Trunk's Techniques (Dragon Ball Supplement )

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Trunk's Techniques[edit]

The following is a list of every technique Trunks can use. Attack bonuses, DCs, and the maximum number of techniques he can have at a given time should be specified on his page and are not included here. Any listed DCs remain constant across versions. Headers indicate the CR version of Trunks that gains a technique, with higher CR versions able to use any techniques available to lower CR versions (unless otherwise stated).

Trunks[edit]

Flurry of blows (1 ki point)/(Half Technique slot). as a bonus action immediately after Trunks takes the attack action on his turn, he makes two unarmed strikes.

Flight (1 ki point)/(Half Technique slot). as a bonus action, Trunks gains a flying speed equal to his movement speed.

Ki Blast (1 ki point)/(Half Technique slot). as a bonus action, Trunk's unarmed strikes have their reach increased by his moviment speed. 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)/(Half Technique slot). as a free action Trunks senses the location every creature within his movement speed. until the end of his turn, creatures that were within the area can not be invisible to you. he learn how many ki points and hit points the creature has, as well as its ac. he may spend ki increasing its range by his movement speed each time. this can not sense creatures using a godly transformation.

Ki Suppression (0+ ki points)/(Half Technique slot). as a free action, bonus action, or reaction on Trunk's turn, he may select up to 1/10th of his Strength, Dexterity and/or Constitution. 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 Strength, Dexterity and/or Constitution from the pool as a free action, bonus action, or reaction on his turn. Trunks 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.

For each 2/10th of his Strength, Dexterity and Constitution are reduced, he gain 1 Ki point per turn, to a maximum of half of the average of his Ki Charge. If Trunks end a turn without this 2/10th in this "pool", he does not gain the Ki Point at the end of this turn.

Afterimage Technique (2+ ki points)/(Half Technique slot). as a bonus action, or as a reaction to being targeted by a saving throw or attack roll, Trunks moves 5ft and forces any creatures that can see him to attempt a Wisdom saving throw. on a failure, he becomes invisible to them until the start of his next turn, or he attacks them. Trunks can extend this moviment by 5fts for each additional ki point expend. Also, Trunks can spend 3 additional ki points to make a unarmed strike as part of the previous effect (this don't increase the moviment range).

Sledgehammer (1 ki point)/(Half Technique slot). as part of an unarmed strike, the target must succeed a Constitution saving throw or be stunned until the end of Trunk's next turn. Trunks may only make one sledgehammer attack per turn.

Full Power Blow (1+ ki point)/(Half Technique slot). As a bonus action or reaction, immediately before Trunks make an unarmed strike. He may turn two of the unarmed strikes he can make into one attack, rolling one attack roll but adding their damage together. Trunks may add an additional unarmed strike you can make into this attack for each additional ki point you spend, this can't include wolf fang fist.

Perfect dodge (1 ki point)/(Half Technique slot). as a bonus action Trunks takes the dodge action.

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

Ki Wave (1 Ki Point)/(Must have Ki Blast). 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.

Ki Blast Volley (1 Ki Point)/(Must have Ki Blast). As part of making a Ki Blast attack, in a point within range, a cube equal to one-fourth of Trunks Ki Blast range (rounded up to the nearest multiple of 5) is made, creatures within the cube range must attempt a Dexterity saving throw, taking the ki blast's damage on a failure.

Super Saiyan (1 ki point). as an action, Trunks's Strength, Dexterity and Constitution scores increase by +4, his AC increases by +4, his DCs, attack, damage bonuses by +2 and damage threshold by +4, his maximum and current hit points increase by twice his CR, his maximum ki points by 2, and his movement speed by 10 feet, his aura radiates bright light for 10 feet and dim light for another 10 feet. Trunks can't use Ki Suppression and must spend 1 Ki Point at the end of each of his turns to maintain this effect.

Reactions[edit]

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

Future Trunks[edit]

Ki Blade Enhancement (2 ki point). As a bonus action, one melee weapon that Trunks is proficient that he wield can benefit from any effect that his unarmed strikes would (it does not deal Force damage), and their damage counts as magical for the sake of overcoming resistance and immunity to non-magical attacks. In addition, Trunks can end this effect early by granting one attack and damage roll his make with that melee weapon to gain a +2 bonus. Trunks must spend 1 ki point at the beginning of each of your turns to keep this active.

Masenko (1+ ki point)/(Charge 0.5 round). When unleashed, all creatures in a 60 ft. long, 30 ft. wide line must make a Dexterity saving throw. on a failure, they take 7 (2d6) force damage. Trunks 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.

Buster Cannon (2+ ki point)/(Charge 1 round). When unleashed, all creatures in a 45 ft. long, 10 ft. wide line must make a Strength saving throw. on a failure, they take 18 (4d8) force damage. Trunks can add an additional 1d8 force damage, increase its length by 15 feet, and increase its width by 5 feet for 1 additional ki point by charging for 0.5 a round.

Evil Barrier (3+ Ki Points). As a bonus action, Trunks gains a damage threshold of and reduction of 6 until the end of his next turn. He may spend 1 ki point at the end of each of his turns to extend this effect until the end of his next turn. For every 2 additional ki points, Trunks can either increase the damage threshold and reduction by 1 or expand the barrier by 5 feet. By spending 3 more ki points separately from the previous effects, he can further boost the reduction by his Ki Attack Modifier. To extend the barrier's duration, spend half the initial ki cost each turn as a bonus action.

Burning Attack (10 Ki Points). As an action every creature in a 30 foot radius up to 60 feet from Trunks must make a Constitution saving throw. On a failure they fake 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.

Ki-Infused Slash (1+ Ki Points)/(Must have Ki Blade Enhancement). As a free action, or reaction, when Trunks hit with a weapon benefitting from Ki Blade Enhancement, he can spend up to 4 ki points to increase your damage by d4 per ki point, additionally or instead he may spend 4 ki points to increase the damage by half your level.

Heat Dome Attack (3+ Ki Points)/(Charge 0.5+ rounds) When unleashed, Trunks create a 60-ft high and 5-ft wide pillar of Ki with him being the center, every creature within range must make a Constitution saving throw. they take 3d6 force damage, but if they succeed they take half as much. Trunks can spend 5 additional Ki Points that does not count toward extra charging and if a creature is under the Grappling/Grappled condition caused by him, can be thrown to any point within range of Heat Dome Attack, they must make a second Constitution saving throw suffering the effects a second time.

He can increase this damage by 1d6 for every additional ki point spent, increase its height by 10 ft., and increase its width by 5 ft. Each additional ki point increases its charge time by 0.5 round.

Change the Future (1 Ki Point)/(Must have Ki Blast) As part of making a Ki Blast attack, its range becomes touch and Trunks instead move its initial range. This can only be used once per turn without having a target.

Reactions[edit]

Evil Barrier (+3 Ki Points)/(Part of the Evil Barrier) For 3 additional ki points separate from any other effects from the original arrier, Trunks can activate this barrier as a reaction.

Future Trunks, Cell Games[edit]

Finish Buster (5+ Ki Points)/(Charge 1+ rounds) Trunks create a burning ball of ki with his hands above his head. 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, it gains 2d12 force damage, its range by 10 ft., and its radius increases by 5 ft., and he must spend 1 ki point.

Super Saiyan Grade 2 (1 Ki Point)/(Half Technique Slot, Must have Super Saiyan). When Trunks transforms into Super Saiyan or as a bonus action while in it, he gain 2 points to increase any increase in his scores from the Super Saiyan Transformation in any way he desire, as a bonus action he can move said points around his scores. Also, Trunks must now spend 2 Ki Points at the end of each of his turns to maintain this effect and Super Saiyan effects.

Super Saiyan Grade 3 (1 Ki Point)/(Half Technique Slot, Must have Super Saiyan Grade 2). As a Bonus action while Trunks is in Super Saiyan Grade 2, Trunks gain 2 additional points to increase any increase in his Scores from the Super Saiyan Transformation (for a total of 4 points), but his Dexterity is reduced by -4 while in Grade 3. Also, Trunks must now spend 3 Ki Points at the end of each of his turns to maintain this effect and Super Saiyan and Super Saiyan Grade 2 effects.

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

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

Reactions[edit]

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

Trunks, RoSat[edit]

Any Trunks below this have the Metamoran Fusion counted as one slot instead of two.

Metamoran Fusion (Count as two slots) As an action, Trunks and one other willing creature within 5 ft. that uses its reaction whose Strength, Dexterity and Constitution scores added together are equal to his must make a DC 40 Performance check in which both of rolls and modifiers are added. Regardless of the outcome, Trunks 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.