Tambourine (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 neutral

Armor Class 13 (Natural Armor)
Hit Points 102 (12d8 + 48)
Speed 50 ft.

16 (+3) 10 (+0) 19 (+4) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Str +7, Con +8
Skills Arcana +5, Athletics +7, Deception +4, History +5, Intimidation +4, Insight +6, Nature +5, Persuasion +4, Stealth +4
Senses passive Perception 12
Languages Common, Namekian
Challenge 12 (8,400 XP)

Ki. Tambourine has 16 ki points which he can expend. All ki points are regained at the end of a long rest.

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


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

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage.

Limb Stretch. Tambourine 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, Tambourine gains a flying speed equal to his movement speed.

Ki Blast (1 Ki Point). As a bonus action, Tambourine's unarmed strikes have his reach increased by +50 ft and are a +8 to hit. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Thunder Shock Surprise (3 Ki Points). When Tambourine deals force damage, he instead deals lightning damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become unconscious until the end of their next turn. If it is a saving throw, on a failure they become unconscious 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.

Ki Sense (0+ Ki Points). As a free action, all creatures within 50 ft. are detected. Until the end of Tambourine'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. Tambourine may spend 1 additional ki, increasing its range by 50 ft. each time. This can not sense creatures using a Godly Transformation.

Ki Suppression (0+ Ki Points). As a free action, bonus action, or reaction on Tambourine's turn, he may select up to 1/10th of his maximum hit points, ki points, and/or AC. These are put in a "pool" where he can not be accessed by him. He may remove up to up to 1/10th of his maximum hit points, ki points, and/or AC from the pool as a free action, bonus action, or reaction on his turn. Tambourine 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). Tambourine takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Tambourine may use this as a bonus action for 1 additional ki point.

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


Deflect Missile. When Tambourine is hit by a ranged attack, reducing its damage by 17 (1d10 + 12). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.


The strongest of King Piccolo's mutant namekian offspring before regaining his youth, Tambourine singlehandedly killed all of Earth's martial artists capable of potentially learning the Mafuba with the exception of Goku and Yajirobe, by whom he would later be killed by.

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