Martial Artist (Dragon Ball Supplement)

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Creating a Martial Artist[edit]

Gohan%2C_all_depictions%2C_2014.jpg
A saiyan that has become a Super Saiyan. Akira Toriyama
Quick Build

You can make a martial artist quickly by following these suggestions. Firstly, Strength should be your highest ability score, followed by Dexterity, then Constitution.

Class Features

As a Martial Artist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Martial Artist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Martial Artist level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength or Wisdom, and Dexterity or Constitution
Skills: Choose three: Athletics, Acrobatics, Insight, Intimidation, Investigation, Perception, Nature, Survival, Stealth, and Arcana

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any two simple weapons or (b) any one martial weapon
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Martial Artist

Level Proficiency
Bonus
Features Ki Points Martial Arts Unarmored Movement
1st +2 Ki, Martial Arts, Unarmored Defense 1 + Con Mod 1d4/1d4 -
2nd +2 Deflect Missile, Unarmored Movement 2 + Con Mod 1d4/1d4 +10 Feet
3rd +2 Ki Strike 3 + Con Mod 1d4/1d4 +10 Feet
4th +2 Ability Score Improvement 4 + Con Mod 1d4/1d4 +10 Feet
5th +3 New Technique 5 + Con Mod 1d6/2d4 +10 Feet
6th +3 Extra Attack 6 + Con Mod 1d6/2d4 +15 Feet
7th +3 Resistant 7 + Con Mod 1d6/2d4 +15 Feet
8th +3 Ability Score Improvement 8 + Con Mod 1d6/2d4 +15 Feet
9th +4 New Technique 9 + Con Mod 1d6/2d4 +15 Feet
10th +4 Unarmored Movement 10 + Con Mod 1d8/3d4 +20 Feet
11th +4 Extra Attack (2) 11 + Con Mod 1d8/3d4 +20 Feet
12th +4 Ability Score Improvement 12 + Con Mod 1d8/3d4 +20 Feet
13th +5 New Technique 13 + Con Mod 1d8/3d4 +20 Feet
14th +5 Ki Charge 14 + Con Mod 1d8/3d4 +25 Feet
15th +5 Advanced Techniques 15 + Con Mod 1d10/4d4 +25 Feet
16th +5 Ability Score Improvement 16 + Con Mod 1d10/4d4 +25 Feet
17th +6 New Technique 17 + Con Mod 1d10/4d4 +25 Feet
18th +6 Extra Attack (3) 18 + Con Mod 1d10/4d4 +30 Feet
19th +6 Ability Score Improvement 19 + Con Mod 1d10/4d4 +30 Feet
20th +6 Limit Break 20 + Con Mod 1d12/5d4 +30 Feet
21st +7 New Technique, Enhanced Charging 21 + Con Mod 1d12/5d4 +30 feet
22nd +7 Ability Score Improvement 22 + Con Mod 1d12/5d4 +35 feet
23rd +7 Super Techniques 23 + Con Mod 1d12/5d4 +35 feet
24th +7 Resistant (2) 24 + Con Mod 1d12/5d4 +35 feet
25th +8 New Technique, Deflect Energy 25 + Con Mod 2d8/6d4 +35 feet
26th +8 Ability Score Improvement 26 + Con Mod 2d8/6d4 +40 feet
27th +8 Warrior's Pride 27 + Con Mod 2d8/6d4 +40 feet
28th +8 Ki-Imbued Body 28 + Con Mod 2d8/6d4 +40 feet
29th +9 New Technique, Master 29 + Con Mod 2d8/6d4 +40 feet
30th +9 Ability Score Improvement 30 + Con Mod 2d10/7d4 +45 feet
31st +9 Lasting Form 31 + Con Mod 2d10/7d4 +45 feet
32nd +9 Weather Resistant 32 + Con Mod 2d10/7d4 +45 feet
33rd +10 New Technique, Warrior's Pride 33 + Con Mod 2d10/7d4 +45 feet
34th +10 Ability Score Improvement 34 + Con Mod 2d10/7d4 +50 feet
35th +10 Honed Body and Mind 35 + Con Mod 2d12/8d4 +50 feet
36th +10 Extra Attack (4), Enhanced Charging 36 + Con Mod 2d12/8d4 +50 feet
37th +11 New Techniique, Deflect Missile 37 + Con Mod 2d12/8d4 +50 feet
38th +11 Ability Score Improvement 38 + Con Mod 2d12/8d4 +55 feet
39th +11 Legendary Techniques 39 + Con Mod 3d8/9d4 +55 feet
40th +11 Resistant (3) 40 + Con Mod 3d8/9d4 +55 feet
41st +12 New Technique, Master (2) 41 + Con Mod 3d8/9d4 +55 feet
42nd +12 Ability Score Improvement 42 + Con Mod 3d8/9d4 +60 feet
43rd +12 Insane Endurance 43 + Con Mod 3d8/9d4 +60 feet
44th +12 Limit Break (2) 44 + Con Mod 3d10/10d4 +60 feet
45th +13 New Technique 45 + Con Mod 3d10/10d4 +60 feet
46th +13 Ability Score Improvement 46 + Con Mod 3d10/10d4 +65 feet
47th +13 Extra Attack (5) 47 + Con Mod 3d10/10d4 +65 feet
48th +13 Insane Endurance 48 + Con Mod 3d10/10d4 +65 feet
49th +14 New Technique 49 + Con Mod 3d12/11d4 +65 feet
50th +14 Ability Score Improvement 50 + Con Mod 3d12/11d4 +70 feet
51st +14 Godly Techniques 51 + Con Mod 3d12/11d4 +70 feet
52nd +14 Adaptation 52 + Con Mod 3d12/11d4 +70 feet
53rd +15 New Technique, Master (3) 53 + Con Mod 3d12/11d4 +70 feet
54th +15 Ability Score Improvement 54 + Con Mod 4d8/12d4 +75 feet
55th +15 Insane Endurance 55 + Con Mod 4d8/12d4 +75 feet
56th +15 Unshakable 56 + Con Mod 4d8/12d4 +75 feet
57th +16 New Technique 57 + Con Mod 4d8/12d4 +75 feet
58th +16 Ability Score Improvement 58 + Con Mod 4d8/12d4 +80 feet
59th +16 Beyond Godly Techniques 59 + Con Mod 4d10/13d4 +80 feet
60th +16 Ultimate Power 60 + Con Mod 4d10/13d4 +80 feet


Ki[edit]

Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of Ki Points. Your Ki points are calculated by adding the Ki Points column of the Martial Artist table to your Constitution modifier.

You can spend these points to fuel various features, hereon referred to as Techniques. At 1st level, you may only know Fundamental Techniques and Basic Techniques. You know a number of Techniques equal to your proficiency bonus, with Fundamental Techniques counting as half as many toward this limit. At the end of a long rest, you may unlearn 1 technique (or 2 if they are both Fundamental) to learn 1 other technique (or 2 if they are both Fundamental).

You may gain Advanced Techniques starting at 15th level, Super Techniques starting at 23rd level, Legendary Techniques starting at 39th level, Godly Techniques starting at 51st level, and Beyond Godly Techniques starting at 59th level.

When you spend a Ki Point, it is unavailable until you finish a short or long rest, at the end of a long rest you regenerate all expended ki, while once per day at the end of a short rest you may regenerate a number of ki points equal to your level.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki effect save DC = 8 + your proficiency bonus + your Wisdom modifier
Ki attack modifier = your proficiency bonus + Wisdom modifier
Charging[edit]

Techniques that require charging are considered fully charged on initiative count 20(losing all ties), X rounds after you use your action to begin charging, where X represents the listed number of rounds required to charge. Charging for “half a round” means charging costs an action, your movement, or half your movement and a bonus action. While charging, you can not move using your movement speed unless otherwise stated. Firing a charged feature can be done as a free action, or as a reaction to it becoming fully charged. For every round you charge a Technique, you may add your Ki attack bonus to its damage. If you take any form of action other than charging while charging, you must attempt a concentration check equal to the Technique's saving throw, you cannot charge a technique a number of times more than your ki maximum.

Transformations[edit]

Certain Techniques are listed as Transformations. There are three kinds of Transformation Techniques, Base Transformations, Form Transformations, and Supplementary Transformations. You may only benefit from one Base and Form Transformation at a time, but any number of Supplementary Transformations. Additionally, some Base and Form Transformations have additional adjectives listed, such as a Godly Base Transformation, or Evil Form Transformation. Base and Form Transformations with adjectives can only be used with Base and Form Transformations with the same adjective. Unless otherwise stated, Transformations can be ended in the same way they were started. Ability score increases from Transformations can extend above your current maximum for the score, and any transformation that requires upkeep is deactivated if the user falls unconscious,(this is bypassed for a Base Transformation if a feature causes the upkeep to become 0). If any transformation that results in an increase of hit points is deactivated, your hit points decrease by that value to a minimum of 1.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain martial artist levels, as shown in the Martial Arts column of the martial artist table.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strike.
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored Defense[edit]

At 1st level while not wearing armor or wielding a shield, your AC equals 10 + your Strength Modifier + your Dexterity Modifier.

Deflect Missiles[edit]

Starting at 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your martial artist level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile has a normal range of 20 feet and a long range of 60 feet.

At 37th level, the damage you can reduce increases to 3d10 + your Dexterity modifier + your martial artist level.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain martial artist levels, as shown in the table.

At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Ki Strike[edit]

At 3rd level, your ambient ki powers your attacks. While you have at least 1 ki point, your unarmed strikes deal force damage.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 19th, 22nd, 26th, 30th, 34th, 38th, 42nd, 46th, 50th, 54th and 58th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. At 20th level, this limit increases to 30, at 30th this limit increases to 40, at 40th this limit increases to 50th, and at 50th this limit increases to 60. Every time this limit increases, this feature allows you to increase any ability score by 1 additional point.

When gaining an ability score increase, you may opt to lose a +2 from this bonus. In return, you gain a feat of your choice.

Extra Attack[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class, to four when you reach 18th level in this class, to five when you reach 36th level in this class, and to six when you reach 47th level in this class.

Resistant[edit]

At 7th level, your strength as a warrior allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you may change the ability modifier that determines your Ki attack modifier and Ki effect save DC to any of the chosen abilities. You may choose one additional ability score to benefit from this effect at 24th level, and another for a total of 3 at 40th level.

Ki Charge[edit]

At 14th level, you can cause your aura to surge to regain ki. As a full turn action, you can roll your unarmed damage die, regaining an equal amount of ki.

Limit Break[edit]

At 20th level, you reject your limits. When you drop to 0 hit points, you may immediately take a turn before you would fall unconcious. You may do this once, regaining all uses at the end of a long rest. This increases to twice at 44th level.

Enhanced Charging[edit]

At 21st level, when you charge a technique, you may accelerate the process by giving up conservation and carefulness in exchange for a more immediate attack, overcharging your attack with ki, When you use your action to charge or begin charging a technique with a charging time of at least half a round and a ki cost, you may spend its base ki cost an additional time to consider it charged for a round, you may do this as many times as your Proficiency bonus divided by 3 per turn.

Techniques which have a base charging time of half a round, don't gain your ki attack modifier to damage per round considered charged in this way.

At 36th level, you may add your unarmed damage die to the damage of techniques that are charged each round it is charged.

Deflect Energy[edit]

At 25th level, when you take acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your ki attack modifier.

Warrior's Pride[edit]

Starting at 27th level, you can retry the saving throw of one effect on yourself that is causing you to be charmed or frightened as a free action, or if it doesn't have a save make a Constitution or Wisdom saving throw against their Spell save DC ending the effect early on a success.

At 33rd level, you can instead end one effect on yourself that is causing you to be charmed or frightened as a free action.

Ki-Imbued Body[edit]

At 28th level, your ki enhances every strand of every muscle in your body. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Master[edit]

At 29th level, Your constant training and understanding of your ki as well as honing of your techniques to an instinctual level has made you a true master of your way of fighting, far beyond what any mortal can dream of.

You gain proficiency in any one skill of your choice.

Additionally you can add half your proficiency bonus in saving throws made with the ability of the chosen skill, becoming proficient on saves you already have half proficiency on, or choosing another ability if you already have proficiency on it. You choose another skill and saving throw at 41st level and at 53rd level.

Lasting Form[edit]

At 31st level, your ki penetrates every cell in your body, strengthening and nourishing them. You can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.

Weather Resistant[edit]

At 32nd level, your ki ambiently shields you from the elements. Temperatures must be twice as high or low for you to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes twice as long for you to suffer exhaustion from said temperatures.

Honed Body and Mind[edit]

At 35th level, your health is unrivaled by any but those on your tier of power and the immortal. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.

Insane Endurance[edit]

At 43rd level, you are functionally immortal. You gain the effects of Ki-Imbued Body, Lasting Form, Weather Resistant, and Honed Body and Mind an additional time. You gain these benefits yet again at 48th level and 55th level. At 48th level, you become immune to poisons and diseases, becoming poisoned, and poison damage.

Adaptation[edit]

At 52nd level, you may replace Techniques as if you had taken a single long rest over the course of 1 minute.

Unshakable[edit]

At 56th level, you become immune to being charmed, frightened, unconcious except by falling to 0 hit points, confused, or taunted.

Ultimate Power[edit]

At 60th level, you can use one additional Form OR Base Transformation Technique at a time, or use a Form and Base Transformation Technique with different adjectives.

Techniques[edit]

Fundamental Techniques[edit]

Ki Sense

Cost: 0+ ki points

Range: Your movement speed radius

As a free action, you sense the ki in your surroundings within range. Until the end of your turn, creatures that were within the area can not be invisible to you. Additionally, you 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. You may continue using this technique across turns, or spend ki points increasing its range by your movement speed each turn and with each ki point. Using this before taking the search action allows you to locate creatures within range. This can not sense creatures using a Godly Transformation unless you also have access to a Godly Transformation. You can take this technique multiple times, increasing its initial range by your movement speed again each time.


Good/Evil Sense

Cost: 1 ki point

As a bonus action when you use Ki sense, you may also know whether a creature sensed by your ki sense is your Good/Evil alignment or the opposite, or are hostile toward another creature within range.


Ki Suppression

Cost: 0+ ki points

As a free action, bonus action, or reaction, you may select up to 1/10th of your maximum hit points, ki points, AC, And/or the damage of all attacks you make. These are put in a "pool" where they can not be accessed by you. You may remove up to 1/10th of your maximum hit points, ki points, AC, And/or penalty to damage from the pool as a free action, bonus action, or reaction. You 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, using this to reduce your power to a certain point can cause creatures with Ki Sense to confuse your signature with other non-harmful creatures or fluctuations of ki in the environment, effectively filtering you out (Discretion from the DM).


Flurry of Blows

Cost: 1 ki point

As a bonus action immediately after you take the Attack action on your turn, you make two unarmed strikes.


Full Power Blow

Cost: 1+ ki points

As a bonus action immediately before you make an unarmed strike as part of the attack action. You may turn two of the unarmed strikes you can make with the attack action into one attack, rolling one attack roll but adding their damage together. You may add an additional unarmed strike you can make with the attack action into this attack for each additional ki point you spend.


Perfect Dodge

Cost: 1 ki point

You take the dodge action as a bonus action.


Ki-Enhanced Movement

Cost: 1 ki point

As a bonus action, you take the disengage action or dash action, and your jump distance is doubled for the turn.


Ki Jump

Cost: 1 ki point

As a bonus action, you may jump up to 30 feet and make one unarmed strike.


Ki Blast

Cost: 1 ki point

As a bonus action, all your unarmed strikes use your Ki attack modifier and have a range equal to your movement speed for one turn, still using your unarmed damage die. You may spend 1 additional ki point to make this a free action.


Flight

Cost: 1 ki point

As a bonus action, you gain a flying speed equal to your movement speed for 1 minute.


Sledgehammer

Cost: 1 ki point

As part of an unarmed strike, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. You may only make one sledgehammer attack per turn.


Stand Ground

Cost: 1 ki point

As an action, or as a bonus action for 1 additional ki point, you receive half as much damage from all sources, but you cannot willingly move until your next turn.


Exchange Blows

Cost: 2 ki points

As a reaction when an attack roll is made against you, you make an unarmed attack against the attacker.


Ki Dash

Cost: 2 ki points

As a Lengthy Action, you move forwards at quadruple your movement speed, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against you having disadvantage until the end of the ki dash.


Ki Surge

Cost: 10 ki points

You make one action as a free action.


Ki Transfer

Cost: 1+ ki points

As an action, you can transfer any amount of ki points that you have currently to a creature within your Ki Sense range. You can also use your ki points to transfer other types of resources to that creature (use the One Currency System for the appropriate exchange rates). The ki points or other resources transferred cannot push that creature over their maximum amount for that resource.


Afterimage Technique

Cost: 2 ki points

As a bonus action, or as a reaction to being targeted by a saving throw or attack, you may move half your movement speed and force any creatures that could see you while at your original position to attempt a Wisdom saving throw. On a failure, you become invisible to them until the start of your next turn. It also ends if you make a harmful action against them, such as an attack or a technique that deals damage. You may spend 3 additional ki points to make an unarmed strike against the attacker immediately after moving.


Solar Flare

Cost: 2 ki points

As an action, every creature you are facing that is not blinded within 45 feet facing you must succeed a Wisdom or Dexterity save. On a failure, they are blinded and stunned until the end of their next turn.


Iaigiri

Cost: 1 ki point

You may imbue a single attack with an excess of ki. Once per turn when you hit a creature with an unarmed strike, you may spend 1 ki point to roll an additional damage die. If the target hasn't taken a turn since rolling for initiative, you do not need to spend ki.


Ki Blade

Cost: 2 ki point

As a bonus action, one melee weapon you are proficient with that you wield can benefit from any effect your unarmed strikes would (except ki strike), and their damage counts as magical for the sake of overcoming resistance and immunity to nonmagical attacks. In addition, you can end this effect early by granting one attack and damage roll you make with that melee weapon to gain a +2 bonus. You must spend 1 ki point at the beginning of each of your turns to keep this active.


Ki Shot

Cost: 2 ki point

As a bonus action, one ranged weapon you are proficient with that you wield can benefit from any effect your unarmed strikes would (except ki strike), and their damage counts as magical for the sake of overcoming resistance and immunity to magical attacks. In addition, you can end this effect early by granting one attack and damage roll you make with that ranged weapon to gain a +2 bonus. You must spend 1 ki point at the beginning of each of your turns to keep this active.


Super Unyielding Spirit

Cost: You gain 1 level of exhaustion

As an action, you gain 10 ki points, and all creatures within 30 ft. must attempt a Strength saving throw, being pushed 15 ft. away from you on a success, or 30 ft. away from you on a failure.


Bloody Dance

Cost: 1 ki point

As a free action, any creatures you hit with an unarmed attack until the beginning of your next turn can not take opportunity attacks until the end of your next turn.


Massive Blow

Cost: 1+ ki points

When you hit a creature with an unarmed strike, you can use a free action to turn it into a massive hit. They must make a Strength saving throw, or be moved up to the damage dealt in feet, rounded to the nearest 5. On a success, they only move half the distance. They can only move a maximum of 15 feet for every ki point you spend making it a massive hit.

In the case that something is in the targeted creature's way, they 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.


Spirit Sword

Cost: 1+ ki points

As a part of an unarmed strike, you can spend 1 ki point to increase the attack’s reach by an additional 5 feet. You can add another 5 feet to the reach for every ki point over the first that you spend.


Ki Cushion

Cost: 1+ ki points

As a reaction, you can spend 1 or more ki points when you fall to reduce any falling damage you take by an amount equal to five times the ki spent.


Lord Frieza!

Cost: 2 ki points

As an action, one creature within 30 ft. of you must succeed a Wisdom saving throw or become frightened of you until the end of their next turn.


Rock Scissors 'N' Paper: Paper!

Cost: 1 ki points

Once per turn, as part of your unarmed strike, the target must succeed a Dexterity saving throw or become prone. The DC for this cannot exceed 18.


Rock Scissors 'N' Paper: Scissors!

Cost: 1 ki point

Once per turn, as part of your unarmed strike, the target must succeed a Constitution saving throw or be knocked blinded until the end of their next turn. The DC for this cannot exceed 18.


Rock Scissors 'N' Paper: Rock!

Cost: 1 ki point

Once per turn, as part of your unarmed strike, the target must succeed a Strength saving throw or become stunned until the end of their next turn. The DC for this cannot exceed 18.

Basic Techniques[edit]

Kamehameha

Cost: 5+ ki points

Charge: 2+ rounds

You prepare the legendary blue ki wave of the Turtle School. When it is unleashed, every creature in a 60 ft. long, 30 ft. wide line must make a Constitution saving throw. If they fail, they take 7d10 force damage, but if they succeed they take half as much. You can increase this damage by 2d10 for every additional ki point spent, increase its length by 30 ft., and increase its width by 15 ft. Each additional ki increases its charge time by 1 round.


Masenko

Cost: 1+ ki point

Charge: 0.5+ rounds

You prepare an advanced ki blast known primarily to the Demon School. All creatures in a 30 foot long and a 10 foot wide line must attempt a Dexterity saving throw. On a failure, they take 2d6 force damage. You can add an additional 2d6 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.


Galick Gun

Cost: 4+ ki points

Charge: 1.5+ rounds

You prepare a purple ki wave passed down through saiyan royalty for generations. All creatures in a 60 ft. long, 20 ft. wide line must make a Constitution saving throw. If they fail, they take 6d10 force damage. On a success, they take half as much damage. You can increase this damage by 1d10 for every additional ki point spent, increase its length by 30 ft., and increase its width by 10 ft. Each additional ki increases its charge time by 0.5 rounds.


Scattering Bullet

Cost: 5+ ki points

Charge: 1+ round

You prepare a ki barrage that acts as a beam, but requires precise movement to dodge. All creatures in a 60 ft. long, 10 ft. wide line with a 10 ft. radius sphere centered on its end must make a Intelligence saving throw. If they fail, they take 6d8 force damage. On a success, they take half as much damage. You can increase this damage by 2d8 for every additional ki point spent, increase its length by 15 ft., and increase its width or the sphere's radius by 5 ft. Each additional ki increases its charge time by 0.5 rounds.


Critical Upper

Cost: 1 ki point

As part of making an unarmed strike, you target all creatures within 5 ft. of the initial target as well.


Dodoria Headbutt

Cost: 3 ki points

As a reaction when you are knocked prone, you take the attack action and immediately stand up.


Cross Arm Dive

Cost: 1 ki point

As an action, you move twice your high jump height, or your flying speed if any, and stay there until the beginning of your next turn, upon which you move up to twice your movement speed without any vertical movement, after which you descend to the ground, taking the Attack action, only targeting one creature. These attacks gain a +1 bonus to your attack and damage rolls.


Sacrifice

Cost: 3+ ki points

Range: Half your movement speed

As a reaction when a creature within range is hit by an attack or targeted by a saving throw, you may move up to this technique’s range and interpose yourself between the ally and the source, taking their place as the target of the attack. You reduce the damage by your Ki attack modifier and take the rest of the damage.

You may double the initial ki cost and lose your next turn's action to double the range of this technique.

Additionally, you may spend 2 ki points when another attack is made against the same ally on the same turn, using whatever range of this technique is left to remain between the ally and the source, and using any leftover damage reduction from the initial use against the subsequent attacks, you may reduce the cost of any instance of this technique to a minimum of 0, doubling the damage dealt against you for each ki point reduced.


Ki-Focused Aim

Cost: 1+ ki points

Requirements: Ki Shot

As a free action, or reaction, when you miss with a weapon benefitting from Ki Shot, you can spend up to 4 ki points to increase your attack roll by the amount spent, potentially turning the miss into a hit.


Ki-Infused Slash

Cost: 1+ ki points

Requirements: Ki Blade

As a free action, or reaction, when you hit with a weapon benefitting from Ki Blade, you can spend up to 4 ki points to increase your damage roll by twice the amount spent.


Dodon Ray

Cost: 1 ki point

Requirements: Ki Blast

You learn the primary assassination Technique of the Crane School. 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.


Death Beam

Cost: 1 ki points

Requirements: Ki Blast

You can generate a purple beam from your fingertips that moves at unavoidable speeds. As a free action, until the beginning of your next turn when you make a Ki Blast attack you may spend this technique's cost, its range is halved and it becomes a line, it deals twice as much damage, and all creatures within range must attempt a Constitution saving throw, taking the ki blast's damage on a failure.


Magnum Finger

Cost: 1 ki point

Requirements: Ki Blast

You train your Ki Blasts, allowing you to expand them into an almost Masenko-sized beam. As part of making a Ki Blast attack, its range is halved and it becomes a line, its width increases by 15 ft., and all creatures within range must attempt a Strength saving throw, taking the ki blast's damage on a failure.


Spirit Ball

Cost: 2 ki point

Requirements: Ki Blast

As a free action, you control your ki blast with the swipe of your finger. As part of making a Ki Blast attack, its range is doubled and it becomes a line, it deals half as much damage, and all creatures within range must attempt an Intelligence saving throw, taking the ki blast's damage on a failure. Any number of times before it's range becomes 5 feet, you may halve the current range of this technique, and cause any target in range to be targeted an additional time.


Rebellion Spear

Cost: 1 ki point

Requirements: Ki Blast

You develop the instinctual Technique of a wild warrior. As part of making a Ki Blast attack, its range becomes touch and you instead move its initial range. This can only be used once per turn without having a target.


Wolf Fang Fist

Cost: 2 ki points

You focus your ki while embodying the aggressive fighting style of a wolf. When you make an unarmed strike, you make 1 additional unarmed strike.


Arm Break

Cost: 2 ki points

You channel your ki into raw strength and precision. When you make an unarmed strike, if you roll the target’s AC + 10 or higher, it counts as a critical hit. You can only use Arm Break once per turn.


Mouth Energy Wave

Cost: 5 ki points

When you use a Technique that deals damage that does not require charging, including Ki Blast, or when you begin charging a Technique that does require charging, you instead gather its ki in your mouth. If it did not require charging, you gain advantage, or creatures that make its saving throw gain disadvantage. If it did require charging, you may make 1 action on each of your turns without needing to make a concentration check.


Final Shine

Cost: 5 ki points

When you use a Technique that deals damage that does not require charging, including Ki Blast, or when you begin charging a Technique that does require charging, you instead gather its ki quickly in a single hand. If it did not require charging and was an action, you may use it as a bonus action or reaction. If it did require charging, you may make 1 bonus action on each of your turns or 1 reaction per round without needing to make a concentration check.


Kill Driver

Cost: 4 ki points

Charge: 2 rounds

You prepare a powerful ring of Ki. Every creature in a 120 foot line must succeed a Dexterity saving throw or take 6d12 force damage and are restrained, taking half damage and not being restrained on a success. If a creature fails this saving throw, the ring can not deal any damage to additional creatures. Creatures that are Small or Tiny have advantage on this saving throw.


Tri-Beam

Cost: 5 ki points

Also known as the Kikoho, the Tri-Beam is a powerful, risky attack. As an action, you make a ranged attack against every creature in a 60ft cube with one edge within 5 ft. of you, dealing 10d10 force damage on a hit, and you take 8d8 necrotic damage. The damage dealt to yourself cannot be reduced in any way. If using this feature reduces you to 0 hit points, you automatically fail your first death saving throw.


Telekinetic Paralysis

Cost: 4 ki points

As an action, you focus your telekinetic abilities into one creature within 45 ft., forcing them to succeed a Strength saving throw or become paralyzed until the end of their next turn.


Blast Ball

Cost: 2 ki points

Requirements: Ki Blast

As an action, you create a Small ball of energy that occupies any space within 10 feet, where it stays for 5 minutes or until it is destroyed. If it is destroyed, the creature that does so regains 2 Ki Points. When you would make an unarmed attack, you can make a Ki Blast attack as if you were in the same space as as the ball. This can be done once per ball. It has 10 hit points, 10 AC, and a 10 in all ability scores.


Blast Storm

Cost: 3 ki points

Requirements: Ki Blast

You can launch a disk of Ki at a creature within your Ki Blast range. They must succeed a Dexterity saving throw. On a failure, they are restrained for 1 minute. They may retry this saving throw at the end of each of your turns. On a success, they are not restrained.


Purple Comet Hurricane

Cost: 5 ki points

Transformation: Supplementary

As a bonus action, you take on a state of unrivaled erraticism. You reduce your movement speed to 0 and restrict your action to making unarmed strikes. When you make an unarmed strike, you may move half your unreduced movement speed as part of each unarmed strike, and you may make 2 additional unarmed strikes when you take the attack action.


Healing Ray

Cost: 2 ki points

As an action, make one unarmed strike. This attack deals no damage and the target regains hit points equal to the damage they would have taken.


Invisibility

Cost: 9 ki points

As an action, you cloak body and any items you were wearing when you use this technique in light-reflecting ki for up to 1 minute. You must maintain concentration on this technique as if you were charging, but you can move up to half your movement speed without needing to make a concentration check, afterwards you must make a concentration check for every 10 additional ft. of movement. This counts as two techniques for the sake of your technique limit.


Devilmite Beam

Requirements: Good or Evil alignment

Cost: Half the technique's cost, rounded up

When you use a technique that deals force damage, you turn the energy of the target's conflicting thoughts against each other. On an attack roll hit/saving throw failure, any creatures of your Good/Evil alignment take no damage, and creatures of the opposite alignment take twice the damage. Neutral creatures take the technique's normal damage.


Binding Strike

Cost: 3+ ki points

When you use a technique that deals force damage, you turn its destructive energy into tensile strength, allowing you to move yourself or the target. On an attack roll hit/saving throw failure, instead of taking damage, a target that is your size category or smaller is moved anywhere within 5 ft. of you. If the target has a greater size category than you, you may move anywhere within 5 ft. of it.


False Courage

Cost: 3 ki points

Transformation: Supplementary

As a bonus action, you are able to convince yourself that you are stronger than you actually are. At the start of each of your turns, you gain a number of temporary hit points up to your Constitution modifier. You must spend ki points equal to half the amount of temporary hit points at the end of each of your turns to maintain this form.


Kiai

Requirements: Ki Sense

Cost: 1+ ki point

As an action, you release transparent blasts of air with a mighty shout. Everything within 10 feet must make a Strength saving throw, or take 1d8 force damage and be pushed outside of this technique's range. For every additional 2 ki points you spend, the range increases by 10 feet and the damage increases by 1d8. You cannot increase the range past your Ki Sense technique's range.

You can spend 4 extra ki points to use this as a reaction when an attack is made against you, before any attack rolls are made. This causes it to fail, but this technique does half as much damage as it would normally.

Alternatively, when you make a Ki Blast attack, you can use this technique to instead make its range a line, force everything in range to make a Strength save, or take the Kiai's damage + your ki blast damage modifier and be pushed back half as much as it would normally on a failure.


Vanishing Cosmic Illusion

Cost: 2+ ki points

As a reaction, whenever you would be hit by an attack you can spend 2 Ki Points to reduce the damage by 1d8 + your Ki attack modifier. For every additional Ki point, you can reduce the damage by an additional 1d8 OR reduce the damage of an additional attack made against you on the same turn. If the damage is reduced to 0, you can teleport up to your movement speed, anywhere within 10 feet of the attacker in an unoccupied space.


Four Witches Technique

Cost: 2 ki points

Transformation: Supplementary

As an action, you sprout an additional pair of arms. While in this form you gain the following effects:

  • You may make one additional bonus action on each of your turns.
  • You may add your Proficiency bonus to Strength saving throws and Athletics checks an additional time.
  • Your Strength increases by +2.
  • You must spend 1 ki point or 2d8 hit points at the end of each of your turns to maintain this form.


Vampiric Power

Cost: 3 ki point

Transformation: Base

As an action, you manipulate your ki in multiple abstract ways to temporarily transform your body into the form of a vampire. You gain the following:

  • Your Dexterity increases by +2
  • As a bonus action, your size becomes tiny, you gain a flying speed of 30ft, and your action is limited to making unarmed strikes.
  • When you hit a creature with an unarmed strike while grappling them, you regain half as many hit points as damage dealt.
  • You must spend 1 ki point or 3d10 hit points to maintain this form.


Dark Form

Cost: 2 dark points

Requirement: Demon Realm Race

Transformation: Base

As a bonus action, you use your Dark Points to fuel your power and abilities further and in a much more manifested way than the Dark Points would allow naturally. This could be seen as a prototype Super Demon form. You gain the following:

  • Your Strength and Dexterity increases by +2.
  • You radiate dim light for 5 feet.
  • You must spend 1 dark point at the end of each of your turns OR 1 ki point at the end of each of your turns to maintain this form.


Muscular Form

Cost: 3 ki point

Requirements: Frost Demon

Transformation: Base

As an action, you release the first layer of bio-suit, entering your second form. You gain the following:

Advanced Techniques[edit]

Destructo-Disk

Requirements: Ki Blast

Cost: 3 ki points

When you fire a ki blast, you transform the ki into a vicious, highly efficient disk of ki from your fingertips. On a hit, you deal twice as much damage and ignore any form of damage reduction or threshold.


Special Beam Cannon

Cost: 5+ ki points

Charge: 3+ rounds

Otherwise known as the Makankōsappō, the Special Beam Cannon is a yellow and pink spiraling ki beam known to the Demon School. All creatures in a 120ft x 5ft line must make a Dexterity saving throw. If they cannot move, they automatically fail. On a success, they take no damage. On a failure, they must take 6d10 force damage. For every additional 2 ki points you spend, the damage increases by 3d10, and you spend an additional round charging.


Ki Barrier

Cost: 3+ ki points

Transformation: Supplementary

As a bonus action, you erect a 5 foot barrier of ki around your body, granting anyone within the barrier an increase to damage threshold and reduction of 6 against all effects originating from outside the barrier until the end of your next turn. You may increase the damage threshold and reduction by 1 or increase the width of your barrier's radius by 5 feet for every 2 additional ki points. You may spend ki points equal to half the initial cost at the end of each of your turns to extend this to the end of your next turn. You may spend 3 additional ki points separate from the previous effects to use this as a reaction.


Power Ball

Cost: 5 ki points

Range: 60 feet

As an action, you throw a ball of energy that is a Small object with 10 hit points and 12 AC, and automatically self-destructs after 1 minute. This ball replicates the Blutz waves that a full moon emits, granting every creature within 120 ft. the effects of being under the full moon.


Big Bang Attack

Cost: 10 ki points

You fire a 30 ft. radius ki blast up to 120 ft. from you. Every creature within range must attempt a Constitution saving throw. On a failure, they take 12d10 force damage. On a success, they take half as much damage. This damage decreases by 2d10 for every 5 feet away from the center of the radius they are.


Burning Attack

Cost: 10 ki points

You fire a 30 ft. radius ki blast up to 60 ft. from you. Every creature within range must attempt a Dexterity saving throw. On a failure, they take 12d10 force damage. On a success, they take half as much damage. This damage decreases by 1d10 for every 5 feet away from the center of the radius they are.


Explosive Demon Wave

Cost: 10 ki points

You fire a 15 ft. radius ki blast up to 180 ft. from you. Every creature within range must attempt a Strength saving throw. On a failure, they take 12d10 force damage. On a success, they take half as much damage. This damage decreases by 2d10 for every 5 feet away from the center of the radius they are.


Evil Impulse

Cost: 10 ki points

You fire a 45 ft. radius ki blast up to 120 ft. from you. Every creature within range must attempt a Wisdom saving throw. On a failure, they take 12d10 force damage. On a success, they take half as much damage. This damage decreases by 2d10 for every 5 feet away from the center of the radius they are.


Elegant Blaster

Cost: 3 ki points

Charge: 1+ rounds

You teleport up to your movement speed and fire a 30 foot long, 15 foot wide line ki wave. All creatures inside this range must attempt a Constitution saving throw. If they fail, they take 6d6 force damage, but if they succeed they take half damage. You can increase this damage by 2d6 for every additional ki point spent. Each additional ki increases its charge time by 0.5 rounds.


Recoome Ultra Fighting Bomber

Cost: 3 ki points

Charge: 3 rounds

You begin to charge a massive energy attack. While charging this technique, you do not have to attempt a concentration check when you take damage. All creatures in a 60 ft. radius must attempt a Constitution saving throw. On a failure, they take 7d8 force damage and are moved up to the damage dealt in feet, rounded to the nearest 5. On a success, they take half as much damage and are moved half as far.

In the case that something is in the targeted creature's way, they must make a Dexterity save, or take half the damage the targeted creature took from failing the saving throw, stopping them from moving further unless this drops them to 0 hit points.


Ball Crusher

Requirements: Blast Ball

As a bonus action while a Blast Ball is within your Ki Blast range, you can make it detonate as a bonus action. You regain 1 ki point, and every creature within 10 feet of it must succeed a Dexterity saving throw. On a failure, they take your Ki blast's damage + your Ki attack bonus damage. On a success, they take half as much damage.


Blast Shower

Cost: 8 ki points

As an action, you cover a 30 foot radius area centered on you in a thick cloud with beams of Ki dancing across it for 1 minute. If a creature ends its turn within the area or enters the area for the first time on that turn, you may immediately make a Ki Blast attack against them.


Self Destruct

Cost: You are reduced to 0 hit points

As an action or reaction on your turn, you may detonate a bomb located within your chest or simply overload your ki. Every creature within 60 feet must make a Dexterity saving throw. On a failure, they take 10d20 force damage, or half on a success. This circumvents features that reduce all/half effects to half/none. If you are grappling a creature, they automatically fail.


Spirit Bomb

Charge: Up to your Charisma score rounds

By calling on the positive energy of every living thing, you can create a ball of immense energy with minimal ki cost, but with a huge charge time. When launched, all creatures within a 10 ft. radius up to 40 ft. from you must attempt a Strength saving throw. On a failure, they take 2d8 force damage. On a success, they take half as much damage and they may deflect it to another point within its range, targeting the creatures in the new spot with the remaining damage. Evil creatures have disadvantage on this saving throw, while Good creatures have advantage.

You have disadvantage on concentration checks to maintain a Spirit Bomb if you are in a Transformation that restricts using certain Techniques.

For every round spent charging the bomb, it gains 2d8 force damage, its range by 10 ft., and its radius increases by 5 ft.

Willing creatures or creatures controlled by you within the same plane of existence may contribute power to the bomb by spending one hitdie as an action. The bomb's damage increases by 1, its range by 5 ft., and its radius by 2.5 ft per each 5 hitdie received, a number of times up to your Charisma score times the rounds charged, any increases gained that are above this limit come into effect in subsequent rounds.


Revenge Death Ball

Charge: Up to your Charisma score rounds

By calling on the negative energy of every living thing, you can create a ball of immense energy with minimal ki cost, but with a huge charge time. When launched, all creatures within a 10 ft. radius up to 40 ft. from you must attempt a Strength saving throw. On a failure, they take 2d8 force damage. On a success, they take half as much damage and they may deflect it to another point within its range, targeting the creatures in the new spot with the remaining damage. Good creatures have disadvantage on this saving throw, while Evil creatures have advantage.

You have disadvantage on concentration checks to maintain a Revenge Death Ball if you are in a Transformation that restricts using certain Techniques.

For every round spent charging the bomb, it gains 2d8 force damage, its range by 10 ft., and its radius increases by 5 ft.

Willing creatures or creatures controlled by you within the same plane of existence may contribute power to the bomb by spending one hitdie as an action. The bomb's damage increases by 1, its range by 5 ft., and its radius by 2.5 ft per each 5 hitdie it received, a number of times up to your Charisma score times the rounds charged, any increases that are above this limit come into effect in subsequent rounds.


Supernova

Cost: 5 ki points

Charge: 1+ rounds

You create a burning ball of ki from your fingertip. When launched, all creatures within a 10 ft. radius up to 40 ft. from you must attempt a Strength saving throw. On a failure, they take 2d12 force damage. On a success, they take half as much.

For every round spent charging the bomb, it gains 2d12 force damage, its range by 10 ft., and its radius increases by 5 ft., and you must spend 1 ki point.


Mafuba

Cost: 15 ki points

In order to use this technique you need a container of some kind and a seal with a god's name on it. One creature within 20 ft. must succeed a Constitution or Wisdom saving throw. On a failure, they are under the effect of the Minimus Containment version of the imprisonment spell. You must make the same saving throw. If you succeed you gain 1 level of exhaustion and cannot spend ki for 1 minute. If you fail, you also fall to 0 hit points.


Spread-Shot Retreat

Cost: 1 ki point

As part of taking the disengage action, you make 1 unarmed strike.


Saibaman Seed Creation

Cost: 5 ki points

You convert a normal seed of any kind into a saibaman seed. When planted as an action, it becomes a saibaman at the end of your next turn. You may have up to 3 saibamen alive at once. They are allied to you, but not charmed by you. Each saibaman lasts for 1 minute, after which they die instantly.


Rebirth

Requirements: Namekian or Alien

When you would die, you may instead cast clone as a reaction with a range equal to your flying speed. The clone must be of yourself, does not have to be inside a sealed container, and is already fully formed. If you currently have 10 or fewer ki points, the clone has 1 hit point. You may do this once, regaining one fifth of a use at the end of a long rest.


Thunder Shock Surprise

Cost: 3 ki points

When you deal force damage, you may instead deal lightning damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become spasmic until the end of their next turn. If it is a saving throw, on a failure they become spasmic for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Nova Death Ray

Cost: 3 ki points

When you deal force damage, you may instead deal fire damage, and they begin burning.


Icicle Claws

Cost: 3 ki points

When you deal force damage, you may instead deal cold damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become chilled until the end of their next turn. If it is a saving throw, on a failure they become chilled for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Saibabeam

Cost: 3 ki points

When you deal force damage, you may instead deal acid damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become pained until the end of their next turn. If it is a saving throw, on a failure they become pained for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Bloody Sauce

Cost: 3 ki points

When you deal force damage, you may instead deal poison damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become poisoned until the end of their next turn. If it is a saving throw, on a failure they become poisoned for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Psychic Blaze

Cost: 3 ki points

When you deal force damage, you may instead deal psychic damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become confused until the end of their next turn. If it is a saving throw, on a failure they become confused for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Sonic Bomb

Cost: 3 ki points

When you deal force damage, you may instead deal thunder damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they are staggered until the end of their next turn. If it is a saving throw, on a failure they are staggered for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


God Splitter

Cost: 3 ki points

When you deal force damage, you may instead deal radiant damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become cleansed. If it is a saving throw, on a failure they become cleansed.


Black Water Mist

Cost: 3 ki points

When you deal force damage, you may instead deal necrotic damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become berserk until the end of their next turn. If it is a saving throw, on a failure they become berserk for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Telekinesis Ultimate Strike

Cost: 3 ki points

When you deal force damage, you may instead deal bludgeoning, slashing, or piercing damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become stunned until the end of their next turn. If it is a saving throw, on a failure they become stunned for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Dirty Fireworks

Cost: 7 ki points

When you deal force damage, except from Techniques that require charging, that is more than half of the target's maximum hit points, They must attempt a Constitution saving throw. On a success their current hit points are halved, on a failure you instead kill the target instantly, reducing their body to ash. Creatures killed by this can not be resurrected by any means other than True Resurrection or Wish.


Multi-Form Technique

Cost: 4 ki points

As an action, you create up to three clones. You and the clones divide your hit points and ki points evenly across each other(as well as their maximums). The clones can take actions as normal, however they do not benefit from the Extra Attack or Ki Charge feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their ki, you dismiss them at will, or you fall unconscious. If the clone still has hit points or ki when it dissipates, it is divided across you and the other clones.

  • Clones have no range limit as to how far away they can be.
  • Any effects affecting you when the clone is created carry over to the clone.
  • A clone carries a copy of all your equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a clone dissipates, the main body will receive any knowledge, experiences, and memories it has acquired as if it experienced it itself, as well as matching your clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.


Gigantification

Cost: 1 ki point

Transformation: Base

As a full turn action, your size increases by two categories. You must spend 1 ki point at the end of each of your turns to maintain this Transformation. If you are a Namekian, this counts as a Fundamental Technique.


Powerhouse

Cost: 1 ki point

Transformation: Base

As a full turn action, your size increases by one category, your Dexterity score decreases by -4, and your Strength and Constitution scores both increase by +4. You must spend 1 ki point at the end of each of your turns to maintain this Transformation. If you are an alien, this counts as a Fundamental Technique.


Rage State

Cost: 1 ki point

Transformation: Form

As an action, you awaken your inner rage. You gain the following:


Full Power

Cost: 5 ki point

Transformation: Base

As a bonus action, your ki courses through your veins, enhancing your power and resulting in a grand glow. You gain the following:

  • You gain a pool of points, equal to your current ki points(maximum 18). When you make an attack roll, skill check, or saving throw, you can add any amount of points from this pool before other modifiers, so long as it does not bring the result beyond 18. This pool resets at the start of your turn.
  • You shed bright light for 10 ft., and you shed dim light for an additional 10 ft.
  • You must spend 3 ki points at the end of each of your turns to maintain this form.


Kaioken

Transformation: Supplementary

Cost: 5 maximum hit points per level of kaioken

As a bonus action, you grant yourself any number of levels of kaioken to a maximum of half your level. You gain the following effects per level of kaioken:

  • Your movement speeds are increased by 5.
  • Your Strength and Dexterity increase by +1.
  • The number of maximum hit points you lose from kaioken is multiplied by 10 while you are in a transformation that restricts use of one or more techniques.
  • The number of maximum hit points you lose from kaioken is multiplied by 10 if you grant yourself levels which exceed your constitution modifier.
  • At the end of each of your turns, you lose 10 maximum hit points per level of kaioken. (This counts as ki for features that interact with maintenance costs).


Super Namekian

Cost: 1 willing namekian you can touch

Requirements: Namekian

Transformation: Supplementary

As an action, you fuse with a namekian, transcending to a higher level of consciousness. You may apply this transformation each time you fuse another willing Namekian. You gain the following benefits each time:

  • Your Strength, Dexterity, and Constitution increases by +2.
  • You gain their subrace features, not including its ability score increase.
  • Your reach increases by +5 feet


Premature Victory Declaration

Cost: 3 ki points

Transformation: Supplementary

As an action, you yell out a declaration of your early victory while raising one or both your arms, along with the first two fingers on each hand to form a “V”. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on any attack roll that isn't against you, and when that creature hits a creature other than you with an attack, the targeted creature has resistance to the damage dealt. This effect ends on the creature if you are incapacitated or die. You must spend 1 ki point at the end of each of your turns to maintain this form.


Assault Form

Cost: 1 ki point

Requirements: Frost Demon, Muscular Form

Transformation: Base

As an action while Muscular Form is active, your horns grow to a sweeping crest as you grow even more. You gain the following in addition to the benefits of Muscular Form:

  • Your Strength, Dexterity, and Constitution increases by +2.
  • Your size becomes Large.
  • You must spend 1 ki point at the end of each of your turns to maintain this form.


Grade 2 Transformation

Cost: 1 ki point

Choose one transformation that you know. When you transform into the Transformation or as a bonus action while in it, you swell the form with additional ki. One ability score that is already increased by the transformation increases by +2, or two ability scores that are already increased by the transformation increase by +1. If the transformation does not increase ability scores, one ability score of your choice increases by +1. If the transformation can be gained more than once, such as Kaioken, you can only benefit from this increase once. This counts as half a Technique for the sake of your Technique limit. You may only apply this Technique to a Transformation once, but can take this Technique multiple times, applying its effects to a different Transformation.


Grade 3 Transformation

Cost: 1 ki point

Choose one transformation that you have Grade 2 Transformation applied to. As a bonus action while Grade 2 is active, you swell the form with additional ki, overwhelming your body with muscle. One ability score that is already increased by the transformation increases by +2, or two ability scores that are already increased by the transformation increase by +1, but your Dexterity decreases by -4. If the transformation does not increase ability scores, one ability score of your choice increases by +1. If the transformation can be gained more than once, such as Kaioken, you can only benefit from this increase once. This counts as half a Technique for the sake of your Technique limit. You may only apply this Technique to a Transformation once, but can take this Technique multiple times, applying its effects to a different Transformation.


Grade 4 Transformation

Cost: 0 ki points

Choose one transformation that you have Grade 3 Transformation applied to. When you transform into the Transformation or as a bonus action while in it, you refine its power to its ultimate form. Its ki maintenance cost is reduced by 2, you gain the benefits of Grade 2 and Grade 3, and you may choose to ignore any effects of the transformation of your choice, including those from interaction such as that between Super Saiyan and Kaioken, excluding those from adjectives and excluding use and maintenance cost. This counts as half a Technique for the sake of your Technique limit. You may only apply this Technique to a Transformation once, but can take this Technique multiple times, applying its effects to a different Transformation.

Super Techniques[edit]

Super Saiyan

Cost: 1 ki point

Requirements: Saiyan

Transformation: Form

As an action, or as a bonus action while Super Saiyan A-Type is active, you awaken your saiyan rage. You gain the following:

  • Your Strength, Dexterity, and Constitution increases by +4.
  • Your aura radiates bright light for 10 feet and dim light for another 10 feet.
  • You can not use Ki Suppression.
  • You must spend 1 ki point at the end of each of your turns to maintain this form.


Super Saiyan 2

Cost: 2 ki point

Requirements: Saiyan, Super Saiyan

Transformation: Form

As an action, or as a bonus action while either Super Saiyan or Super Saipan C-Type is active, you ascend past the legend of Super Saiyan. You gain the following in addition to the benefits of Super Saiyan:

  • Your Strength, Dexterity, and Constitution increases by +4.
  • Your aura radiates bright light for an additional 10 feet and dim light for another 10 feet.
  • You can not use Ki Suppression.
  • You must spend 2 ki point at the end of each of your turns to maintain this form.


Super Saiyan 3

Cost: 5 ki point

Requirements: Saiyan, Super Saiyan 2

Transformation: Form

As an action while Super Saiyan is active, or as a bonus action while Super Saiyan 2 is active, you awaken the complete potential of the standard Super Saiyan. You gain the following in addition to the benefits of Super Saiyan 2:

  • Your Strength and Dexterity increases by +4.
  • Your aura radiates bright light for additional 10 feet and dim light for another 10 feet.
  • You can not use Ki Suppression.
  • Ki Charge grants half as many ki points.
  • You must spend 5 ki point at the end of each of your turns to maintain this form.


Super Saiyan A-Type

Cost: 1 ki point

Requirements: Saiyan

Transformation: Form

As an action, you awaken the precursor to saiyan legend. If you transform into Super Saiyan while in Super Saiyan A-Type, you benefit from both forms simultaneously. You gain the following:

  • Your Strength, Dexterity, and Constitution increases by +1.
  • Your aura radiates dim light for 20 feet, and any aura that you gain from a saiyan transformation becomes dim light.
  • You can not use Ki Suppression.
  • You must spend 1 ki point at the end of each of your turns to maintain this form.


Super Saiyan C-Type

Cost: 1 ki point

Requirements: Saiyan, Super Saiyan A-Type, Super Saiyan

Transformation: Form

As a action or bonus action while both Super Saiyan and Super Sayian A-Type are active, you activate a special, stronger form of Super Saiyan. You gain the following in addition to the benefits of Super Saiyan:

  • Your Strength, Dexterity, and Constitution increases by +1.
  • Your aura radiates dim light for an additional 20 feet.
  • You can not use Ki Suppression.
  • You must spend 1 ki point at the end of each of your turns to maintain this form.


Evil Saiyan

Cost: 3 ki points

Requirements: Saiyan

Transformation: Base

As an action, you awaken the buried power of the ancient saiyans. You gain the following:

  • Your Strength, Dexterity, and Constitution increases by +2.
  • Your aura radiates dim light for 20 feet, and any aura that you gain from a saiyan transformation becomes dim light.
  • You can not use Ki Suppression.
  • You must spend 3 ki point at the end of each of your turns to maintain this form.


Super Demon

Cost: 3 Dark points

Requirements: Demon Realm Race, Dark Form

Transformation: Base

As an action you reveal your dark power pulled from the demon realm. You gain the following in addition to the benefits of Dark Form:

  • Your Strength and Constitution increases by +6. Your Dexterity increases by +2.
  • Your aura radiates dim light for 20 feet.
  • You cannot use Ki Suppression
  • You must spend 3 ki points at the end of each of your turns to maintain this form.


Red-Eyed Form

Cost: 1 ki point

Requirements: Namekian or Cerealian

Transformation: Form

As an action, you awaken the powers of both a pure and evil namekian, or your right eye attributes fully envelop both eyes. You gain the following:

  • Your Strength, Dexterity, and Constitution increases by +4.
  • You can not use Ki Sense.
  • You must spend 1 ki point at the end of each of your turns to maintain this form.
  • If you are a Cerealian and gain this form, this transformation counts as a Basic Technique instead of a Super Technique. Additionally, you can use Ki Sense.

True Form

Cost: 1 ki point

Requirements: Frost Demon, Assault Form

Transformation: Base

As an action while Assault Form is active, you remove your entire bio-suit, completely losing your horns and returning to your first form's size. You gain the following in addition to the benefits of Assault Form:

  • Your Strength, Dexterity, and Constitution increases by +2.
  • Your size becomes Small.
  • You must spend 1 ki point at the end of each of your turns to maintain this form.


Unknown Unfathomable Power

Cost: 1 ki point

Requirements: Majin

Transformation: Form

As an action, you begin to awaken the power of a true Majin. You gain the following:

  • Your Constitution increases by +6. Your Dexterity and Strength increases by +2.
  • You cannot use Ki Suppression.
  • You must spend 1 ki point at the end of each of your turns to maintain this form.


Dragon Fist

Cost: 3+ ki points

As an action, you may charge forwards, forming a dragon of ki around your fist. You move a number of feet up to your movement speed, forcing all creatures of your choosing within 5 feet of you to attempt a Dexterity saving throw or be knocked prone. At the end of this movement, you make one melee attack with advantage. On a hit, the target takes the attacks damage and moves 10 feet away from you. For every additional ki point spent, you deal 1 additional die of damage, move 20 additional feet, and move the target 10 additional feet.


Final Flash

Cost: 1+ ki points

Charge: 1 round

You prepare a massive yellow ki blast that is 120ft long and 60ft wide. Every creature in range must make a Constitution saving throw. On a failure, they take 1d20 force damage for every ki point spent. On a success, they take half. This circumvents features that reduce all/half effects to half/none.


Final Explosion

Cost: 1+ ki points

Charge: 1 round

Every creature in a 240 + 20 per additional point of ki foot radius of you must attempt a Constitution saving throw. On a failure, they take 2d20 force damage for every ki point spent, and you take an equal amount of damage, on a success they take half as much damage. Creatures can not have immunity, resistance, or vulnerability to this damage. If this reduces you to 0 hit points, you die instantly and your form crumples to ash. Someone killed in this way can only be revived by true resurrection, or a wish.


Dimensional Shatter

Cost: 5 ki points

You attempt to freeze an enemy in time before shattering reality around them. One creature within 60 ft. of you must attempt a Constitution saving throw. On a failure, they take 4d10 force damage and are incapacitated for their next turn. On a success, they take half as much and can act freely.


Eraser Cannon

Cost: 3+ ki points

Charge: 0.5+ rounds

You prepare a massive ki blast. Every creature in a 10 ft. radius sphere centered on a point within 30 ft. of you must attempt a Dexterity saving throw. On a failure, they take 2d10 force damage. On a success, they take half as much. For every 0.5 a round you charge this Technique, you must spend 1 additional ki point, and you deal an additional 2d10 force damage, the sphere's radius increases by 5 ft., and its range increases by 10 ft.


Blaster Meteor

Cost: 15 ki points

As an action, you surround yourself in a shield of ki. Until the beginning of your next turn, you gain a damage threshold of 30. At the beginning of your next turn, you launch a number of Ki blasts equal to your Strength modifier. The ki blasts are split evenly between all creatures within range to attack.


Hellzone Grenade

Cost: 4+ ki points

Requirements: Ki Blast

As an action, you create one ki ball per 2 ki points spent, and scatter all of them all up to your movement speed away. These ki balls are Small objects with 10 hit points and 12 AC, and automatically self-destruct after 1 minute. If a creature enters a ki balls area, they automatically take your unarmed strike damage as the ball self-destructs. As a free action on a later turn, you can bring all of the remaining ki blasts down on a single target within your movement speed, forcing them to make a Intelligence saving throw. On a failure, they take the collective damage of all the remaining ki balls. On a success, they take half as much damage.


Miracle Ka-Blam Slash

Cost: 3 ki points

As a bonus action, you may force one creature within your movement speed that you have hit with a weapon attack since your previous turn to attempt a Constitution or Wisdom saving throw. On a failure, one effect that they cast on themself that only effects themself, including Transformations, which was started with 3 ki points or lower instantly ends. If the feature could only be used a limited amount of times, they regain 1 use. If one such effect has other features that rely on it, such as Saiyan Transformation, you must end all reliant features first.


Instant Transmission

Cost: 1+ ki point

Requirements: Ki Sense

As a bonus action, you teleport to an open space within 5 ft. of a creature you can detect using Ki Sense. You can spend an additional ki point for each willing creature that you are touching or that is touching you within 5 feet of you to teleport them with you as well. If you are touching an unwilling creature or an unwilling creature that is touching you is within 5 feet of you when you use this technique and try to teleport them with you, they must make a Wisdom Saving Throw. On a failure, they are treated as a willing creature when you teleport with this technique.


Transfiguration Beam

Cost: Twice the technique's cost

When you use a technique that deals force damage, you instead turn them into a Tiny object for 1 minute. They retain their statistics, lose any damage immunities, resistances, and vulnerabilities, and can not take actions, bonus actions, or reactions, but can make free actions. If they have a flying speed, they may make 1 unarmed strike on each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If you are a Majin, this counts as an Advanced Technique instead of a Super Technique.


Body Change

Cost: 10 ki points

As an action, you fire a ki blast containing your soul at a creature within 30 ft. that must attempt a Dexterity saving throw. On a success, you gain control of their body, and they gain control of yours. You trade Strength, Dexterity, and Constitution scores and hit points, and racial features but both creatures keep their respective features.

Legendary Techniques[edit]

Majin's Awakening

Cost: 15 ki points

Transformation: Supplementary

As a bonus action, you awaken the inner power of your darkest desires. You gain the following:

  • Your Strength and Dexterity increase by +2.
  • You must spend a total of 2 less ki points at the end of each of your turns to maintain your Transformations.
  • Your alignment moves one step towards evil until this transformation ends.


Metamoran Fusion

As an action, you and one other willing creature within 5 ft. that uses its reaction whose Strength, Dexterity and Constitution scores added together are equal to yours must make a DC 40 Performance check in which both of your rolls and modifiers are added. Regardless of the outcome, you and the other creature become a single creature with an appearance resembling both creatures clad in a vest and robe-like pants that has the highest ability scores and hit points of each of its components, as well as access to each of their features for 30 minutes. On a failure, this creature's Strength, Dexterity and Constitution scores decrease by -6. On a success, this creature's Strength, Dexterity and Constitution scores increase by +6 and you gain the Fusion Attack technique.


Fusion Attack

Requirements: Metamoran Fusion/Potara Earrings

While fused with Metamoran Fusion, or the Potara Earrings you may choose two techniques that require charging or deal damage, although at least one of them must require charging, you may charge and fire both simultaneously. You must pay the cost of both at once. Both Techniques count as one for the sake of concentrating on charging. And its charging time is equal to the technique with the longest charging times two. You may take this multiple times choosing two more techniques each time which can only be fused with the pair you chose with it.


Absorption

Cost: 12 ki points

As an action, one creature you can touch must attempt a Dexterity saving throw. On a failure, they are restrained. At the beginning of your next turn, they must attempt a Strength saving throw, ignoring the effects of being restrained. On a failure, they are still restrained. At the beginning of your next turn, they must attempt a Constitution saving throw. On a failure, they are completely absorbed by you. You and the other creature become a single creature with an appearance resembling both creatures. You gain a +2 bonus to the same ability score that the targets' two highest are, as well as access to each of their features. You may only have a number of creatures equal to your Proficieny bonus -3/2 (rounded up) absorbed at a time minimum of 1. Creatures absorbed by you are sealed inside your body as if with the Minimus Containment version of the imprisonment spell. If you are dealt more than half of your maximum hit points in 1 turn, they are immediately freed.


Potential Unleashed

Cost: 10 ki points

Transformation: Base

As an action, you awaken the lowest depths of your hidden power. You gain the following:

  • Your Strength, Dexterity, and Constitution increase by +12.
  • When you use Ki Suppression, the 1/10th maximum limit increases to 10/10ths maximum.
  • You must spend 5 ki at the end of each of your turns to maintain this form.


Legendary Super Saiyan

Cost: 5 ki point

Requirements: Saiyan, Super Saiyan, Super Saiyan A-Type, Super Saiyan C-Type

Transformation: Supplementary

As an action, or as a bonus action while any other Super Saiyan form is active, you manifest the true, once-every-thousand-years legend of the Super Saiyan. You gain the following:

  • Your Strength, Dexterity, and Constitution increases by +4.
  • Your aura radiates dim light for additional 10 feet and dim light for another 10 feet.
  • You can not use Ki Suppression.
  • You become berserk.
  • Ki Charge grants half as many ki points.
  • You regain 3 ki at the end of each of your turns.


Super Saiyan 4

Cost: 5 ki point

Requirements: Saiyan, Super Saiyan 3

Transformation: Form

As an action, or as a bonus action while Super Saiyan is active, you embody the entirety of natural saiyan potential. You gain the following in addition to the benefits of Super Saiyan 3:

  • Your Strength and Dexterity increases by +2, and your Constitution increases by +6.
  • Your aura radiates bright light for additional 10 feet and dim light for another 10 feet.
  • You must spend 2 ki points at the end of each of your turns to maintain this form.


Super Saiyan 5

Cost: 5 ki point

Requirements: Saiyan, Super Saiyan 4

Transformation: Form

As an action, or as a bonus action while Super Saiyan 4 is active, you evolve pass a saiyan’s normal peak to even greater heights. You gain the following in addition to the effects of Super Saiyan 4:

  • Your Strength, Dexterity, and Constitution increases by +4.
  • Your aura radiates bright light for additional 10 feet and dim light for another 10 feet.
  • You must spend 3 ki points at the end of each of your turns to maintain this form.


Demon God

Cost: 6 Dark Points

Requirements: Demon Realm Race, Super Demon

Transformation: Base

As an action, you channel your Dark Points into a much more manifested and powerful way, granting you the next level of power. You gain the following in addition to the benefits of Super Demon:

  • Your Strength or Dexterity increases by +6, while the other increases by +2. Your Constitution increases by +4.
  • Any force damage you deal is under the effect of Black Water Mist.
  • You must spend 6 Ki Points and 1 Dark Point at the end of each of your turns to maintain this form.


Armored Form

Cost: 1 ki point

Requirements: Frost Demon, True Form

Transformation: Base

As an action while True Form is active, you don a larger bio-suit that amplifies your true form's power. You gain the following in addition to the benefits of True Form:


True Majin

Cost: 5 ki point

Requirements: Majin, Unknown Unfathomable Power

Transformation: Base

As an action, you awaken the full power of a true Majin. You gain the following:

  • Your Strength, Dexterity, and Constitution increases by +4.
  • If you know the Absorption Technique, the cost to use the technique is halved.
  • You gain a space similar to a bag of holding within your body where you can store things by inserting them into your body and absorbing them. You can pull things out of the space by thinking on what you want to take out and manipulating your body to pull it out.
  • You must spend 2 ki points at the end of each your turns to maintain this form.


Purification

Cost: 5 ki point

Requirements: Majin, True Majin

Transformation: Base

As an action, you manifest the inherent form of every majin. You gain the following in addition to the benefits of True Majin:


Super Majin

Cost: 5 ki point

Requirements: Majin, Purification

Transformation: Base

As an action, you calm and control the chaos of your nature and gain great power for it. You gain the following in addition to the benefits of Purification:

  • Your Strength, Dexterity, and Constitution increases by +4.
  • At the end of each of your turns, you regain hit points equal to half your Constitution modifier.
  • You gain the Regenerate Technique which doesn't count against your technique limit. Additionally, any effect that would instantly kill you if it reduces you to 0 hit points, such as disintegrate, no longer does so if you spend 5 ki points.
  • You must spend 2 ki points at the end of each of your turns to maintain this form.


Liquefaction

Cost: 2 ki points

Transformation: Base

As a bonus action, your body becomes a malleable, almost liquid substance. If you are a majin, this counts as a Supplementary Transformation and is automatically Grade 5. You gain the following:

  • Your Dexterity score increases by +2.
  • You gain a damage reduction increases by your Dexterity modifier.
  • Your body becomes malleable, allowing you to squeeze into gaps as small as 2 inches.
  • You must spend 3 ki points at the end of each of your turns to maintain this form.


Karma Absorption

Cost: 5 ki point

Requirements: Spirit Bomb/Revenge Death Ball

Transformation: Supplementary

As an action while you are charging a Spirit Bomb or Revenge Death Ball, you absorb it, transforming into a pillar of the collected karma. You gain the following:

  • The damage the Technique would have dealt instead enters a pool that decreases by 6 at the end of each of your turns. You may spend charge from this pool for various effects:
  • As a free action, you may increase your AC by 1 for every 3 points of damage spent to do so until the end of your next turn.
  • As a free action, or as part of the above free action, you may increase your damage reduction by 1 for every 6 points of damage spent to do so until the end of your next turn.
  • As a free action, or as part of either of the above free actions, you regain 1 hit point for every 2 points of damage spent to do so.
  • As part of making an attack or firing a Technique, you may increase the damage dealt by the amount of damage spent to do so.


Android

Cost: You gain 1 level of exhaustion

Transformation: Base

At the end of a long rest, you become an android until you unlearn this Technique. You gain the following:

  • When you are killed, but not instantly killed, you become a head. Your size becomes Tiny, your Strength, Dexterity, and Constitution become 5, your hit dice becomes d4s, and you die permanently if you do not receive a body or are not plugged into an electrical power source within 4d12 hours. A replacement body can be made for 350,000 gp with tinkerer’s and smith’s tools.
  • Your Strength, Dexterity, and Constitution increases by +5.
  • You can not use Ki Charge.
  • You are immune to Ki Sense.


Bio-Android

Cost: You gain 1 level of exhaustion

Requirements: Android Transformation active

Transformation: Base

At the end of a long rest while you are an android, you become a special type of living android, known as a bio-android, until you unlearn this Technique. You gain the following in addition to the benefits of Android:

  • You gain a number of racial features equal to your Proficieny bonus/2 (rounded down) from any race that you have encountered. Each feature is determined by your DM.
  • Your Strength, Dexterity, and Constitution increases by +1.
  • You can be sensed Ki Sense.
  • You gain the Absorption Technique. This does not count against your Technique limit.


Imperfect Form Android

Cost: You gain 1 level of exhaustion

Requirements: Bio-Android Transformation active

Transformation: Base

At the end of a long rest while you are an android or bio-android, you begin your ascension toward perfection and take on an imperfect form until you unlearn this Technique. You gain the following in addition to the benefits of Android or Bio-Android:

  • You may change your size to any category smaller than your default size as a bonus action.
  • At the end of each of your turns, you regain hit points equal to 1/4 of your Constitution modifier.
  • As a reaction to being targeted by a damaging effect, for 2 ki points, you can construct an impenetrable barrier out of ki. You make one attack against every creature within 5 feet of you, and they are pushed 5 feet back. Until your next turn, you gain an additional 2 AC potentially avoiding the effect.
  • If you know the Absorption Technique, the cost to use the technique is halved.


Semiperfect Form Android

Cost: You gain 1 level of exhaustion

Requirements: Imperfect form Android Transformation active

Transformation: Base

At the end of a long rest while you are an android or bio-android, you reach closer toward perfection and take on a semiperfect form until you unlearn this Technique. You gain the following in addition to the benefits of Imperfect Form Android:

  • Strength, Dexterity, or Constitution increases by +1.
  • At the end of each of your turns, you regain hit points equal to another 1/4 of your Constitution modifier.
  • You gain the Final Explosion Technique. This does not count against your Technique limit.


Perfect Form Android

Cost: You gain 1 level of exhaustion

Requirements: Semi perfect form Android Transformation active

Transformation: Base

At the end of a long rest while you are an android or bio-android, you achieve perfection and take on your final form until you unlearn this Technique. You gain the following in addition to the benefits of Semiperfect Form Android:

  • Your Strength, Dexterity, or Constitution increases by +1.
  • You gain the Regenerate Technique which doesn't count against your technique limit. Additionally, any effect that would instantly kill you if it reduces you to 0 hit points, such as disintegrate, no longer does so if you spend 5 ki points.
  • When you die and become a head, you may create a new body for 15 Ki Points as a full turn action.


Ki Drain

Cost: 1 ki point

Requirements: Android Transformation active

As a bonus action, you prime ki conduits in your hands. Until the start of your next turn, whenever you make a melee unarmed attack, you regain 1/4 as many ki points as damage dealt.


Infinite Energy Model

Cost: You gain 1 level of exhaustion

Requirements: Android Transformation active

Transformation: Supplementary

At the end of a long rest, you maximize your ki production engine. Your ki point maximum is divided by 4(rounded up), and you regain your ki point maximum at the beginning of each of your turns.


Super Android

Cost: You gain 1 level of exhaustion

Requirements: Android Transformation active, Ki Drain, Infinite Energy Model

Transformation: Form

At the end of a long rest, you perfect your android modifications until you unlearn this Technique. You gain the following:

  • Your Strength, Dexterity, and Constitution scores increase by +6.
  • As a reaction to being targeted by a damaging effect, for 4 ki points, you may erect an absorbing ki barrier. The damage you would have taken enters a pool until the end of your next turn. When you deal damage, you may increase this damage by an equal amount of points as spent from the pool. When you take damage, you may decrease this damage by an equal amount of points spent from the pool.
  • You can not be surprised or stunned.


Regenerate

Cost: 5 ki points

As a reaction when you are reduced to 0 hit points, you may make an unarmed strike against yourself. This attack deals no damage and the target regains hit points equal to the damage they would have taken.


Warding Tune

Cost: 5 ki points

As an action, all creatures of your choice within 30 ft. have their damage reduction increased by 5 until the beginning of your next turn.


Sealing Tune

Cost: 10 ki points

Charge: 3 rounds

You target one creature who must make a Wisdom saving throw. On a failure, they are sealed inside your body as if with the Minimus Containment version of the imprisonment spell. On a success, nothing happens. Regardless, you gain 1 level of exhaustion.


Brave Slash

Cost: 5 ki points

Charge: 1.5 rounds

As an action, you dash forward at blinding speeds before making a powerful attack. You move up to twice your movement speed before taking the Attack action. These attacks have advantage, and their critical threshold increases by +2 (20 > 18-20 > 16-20, etc.).


Creation

Cost: 2+ ki points

As an action, you can create a perfect cube of any material, so long as you have seen it. This cube has a side length of 5 ft. which increases by 5 ft. for every 2 additional ki points spent on this Technique.


Possession

Cost: 10 ki points

As an action, one creature you can touch must attempt a Constitution saving throw. On a failure, they become charmed by you. They may retry this saving throw at the end of each minute, ending this effect early on a success.


Solar Flare x100

Cost: 5 ki points

Requirements: Solar Flare

As an action, you release a bright flash of ki that not only blinds opponents, but destabilizes their ki, all while circumventing even having closed eyes or turning away. Every creature of your choice within 90 feet must succeed a Wisdom saving throw. On a failure, they are blinded, stunned, and can not benefit from Ki Sense until the end of their next turn.


Forced Spirit Fission

Cost: 2+ Ki points

Requirements: Miracle Ka-Blam Slash, Ki sense, Ki suppression

As part of using Miracle Ka-Blam Slash you can spend additional ki points, causing you to be able to end effects with twice the amount of ki you spent, including those which affect more than just the target creature such as Metamoran Fusion and Absorption, and causing the amount of ki spent to start the effect to be returned to whoever started it.

Additionally, you may forgo the effects of Miracle Ka-Blam Slash and the above to instead choose to cause a creature to lose a number of ki points equal to the amount of ki you spent, redistributing it equally between anyone within your ki sense range of your choice on a failure, 4 ki gained in this way is lost at the end of each creature's turn.

Godly Techniques[edit]

Ultimate Form

Cost: 2 ki point

Requirements: Frost Demon, True Form

Transformation: Base

As an action while True Form is active, your bio-suit gains a metallic sheen that amplifies your power to the greatest extent. You gain the following in addition to the benefits of True Form:

  • Your Strength, Dexterity, and Constitution increases by +6.
  • Your aura radiates bright light for 30 feet and dim light for another 30 feet.
  • You must spend 2 ki point at the end of each of your turns to maintain this form.


Super Mortal God

Cost: 10 ki points

Transformation: Godly Base

As an action, you awaken the power of a god, turning your hair and eyes a radiant red. You gain the following:

  • Either your Strength or Dexterity increases by +24 while the other increases by +8, and your Constitution increases by +24.
  • You are immune to Ki Sense by creatures without a Godly Transformation.
  • At the end of each of your turns, you regain hit points equal to half your Constitution modifier.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Blue Eyed Form

Cost: 10 ki points

Transformation: Godly Base

As an action, you awaken the powers of the supreme kais you trained into your body. You gain the following:

  • Your Wisdom increases by +30.
  • You are immune to Ki Sense by creatures without a Godly Transformation.
  • You may replace your Dexterity or Strength modifier with your Wisdom modifier for the sake of your AC.
  • You may replace one ability score increased by less than +25 by a transformation you are in with an equal increase to your Wisdom score.
  • You must spend 10 ki at the end of each of your turns to maintain this form.


Ultra Instinct Sign

Cost: 10 ki points

Transformation: Instinct Base

As an action, you awaken the beginnings of Ultra Instinct, granting you a thin blue aura. You gain the following:

  • Your Dexterity increase by +30.
  • One attack, grapple or shove (of your choice) made against you on any turn is made at disadvantage.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Ultra Ego Sign

Cost: 10 ki points

Transformation: Ego Base

As an action, you awaken the beginnings of Ultra Ego, granting you a thin purple aura. You gain the following:

  • Your Strength increase by +30.
  • When you are brought below half of your maximum amount of hitpoints, all of your attacks gain the effects of Iaigiri.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Ultra Divine Potential Unleashed

Cost: 10 ki points

Requirements: Potential Unleashed

Transformation: Power Base

As an action while Potential Unleashed is active, you awaken the depths of your mortal power not even the gods knew were possible. You gain the following in addition to the effects of Potential Unleashed:


Super Maximum Light Speed Mode

Cost: 10 ki points

Transformation: Power Base

As an action, you focus your entire power into maneuverability. You gain the following:

  • Your Dexterity increase by +30.
  • Your movement speed is increased by half.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Dark Evolution

Cost: 10 ki points

Transformation: Evil Base

As an action, you are covered in a sweeping black aura. You gain the following:


Time Breaker

Cost: 10 ki points

Transformation: Evil Base

As an action, awaken the evil energy in the universe, manifesting as a green gem somewhere on your body. You gain the following:


Procession Black

Cost: 10 ki points

Transformation: Evil Base

As an action, you allow yourself to be overtaken by the soul of an evil god. You gain the following:

  • Your Strength, Dexterity, and Constitution increase by +18.
  • You gain the Regeneration technique, not counting against your technique limit. When you use Regeneration, you may increase one of your ability scores by +2 for the duration of this transformation, up to half your Wisdom modifier times (minimum of 1, maximum of 5).
  • You must spend 8 ki at the end of each of your turns to maintain this form.


True Demon God

Cost: 10 Dark Points

Requirements: Demon Realm Race, Demon God

Transformation: Evil Form

As an action, you channel your Dark Points through your Demon God state to manifest its evolved level of power. You gain the following in addition to the benefits of Demon God:

  • Your Strength or Dexterity increases by +14, while the other increases by +8. Your Constitution increases by +10.
  • All attacks that you make that deal damage against another creature are under the effect of Devilmite Beam.
  • You must spend 8 Ki Points and 3 Dark Points at the end of each of your turns to maintain this form.


Time Skip

Cost: 7 ki points

As a full turn action, you pause time for every other creature. For two rounds, time does not pass and you are the only creature that can act in any way. You can make an attack against creatures or interact with an object that is being held by a creature without breaking the effect. If you are subjected to a Time Stop effect caused by others, you may use your reaction to use Time Skip and have your turns with them. The rules of Time Skip still apply to you. After the second round, you automatically gain enough levels to reach the next effect of exhaustion.


Tides of Time

Cost: 4 ki points

Requirements: Time Skip

As a bonus action or reaction to being attacked or being in the area of a saving throw, you make your body and all items you are carrying intangible. Until the beginning of your next turn, you can not receive damage or any effect (spell effect, conditions, etc.) and must spend 5 ki to take an action, 3 ki to take a bonus action, and you can not take reactions. Creatures within a Time Stop can affect you normally.


Tremor Pulse

Cost: 6+ ki points

Requirements: Time Skip

As a reaction to being targeted by a harmful effect, you may pause time briefly to move the minimum distance it would take to get out of range, causing you to ignore the effects. For an additional 3 ki points, you can make an unarmed attack as part of this reaction.


Cocotte Zone

Cost: 5+ ki points

As an action, you can cover a 15-30 foot radius area in a purple interdimensional barrier. No creature can exit a barrier, even through teleportation or dimensional travel, such as by the dimension door spell. You may spend 5 additional ki as a bonus action to create an additional barrier with an area twice the size of the previous area. Each barrier has 16 AC, damage reduction of 5, and 150 hit points. You may destroy a barrier at will.


Hakai

Cost: 25 ki points

As an action, you fill one creature with a level or CR lower than your level, or one object with a damage reduction lower than your level within 15 feet of you, with the pure energy of destruction. It must attempt a Strength, Dexterity, or Constitution saving throw. On a failure, it takes 500 force damage. Should it's HP be reduced to 0 in this way, with your DM's discretion, that object or creature may be erased from existence.


Grade 5 Transformation

Cost: 0 ki points

Choose one transformation that you have Grade 4 Transformation applied to. When you transform into the Transformation or as a bonus action while in it, you refine its power to a form beyond its ultimate form. Its ki maintenance cost is reduced by 2 again, you gain the benefits of Grade 2, Grade 3, and Grade 4, and you may add or remove any adjectives of your choice to it. This counts as half a Technique for the sake of your Technique limit. You may only apply this Technique to a Transformation once, but can take this Technique multiple times, applying its effects to a different Transformation.

Beyond Godly Techniques[edit]

Black Form

Cost: 4 ki point

Requirements: Frost Demon, Ultimate Form

Transformation: Base

As an action while Ultimate Form is active, your bio-suit gains a black sheen that amplifies your power to an even greater extent than before. You gain the following in addition to the benefits of Ultimate Form:

  • Your Strength, Dexterity, and Constitution increases by +16.
  • Your aura radiates bright light for 30 feet and dim light for another 30 feet.
  • You must spend 4 ki point at the end of each of your turns to maintain this form.


Destroyer Mode

Cost: 10 ki points

Transformation: Godly Form

As an action, your training under a God of Destruction causes you to become one. You gain the following:

  • Your Constitution increases by +32, and your Strength increases by +26.
  • You gain the Hakai Technique. This does not count against your Technique limit. If you know the Hakai Technique, the cost to use the technique is halved (rounded down).
  • You must spend 10 ki at the end of each of your turns to maintain this form.


Super Mortal God Evolved

Cost: 10 ki points

Transformation: Godly Base

Requirements: Super Mortal God

As an action while Super Mortal God is active, you push your Godly Power further than thought possible, turning your hair and eyes cyan. You gain the following in addition to the benefits of Super Mortal God:

  • Your Strength, Dexterity, Constitution, and Wisdom increases by +18.
  • Your damage threshold increases by your Wisdom modifier.
  • You must spend 10 ki at the end of each of your turns to maintain this form.


Barrier of Light

Cost: 10 ki points

Transformation: Godly Form

As an action, you ascend past the power of a kai to that of a true god, manifesting as a glowing halo behind your back. You gain the following:

  • Your Wisdom increases by +45 and your Constitution increases by +12.
  • Any force damage you deal is under the effect of Thunder Shock Surprise.
  • You must spend 10 ki at the end of each of your turns to maintain this form.


Ultra Instinct

Cost: 10 ki points

Transformation: Instinct Base

Requirements: Ultra Instinct Sign

As an action, you awaken the full power of Ultra Instinct, silvering your irises and whitening your hair. You gain the following in addition to the benefits of Ultra Instinct Sign:

  • Your Dexterity increases by +32, and your Constitution increases by +26.
  • You may use the Afterimage technique without using a bonus action or reaction once each turn even if you don't have it as one of your techniques.
  • You must maintain concentration to keep this form active. If you lose concentration while this form is active, you take 250 necrotic damage, and if you have any other transformations active, they automatically deactivate. This damage cannot kill you, and it cannot be reduced in any way.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Mysterious Change

Cost: 10 ki points

Transformation: Form

As an action, you ascend past life and death, becoming something else entirely while retaining your original form. You gain the following:

  • Your Strength, Dexterity, Constitution, and Wisdom increases by +24.
  • You are always under the effects of Ki Sense as if you had spent your ki point maximum on it.
  • You must spend 10 ki at the end of each of your turns to maintain this form.


Ultra Ego

Cost: 10 ki points

Transformation: Ego Base

Requirements: Ultra Ego Sign

As an action, you gain the more emotion driven counterpart to Ultra Instinct, turning your hair purple and losing your eyebrows. You gain the following in addition to the benefits of Ultra Ego Sign:

  • Your Strength increases by +46 and your Constitution increases by +12.
  • Your damage reduction increases by your Strength modifier.
  • If you take damage two times as much as your damage reduction from one source, one attack of your choice on your next turn counts as being under the effects of Full Power Blow as if you had spent your ki maximum on it, on the case you use a technique you may add the damage of that attack to your technique instead.
  • You become blood-lusted, this bypasses immunity.
  • You must spend 10 ki at the end of each of your turns to maintain this form.


Godslayer Ultimate Form

Cost: 10 ki points

Transformation: Power Form

As an action, your body is covered in impenetrable golden armor. You gain the following:

  • Your Constitution increases by +32, and your Dexterity increases by +26.
  • You may change your size category as an action to a maximum of two sizes higher than it would be without this Tranformation.
  • You must maintain concentration to keep this form active. If you lose concentration while this form is active, you take 250 necrotic damage, and if you have any other transformations active, they automatically deactivate. This damage cannot kill you, and it cannot be reduced in any way.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Super Full Power

Cost: 10 ki points

Transformation: Power Form

As an action, you awaken the beginnings of the full power all mortals are truly capable of, growing far more muscular and undergoing great physical stress. You gain the following:

  • Your Strength increases by +32, and your Constitution increases by +26.
  • Two Fundamental Techniques of your choice cost 0 ki points.
  • You must maintain concentration to keep this form active. If you lose concentration while this form is active, you take 250 necrotic damage, and if you have any other transformations active, they automatically deactivate. This damage cannot kill you, and it cannot be reduced in any way.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Final Beast

Cost: 10 ki points

Requirements: Ultra Divine Potential Unleashed

Transformation: Power Base

As an action while Ultra Divine Potential Unleashed is active, you push your limits even further beyond anything known before as your hair turns white and eyes turn pure red with black pupils. You gain the following in addition to the effects of Ultra Divine Potential Unleashed:

  • Your Strength, Dexterity, and Constitution increase by +14.
  • All of your hits are under the effects of Massive Blow as if you had spent your ki point maximum on it.
  • You must spend 4 ki at the end of each of your turns to maintain this form.


Orange Namekian

Cost: 10 ki points

Requirements: Potential Unleashed, Super Namekian

Transformation: Power Form

As an action, you reach the utmost depths of your power as a namekian and grasp a part of the true power of the dragon god. You gain the following in addition to the effects of Potential Unleashed:

  • Your Constitution increases by +20, Strength increases by +20 and your Dexterity increases by +8.
  • Your size category increases by one.
  • Once per turn when you make an attack roll, damage roll or ability check you may reduce your reach for the rest of the turn by 5, gaining a +1 to your roll or +2 to your damage each 5 feet reduced.
  • You must spend 6 ki at the end of each of your turns to maintain this form.


Supervillain

Cost: 10 ki points

Transformation: Evil Form

As an action, you conjure a massive amount of evil energy, covering your entire body in shades of sickly silver. You gain the following:

  • Your Strength, Dexterity, Constitution, and Wisdom increases by +24.
  • When you use Ki Charge, you regain twice as many hit points as ki points.
  • You must maintain concentration to keep this form active. If you lose concentration while this form is active, you take 250 necrotic damage, and if you have any other transformations active, they automatically deactivate. This damage cannot kill you, and it cannot be reduced in any way.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Transcended Demon God

Cost: 10 Dark Points

Transformation: Evil Form

Requirements: Demon Realm Race, True Demon God

As an action, you channel your Dark Points through your True Demon God state to manifest its evolved level of power. This is the cultivation of your experiences with your Dark Ki, allowing you to fully utilize it to its greatest potential. You even shaved off the deduction of your Dark Points from its maintenance cost. You gain the following in addition to the benefits of True Demon God:

  • Your Strength and Dexterity increase by +12, and your Constitution increases by +18.
  • As a free action for 8 Ki Points, once per turn you can use Dimensional Shatter.
  • You must spend 12 Ki Points at the end of each of your turns to maintain this form.


Grade 6 Transformation

Cost: 0 ki points

Choose one transformation that you have Grade 5 Transformation applied to. When you transform into the Transformation or as a bonus action while in it, you refine its power to a form even farther beyond its ultimate form. Its ki maintenance cost is reduced by 2 again, you gain the benefits of Grade 2, Grade 3, Grade 4, and Grade 5, and one ability score that is already increased by the transformation increases by +2, or two ability scores that are already increased by the transformation increase by +1. If the transformation does not increase ability scores, one ability score of your choice increases by +1. If the transformation can be gained more than once, such as Kaioken, you can only benefit from this increase once. This counts as half a Technique for the sake of your Technique limit. You may only apply this Technique to a Transformation once, but you can take this Technique multiple times, applying its effects to a different Transformation.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the martial artist class, you must meet these prerequisites: Strength of 13 and Constitution of 13.

Proficiencies. When you multiclass into the martial artist class, you gain the following proficiencies: none.


Back to Main Page5e HomebrewCampaign SettingsDragon Ball (5e Campaign Setting)Classes

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