Katas (Dragon Ball Supplement)

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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 good


Armor Class 14 (Natural Armor)
Hit Points 209 (22d8 + 110)
Speed 65 ft.


STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 20 (+5) 12 (+1) 14 (+2) 11 (+0)

Saving Throws Str +12, Con +12
Skills Arcana +8, Athletics +12, Deception +7, History +8, Intimidation +7, Insight +9, Nature +8, Persuasion +7, Stealth +7
Senses passive Perception 12
Languages Common, Namekian
Challenge 22 (41,000 XP)


Ki. Katas has 26 ki points which he can expend. All ki points are regained at the end of a long rest.

Endurance. When Katas 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. Katas can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Katas makes four attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) force damage.

Spare the Dying. One creature with 0 hit points Katas can touch becomes stable.

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

Ki Blast (1 Ki Point). As a bonus action, Katas's unarmed strikes have their reach increased by +65 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Ki Sense (0+ Ki Points). As a free action, all creatures within 65 ft. are detected. Until the end of Katas'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. Katas may spend 1 additional ki, increasing its range by 65 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 Katas'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 they 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. Katas 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). Katas takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Katas 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 20 Constitution saving throw or be stunned until the end of Katas's next turn. Katas may only make one sledgehammer attack per turn.

Flurry of Blows (1 Ki Point). As a bonus action immediately after Katas takes the Attack action on his turn, he makes two unarmed strikes.

Healing Ray (2 Ki Points). When Katas makes an unarmed strike, the target takes no damage and regains hit points equal to the damage they would have taken.

Elegant Blaster (3 Ki Points). Katas teleports behind a creature within 65 ft. and fires a 30 ft. x 15 ft. line ki wave. This movement does not incur opportunity attacks. All creatures inside this range must attempt a DC 20 Constitution saving throw. If they fail, they take 21 (6d6) force damage, but if they succeed they take half damage. Katas can increase this damage by 19 (2d6 + 12) for every round he charges this Technique.

Blast Storm (3 Ki Points). One creature within 65 ft. must attempt a DC 20 Dexterity saving throw. On a failure, they are restrained for 1 minute. They may retry this saving throw, ending this effect early on a success.

Gigantification (1 Ki Point, Base Transformation). As a full turn action, Katas's size increases by 2 categories and Katas must spend 1 ki point at the end of each of his turns.

Ki Charge As a full turn action Katas regains 5 (1d10) Ki points.

REACTIONS

Deflect Missile. When Katas is hit by a ranged attack, reducing its damage by 27 (1d10 + 22). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Limit Break (1/Day). When Katas drops to 0 hit points, he takes a turn immediately before falling unconcious

Kattats.jpg
[Source].

Long ago, a Dragon Clan namekian named Katas was born. He was an average fighter, but a brilliant scientist. He led those around him with almost as much power as the Grand Elder himself. When the great drought of Age 261 hit, Katas devised a scheme to ensure the survival of his people. A handful of young namekians, including his own son and the Super Namekian that would later be known as Slug, were stripped of their native namekian names and sent to distant planets. Wishing to remain on his homeworld, Katas would eventually die of thirst, leaving Grand Elder Guru the last remaining namekian on their beautiful homeworld.



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