Martial Artist's Techniques (Dragon Ball Supplement )

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Martial Artist's Techniques[edit]

The following is a list of every technique the martial artists can use. Attack bonuses, DC and the maximum amount of techniques he can have at a given time should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of martial artist that gains such a technique, with lower listed versions being able to use any that higher listed versions can.


Martial Arts Student[edit]

Flurry of Blows (1 Ki Point)/(Half Technique slot). As a bonus action immediately after the martial artist takes the Attack action on their turn, they make two unarmed strikes.

Perfect Dodge (1 Ki Point)/(Half Technique slot). As a bonus action the martial artist takes the dodge action.

Ki Enhanced Movement (1 Ki Point)/(Half Technique slot). As a bonus action the martial artist takes the disengage or dash action and their jump distance is doubled until the end of their turn.

Stand Ground (1+ Ki Point)/(Half Technique slot). The martial artist takes half as much damage from all sources, but can not willingly move until the beginning of their next turn. They may use this as a bonus action for 1 additional ki point.

Sledgehammer (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Constitution saving throw or be stunned until the end of the martial artist's next turn. They may only make one sledgehammer attack per turn.

Martial Arts Expert[edit]

Ki Jump (1 Ki Point)/(Half Technique slot). As a bonus action, the martial artist jumps up to 30 feet and makes one unarmed strike.

Ki Cushion (1+ Ki Points)/(Half Technique slot). As a reaction, the martial artist can spend 1 or more ki points when they fall to reduce any falling damage they take by an amount equal to five times the ki spent.

Martial Sweep (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Dexterity saving throw or be knocked prone. The martial artist may only make one Martial Sweep attack per turn, the DC cannot exceed 18.

Reactions[edit]

Exchange Blows (2 Ki Points)/(Half Technique slot) When an attack roll is made against the martial artist, they make an unarmed strike against the attacker.

Martial Arts Master[edit]

Ki Sense (0+ Ki Points)/(Half Technique slot). As a free action, all creatures within his movement speed are detected. Until the end of the martial artist's turn, creatures that were within the area can not be invisible to him. Additionally, they learn how many ki points or other currencies converted to their equal amount in ki and hit points the creature has, as well as its AC and the presence of any magical effects originating from such a creature. They may continue using this technique across turns, increasing its range by their movement speed each time. Using this before taking the search action allows them to locate creatures within range. This can not sense creatures using a Godly Transformation unless they also have access to a Godly Transformation. They can take this technique multiple times, increasing its initial range by their movement speed again each time.

Ki Suppression (0+ Ki Points)/(Half Technique slot). As a free action, bonus action, or reaction on the martial artist's turn, they may select up to 1/10th of their maximum hit points, ki points, AC, And/or the damage of all attacks they make. These are put in a "pool" where they can not be accessed by them. They may remove up to 1/10th of their maximum hit points, ki points, AC, And/or penalty to damage from the pool as a free action, bonus action, or reaction. They 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.

Martial Strike (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Constitution saving throw or be blinded until the end of their next turn. The martial artist may only make one Martial Strike attack per turn, the DC cannot exceed 18.

Ki Blast (1 Ki Point)/(Half Technique slot). As a bonus action, the martial artist's unarmed strikes have their reach increased by his movement speed. until the end of their turn. They may spend 1 additional ki point to use this as a free action.

Ki Wave (1 Ki Point). As part of making a Ki Blast attack, its range becomes a line and all creatures within range must attempt a Dexterity saving throw, taking the ki blast's damage on a failure.

Martial Arts Prodigy[edit]

Martial Smash (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Strength saving throw or become stunned until the end of the martial artist's next turn. The martial artist may only make one Martial Strike attack per turn, the DC cannot exceed 18.

Ki Infused Strike (1 Ki Point)/(Half Technique slot) Once per turn when the martial artist hits with an unarmed strike, they may spend 1 ki point to roll one more of the attack's damage, adding the rolls together and dealing an equal amount of damage. If the target hasn't taken a turn since rolling for initiative, they do not need to spend ki.

Super Human[edit]

Flight (1 Ki Point)/(Half Technique slot). As a bonus action, The Superhuman gains a flying speed equal to their movement speed for 1 minute.

Ki Dash (2 Ki Points)/(Half Technique slot). As a Lengthy Action, The Superhuman moves forwards at four times their movement speed, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against them having disadvantage until the end of their turn.

Full Power Blow (1+ Ki Points)/(Half Technique slot). As a bonus action, when the Superhuman makes an attack action, they combine two of the attacks they can make into one attack, adding the damage die and half of the modifier to damage from attacks beyond the first, they may add one more attack they can make per additional ki point spent.

Massive Blow (1+ Ki Points)/(Half Technique slot). As a Free Action when the Superhuman hits a creature with an unarmed strike, the target must succeed a Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hit points.

Huge Ki Wave (5+ Ki Points)/(Charging). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must attempt a Constitution saving throw. If they fail they take 39 (7d10) + twice their Attack bonus radiant damage, but if they succeed they take half damage. He can increase this damage by 13 (2d10) + his Attack bonus, increase its length by 30 ft., and increase its width by 15 ft for every additional ki point spent. Each additional ki point increases its charge time by 1 round.

Kiai (1+ Ki Points)/(Must have Ki sense) each creature within 10 feet must make a Strength saving throw or take 1d8 force damage and be pushed to the edge of this technique’s range. For every 2 ki points up to the Superhuman Ki sense range added, 1d8 damage and 10 feet is added to the affected radius.

Kiai Blast (1+ Ki Points)/(Part of Kiai) When the Superhuman makes an attack with Ki blast, they may cause the ki blast's range to turn into a line and force creatures within the line to make a Strength saving throw, taking Kiai's damage + their strength modifier and be pushed back half the distance Kiai would do.

Reactions[edit]

Kiai Burst (5+ Ki Points)/(Part of Kiai) As a reaction to being targeted by an attack the Superhuman may use Kiai, causing the attack it may be made in response to, to miss in addition to its normal effects, and causing Kiai to deal half as much damage as it normally would.

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