Nail (Dragon Ball Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class, and Adventurer (5e Background) background, and as such is not follow traditional CR.

Medium humanoid (Namekian), lawful good


Armor Class 14 (Natural Armor)
Hit Points 218 (23d8 + 115)
Speed 65 ft.


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

Saving Throws Str +12, Con +12
Skills Arcana +8, Athletics +12, Deception +7, History +8, Intimidation +7, Insight +9, Nature +8, Persuasion +7, Stealth +7
Senses passive Perception 12
Languages Common, Namekian
Challenge 23 (50,000 XP)


Ki. Nail has 27 ki points which he can expend. All ki points are regained at the end of a long rest.

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

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

ACTIONS

Multiattack. Nail makes four attacks with his unarmed strikes.

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

Limb Stretch. Nail makes one unarmed strike with a reach of 10 ft., or a reach of 15 ft. with disadvantage.

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

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

Ki Sense (0+ Ki Points). As a free action, all creatures within 65 ft. are detected. Until the end of Nail's turn, creatures that were within the area can not be invisible to him. Additionally, he learns how many ki points and hit points the creature has, as well as its AC. Nail may spend 1 additional ki, increasing its range by 65 ft. each time. This can not sense creatures using a Godly Transformation.

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

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

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 20 Constitution saving throw or be stunned until the end of Nail's next turn. Nail may only make one sledgehammer attack per turn.

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

Arm Break (2 Ki Points). Once per turn when Nail makes an unarmed strike, if he rolls the target’s AC + 10, it counts as a critical hit.

Rebellion Spear (1 Ki Point). When Nail makes a ki blast attack, its range becomes touch and he moves 65 ft.

Masenko (1+ Ki Point). After charging for 0.5 rounds, all creatures in a 60 ft. long, 30 ft. wide line must make a DC 20 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. You can add an additional 29 (2d6 + 12) 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.

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

Ki Charge As a full turn action Nail regains 6 (1d12) Ki points.

REACTIONS

Deflect Missile. When Nail is hit by a ranged attack, reducing its damage by 28 (1d10 + 23). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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

Nail_DBZ_Episode_53.png
[Source].

The strongest namekian on planet namek at the time of the Frieza Force's invasion, Nail is the guardian of Grand Elder Guru. He is a steadfast warrior who cares greatly about his people and his planet. When he was slain at the hands of the emperor himself, hanging to life by a thread after stalling long enough for Dende to summon Porunga, he was met by the newly resurrected Piccolo. Knowing his time was short, he asked to be absorbed. This fusion resulted in the strongest force for good the world had yet seen.



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