Drum (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 class 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 is not follow traditional CR.

Medium humanoid (Namekian), lawful evil


Armor Class 13 (Natural Armor)
Hit Points 110 (13d8 + 52)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 19 (+4) 12 (+1) 14 (+2) 11 (+0)

Saving Throws Str +8, Con +9
Skills Arcana +6, Athletics +8, Deception +5, History +6, Intimidation +5, Insight +7, Nature +6, Persuasion +5, Stealth +5
Senses passive Perception 12
Languages Common, Namekian
Challenge 13 (10,000 XP)


Ki. Drum has 17 ki points which he can expend. All ki points are regained at the end of a long rest.

Endurance. When Drum is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Unarmored Movement. Drum can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Drum makes three attacks with its unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage.

Flight (1 Ki Point). As a bonus action, Drum gains a flying speed equal to his movement speed.

Ki Blast (1 Ki Point). As a bonus action, Drum's unarmed strikes have his reach increased by +50 ft and are a +9 to hit. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Healing Ray (1 Ki Point). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target regains 7 (1d8 + 3) hit points.

Ki Sense (0+ Ki Points). As a free action, all creatures within 50 ft. are detected. Until the end of Drum's turn, creatures that were within the area can not be invisible to him. Additionally, he learns how many ki points and hit points the creature has, as well as its AC. Drum may spend 1 additional ki, increasing its range by 50 ft. each time. This can not sense creatures using a Godly Transformation.

Ki Suppression (0+ Ki Points). As a free action, bonus action, or reaction on Drum's turn, he may select up to 1/10th of his maximum hit points, ki points, and/or AC. These are put in a "pool" where he can not be accessed by him. He may remove up to up to 1/10th of his maximum hit points, ki points, and/or AC from the pool as a free action, bonus action, or reaction on his turn. Drum may spend ki points to increase the amount added or removed from the pool by the initial amount added or removed per ki point spent.

Stand Ground (1+ Ki Point). Drum takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Drum may use this as a bonus action for 1 additional ki point.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 16 Constitution saving throw or be stunned until the end of Drum's next turn. Drum may only make one sledgehammer attack per turn.

Masenko (1+ Ki Point). After charging for 0.5 rounds, all creatures in a 60 ft. long, 30 ft. wide line must make a DC 16 Dexterity saving throw. On a failure, he take 7 (2d6) force damage. You can add an additional 26 (2d6 + 9) force damage, increase its length by 30 feet, and increase its width by 10 feet for 1 additional ki point by charging for 0.5 a round.

REACTIONS

Deflect Missile. When Drum is hit by a ranged attack, reducing its damage by 18 (1d10 + 13). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

DrumVsTien.png
[Source].

The strongest of King Piccolo's mutant offspring due to being born after his father regained his youth, Drum was capable of taking down Tien Shinhan without difficulty. However, after Goku regained his strength, he was weak enough to be killed in a single attack.



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