User:Ref3rence/DBZ Variant Rules

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Dragon Ball Variant Rules[edit]

The following were created for a specific campaign I am currently running. Proceed with caution.

Further Beyond[edit]

As many great minds have said, big numbers are cool. However, Fifth Edition is relatively conservative is this regard, and with good reason. Players are heroes, not gods, and monsters, even the most dangerous, are slayable. But sometimes this isn’t the case.

30 is no longer the highest an ability score can be. As usual, a creature’s ability modifier is equal to (their ability score - 10)/2.

For Monsters[edit]

This is best used with the Mythic Monsters variant rule.

Only creatures with a CR of 31 or more should have ability scores of 31 or more without having other extremely low scores.

For Players[edit]

This works exclusively with the Past Level 20 variant rule or a similar rule.

At 21st level, a player’s ability score becomes uncapped. A creature who is proficient in heavy armor may add their Strength or Constitution bonus minus 7 to their AC while wearing it.

Beam Clashes[edit]

When a creature is targeted by a spell or similar effect with a line range, hereafter referred to as a beam, they may use a similar feature as a reaction. If it must be charged, such as the Kamehameha, it can not be used unless it has already been charged. If it costs an action to fire, such as the Galick Gun or most line spells, it uses this action on your next turn.

After both creatures use their feature, they must roll 3d20, adding their spell save modifier to each roll. The creature that succeeds adds half the other creature’s feature’s damage to their own.

Beam Jumps[edit]

A player can fire a beam at the ground to gain vertical height. When doing so, they move a number of feet in any direction, including straight up, equal to their beam’s length x its width/30, rounded down. When attempting to land or grab onto an object, even if it would not incur falling damage, they must succeed a DC 12 Dexterity or Wisdom saving throw. On a failure, they fall prone or fail to grab the object.

One Currency System[edit]

In this world, magic was absorbed into the world long ago. Instead, physical energies are manipulated and transformed into various forms such as ki or chakra. As a bonus action, you can convert one form of energy into Basic Units and then into the desired form. The numbers listed are how many basic units equal 1 points. Spell Slots are listed as a 1st level spell slot. A 2nd level costs twice as much, a 3rd level costs three times as much, so on and so forth.

Ki/Energy/Spirit Points Chakra/Spell Slot/Ice/Fire Points RC Cells/Reiatsu Noble Phantasm Uses
Basic Unit 4 2 1 16

Non-Linear Leveling[edit]

When players level up, they do not automatically gain features. Instead, they gain their additional hit points and currencies (ki, spellslots, etc.) and must train with a person capable of teaching them the feature for 1 hour, after which you gain 1 feature of your choice within your feature rank. Features are split into ranks of 5: levels 1-5, 6-10, 11-15, 15-20, 21-25, 26-30, 31-35, and 36-40. This is best used with restricted multi-classing.

Clutch Points[edit]

Additionally, at a DM’s behest, players can gain “clutch points”. One clutch point can be spent to: gain new feature without training, gain advantage (incur disadvantage if it is a save) the first time they use a feature, or gain a feature outside of their rank (typically only 1 rank higher or lower). Multiple clutch points can be spent at a time. They should be handed out in the same manner as inspiration.

Available Classes[edit]

Available Races[edit]

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