you must make a
New feats are presented here in alphabetical order for groups Dexterity saving throw. The DC of this saving throw is 8 +
that use them within this setting. your Constitution modifier + your proficiency bonus.
Demonic Wings A creature takes a number of d8 in force damage equal to
your level on a failed save or half as much on a successful
Prerequisite: Namekian (demon clan) one. After using this feat, you can’t use it again until you
finish a long rest.
You sprout a pair of demonic wings. With your wings, you
have a flying speed of 20 feet if you aren’t wearing heavy Latent Power
armor and aren’t exceeding your carrying capacity.
Prerequisite: Saiyan
Dende Priest
When you are reduced to 0 hit points but not killed outright,
Prerequisite: Namekian (dragon clan) you can drop to 1 hit point instead. You can’t use this feature
again until you finish a long rest.
You are a descendant of the mystic namekian sages of old,
providing you with the following benefits:
• Increase your Wisdom score by 1, to a maximum of 20.
• You learn the cure wounds spell and one 1st-level spell of
your choice. The 1st-level spell must be from the
Abjuration or Divination school of magic. You can cast
each of these spells without expending a spell slot. Once
you cast either of these spells in this way, you can't cast
that spell in this way again until you finish a long rest.
You can also cast these spells using spell slots you have of
the appropriate level. Wisdom is your spellcasting ability
for these two spells.
Dragon Champion
Prerequisite: Namekian (warrior clan)
You are a descendant of the ancient namekian warriors,
providing you with the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• When an ally you can see within 5 feet of you is the target
of a creature’s attack roll, you can use your reaction to
leap between your ally and the enemy, causing the attack
to strike you instead. You cannot use this ability if you
are prone, grappled, or otherwise restrained.
Heavyweight
Prerequisite: Strength 13 or higher
You’ve undergone extensive training with weighted
equipment, granting you the following benefits:
• Increase your Strength score by 1, to a
maximum of 20.
• Your total weight doubles. Your carrying
capacity and the weight you can push, drag, or
lift is doubled. You have advantage on all Strength
checks made to push, drag, or lift objects and Strength
(Athletics) checks to avoid being shoved or grappled.
Last Resort
Prerequisite: Android
You are equipped with a dangerous device.
A weapon of last resort used in only the most
desperate situations. As an action, you can
detonate the explosive within your body and
immediately drop to 0 hit points,
47
Poisonous Triclops Ancestry
Prerequisite: Frieza Clansman Prerequisite: Earthling
Your body produces a deadly poison which is stored within One of your ancestors was a triclops, a bearer of advanced
the blade of your tail. You gain the following benefits: magical arts. A third eye awakens on your forehead, granting
you the following benefits:
• You have advantage on saving throws against poison and
you have resistance against poison damage. • Increase your Intelligence, Wisdom, or Charisma score
by 1, to a maximum of 20.
• Your tail contains a hidden blade for delivering poison.
When you use your tail and hit a creature that isn’t a • Your keen senses can focus to see the presence of magic.
Construct or an Undead, the target creature must make a You gain the ability to cast the detect magic spell, but only
Constitution saving throw with a DC of 8 + your as a ritual. You can also cast this spell using spell slots you
Constitution Modifier + your proficiency bonus. On a have of the appropriate level. The spells’ spellcasting
failed save they become poisoned for 1 minute. Once you ability is the ability increased by this feat.
use this ability, you can’t do so again until you roll
initiative at the start of combat or alternatively, until you Spells
finish a short or long rest.
This section contains new spells that the Dungeon Master may
Shapeshifting Academy Initiate add to your Dragon Ball campaign, making them available to
player character and monster spellcasters alike. The Spells
You’ve unlocked the secrets to transforming arts, allowing you table below lists the new spells, ordering them by level. The
to take the form of a simple object - such as a stool, lamp, or a table also notes the school of magic of a spell, whether it
pair of scissors - provided it is no larger than a 5-foot cube, or requires concentration, whether it bears the ritual tag, and
a beast with a challenge rating of 0 for 5 minutes. which classes have access to it.
Additionally, you learn the spell disguise self. When you use
this version of disguise self, it too has a duration of 5 minutes. If you'd like to use any of these spells, talk to your Dungeon
Once you use any of these features, you cannot do so again Master, who may allow some, all, or none of them.
until you finish a short or long rest.
Spells Spell School Conc. Ritual Class
Force-Flash Strike Evocation No No Bard, Sorcerer, Warlock, Wizard
Level Spirit Blast Evocation No No Cleric, Sorcerer, Wizard
0 Fabricate Clothing Conjuration No Yes Artificer, Bard, Sorcerer, Wizard
0 Wolf Fang Fist Transmutation No No Druid, Ranger, Sorcerer
1st Afterimage Illusion No No Ranger, Sorcerer, Wizard
1st Dodon Ray Evocation No No Cleric Sorcerer, Wizard
Solar Flare Evocation No No Artificer, Bard, Cleric, Sorcerer, Wizard
2nd Spirit Ball Conjuration No No Sorcerer, Wizard
2nd Scatter Shot Evocation No No Sorcerer, Wizard
2nd Spirit Saber Evocation Yes No Cleric, Paladin, Sorcerer
2nd Destructo Disc Conjuration No No Sorcerer, Wizard
3rd Hellzone Grenade Transmutation Yes No Sorcerer, Warlock, Wizard
3rd Kamehameha Wave Evocation No No Sorcerer
4th Tri-Beam Necromancy No No Sorcerer
4th Evil Containment Wave Abjuration No No Bard, Cleric, Wizard
5th Instant Transmission Conjuration No No Cleric, Sorcerer, Wizard
5th Unleash Potential Transmutation No No Wizard
6th Dragon Fist Conjuration No No Sorcerer, Wizard
6th Metamoran’s Fusion Dance Transmutation No No Bard, Sorcerer, Wizard
7th Spirit Bomb Conjuration Yes No Bard, Druid, Sorcerer, Wizard
8th
8th
9th
48
Spell Descriptions Dragon Fist
These spells are presented in alphabetical order. 8th-level conjuration
Afterimage Casting Time: 1 Action
Range: Self (60-foot cone)
2nd-level illusion Components: V, S, M (a golden statuette of a lung dragon,
Casting Time: 1 Reaction, which you take when you are hit worn around your hand, worth at least 10,000 gp)
by an melee or ranged attack Duration: Instantaneous
Range: Self You unleash a serpentine draconic spirit that coils through the
Components: V, S air and lashes out at every creature of your choice within a
Duration: Instantaneous 60-foot cone originating from you. The targets must make a
Strength saving throw. On a failed save, they take 2d8 radiant
You interpose a flickering illusory duplicate between you and damage and are knocked prone. On a successful save, they
the attacker. The triggering attack misses, and you can take half as much damage and are not knocked prone. When
immediately move a distance equal to half your speed in a you cast this spell, choose one creature within the cone to be
direction of your choice. the target of the spirit. If this creature fails their saving throw,
they take an additional 12d6 piercing damage and are
Until you stop moving you are considered to be invisible. subjected to a second effect as the dragon rushes forward and
strikes them with legendary power.
Destructo Disc
Rush. If the target is Large or smaller, they are pushed up to
4th-level conjuration 100 feet away from you in a straight line. If the target strikes a
surface, both the surface and the creature take 1d6
Casting Time: 1 Action bludgeoning damage for every 10 feet the target was pushed.
Range: 150 feet If the surface were to break, the dragon continues beyond the
Components: V, S surface and the damage resets.
Duration: Instantaneous
Explosion. If the target is huge or larger, the spirit entangles
You throw a razor-sharp disc of force at a creature or object them and implodes into a devastating wave of radiant energy.
you can see within range. If the target is a creature, they must The target immediately takes 6d6 radiant damage, or 8d6 if
make a Dexterity saving throw, taking 6d10 + 10 slashing they are gargantuan.
damage on a failed save. If the target succeeds on their saving
throw, you can choose to redirect the disc to another target Evil Containment Wave
within 30 feet of the first. This spell deals double damage
against objects and structures, and ignores resistance to 6th-level abjuration
slashing damage.
Casting Time: 1 Action
At Higher Levels. When you cast this spell using a spell Range: 60 feet
slot of 5th level or higher, the damage increases by 1d10 for Components: V, S, M (a clay jar and a magical talisman
each slot above 4th.
worth at least 1,000 gp.)
Dodon Ray Duration: Instantaneous
2nd-level evocation You attempt to seal away one creature that you can see within
range. If the target is of evil alignment, they must succeed a
Casting Time: 1 Action Wisdom saving throw or be magically trapped in a clay jar,
Range: 60 feet which must then be sealed by the magical talisman. If the
Components: V, S target has been trapped by the effects of this spell before, it has
Duration: Instantaneous advantage on the saving throw. If the save is successful, the
creature misses the clay jar, taking 15d8 psychic damage
You fire a superheated beam from your finger in a 5-foot-wide, instead. Once trapped, a creature remains in the clay jar until
60-foot-long line. Creatures struck by the beam must make a the talisman is removed or destroyed.
Dexterity saving throw. On a failed save the creature takes
3d10 radiant damage and has its speed halved until the start The clay jar can hold only one creature at a time. A creature
of your next turn. On a successful save the creature takes half trapped in the clay jar no longer needs to breathe, eat, or drink
damage and its movement is unaffected. and does not age.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d10 for each
slot level above 2nd.
49
Fabricate Clothing Each mote, beginning with those created by the effect that
triggered this spell, raises the potential damage of this spell by
1st-level conjuration 1d6, up to a maximum of 12d6 force damage.
Casting Time: 1 Action R As an action, you can command all motes to converge on a
Range: 10 feet single point within the sphere and erupt into a devastating
Components: V, S, M (a thread of twine) explosion. Every creature within 20 feet of that point must
Duration: Instantaneous make a Constitution saving throw. They take the accumulated
damage of the spell on a failed save, or half as much damage
You fabricate a set of custom clothing at a point you choose on a success. Immediately after you do this, the spell ends.
within range. If you target a creature with this spell they
instantly don the clothing, provided they aren’t wearing At Higher Levels. When you cast this spell using a spell slot
armor. An unwilling creature is not affected by this spell. You of 5th level or higher, the maximum damage increases by 2d6
decide what the clothing looks like, including the cloth, color, for each slot above 4th.
texture, pattern, the design of any emblems, and any other
details. You can’t duplicate the appearance of an outfit that Instant Transmission
you’ve never seen.
6th-level conjuration
Force-Flash Strike
Casting Time: 1 Action or Reaction, which you take when you
Evocation cantrip make an attack roll or start to cast a ranged spell
Casting Time: 1 Action Range: 90 feet
Range: Touch Components: S
Components: V, S Duration: Instantaneous
Duration: Instantaneous
Touching your index and middle finger to your forehead, you
Incandescent energy envelops your fist as you deliver a swift detect and instantly teleport to a specific creature within
strike to a nearby creature. Make a melee spell attack against range. The creature you choose must be known to you, though
the target. If the attack hits, the creature takes 1d6 force they need not be on the same plane of existence as you. You
damage, and if the creature is Large or smaller, you can push appear in an unoccupied space adjacent to the creature of your
it up to 5 feet away from you. choosing.
This spell’s damage increases by 1d6 when you reach 5th If you cast this spell as a reaction, you appear in an
level (2d6), 11th level (3d6), and 17th level (4d6). unoccupied space adjacent to the creature, then proceed to
make the triggering attack roll or ranged spell.You can bring
Hellzone Grenade one willing creature of your size or smaller when you teleport,
but they must be touching you.
4th-level transmutation
At Higher Levels. When you cast this spell using a spell slot
Casting Time: 1 Reaction, which you take when you miss a of 7th level or higher, the spells range increases by 90 feet for
target within range with a spell attack or a creature within each slot level above 6th.
range succeeds on a saving throw that reduces the damage
of one of your spells.
Range: 150 feet
Components: S
Duration: Concentration, up to 10 minutes
You conjure an invisible sphere of magic that allows you to
recapture and manipulate destructive power that is wasted
when casting a spell.
The sphere appears centered on a target that triggers this
spell, and has a radius of 60 feet. When you miss a target
within the sphere with a with a spell attack or a creature
within the sphere succeeds on a saving throw that reduces the
damage of one of your spells, you can use your reaction to
recapture the wasted energy from your attack and transform it
into glowing motes of force that float in unoccupied spaces of
your choice within the sphere. A contributing spell creates a
number of motes equal to 1 + its spell level. These motes shed
dim light in a 10-foot radius, but cannot be attacked or
otherwise interacted with. If the spell ends, they disappear.
50