Super Human (Dragon Ball Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class and Adventurer (5e Background) background, and as such does not follow traditional CR.


Medium humanoid (Human), neutral


Armor Class 17 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +8, Con +7
Skills Acrobatics +7, Arcana +4, Athletics +8, Medicine +4, Nature +4, Perception +4, Survival +4
Senses passive Perception 14
Languages Common
Challenge 12 (8,400 XP)


Ki. The Prodigy has 20 ki points which they can expend. All ki points are regained at the end of a long rest.

Focused Ki Control. As long as the Superhuman has half their maximum ki points (10) or higher they gain the following:

  • +2 to initiative rolls
  • +2 to Armor Class
  • A damage reduction of 2

Brawn. When the Superhuman is targeted by an area effect that lets them make a Strength saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fails the save.

Human Determination. Once per long rest, the Superhuman makes a d20 roll with advantage, or forces a creature to make a d20 roll incurred by them at disadvantage.

Enduring Physique. The Superhuman has the following:

  • They have 24 extra hit points.
  • Whenever they regain hit points by spending hit dice the result is doubled.
  • They have advantage on saving throws against exhaustion and its effects.

ACTIONS

Multiattack. the Superhuman makes three attacks with their unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage.

See the Superhuman's known Techniques

  • DC - 16
  • Attack bonus - +8
  • Technique slots - 4

REACTIONS

Deflect Missile. When the Expert is hit by a ranged attack, they may reduce its damage by 19 (1d10 + 14). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Image
[Image Source].



Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dragon Ball franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Dragon Ball copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsDragon BallBestiary

Home of user-generated,
homebrew pages!


Advertisements: