Vegeta, GT (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 creature 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 does not follow traditional CR.

Medium humanoid (Saiyan), neutral good


Armor Class 26 (Natural Armor)
Hit Points 451 (43d8 + 258)
Speed 90 ft.


STR DEX CON INT WIS CHA
32 (+11) 21 (+5) 22 (+6) 12 (+1) 10 (+0) 12 (+1)

Saving Throws Str +23, Dex +17
Skills Athletics +23, History +13, Insight +12, Intimidation +13, Perception +12
Senses passive Perception 22
Languages Common
Challenge 43 ( XP)


Ki. Vegeta has 49 Ki points which he can expend. All Ki points are regained at the end of a long rest.

Further Beyond. When Vegeta is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until He finishes a long rest.

Powerful Build. Vegeta counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. And requires twice as much food as a normal Medium-sized creature would.

Ki-Imbued Body. Vegeta counts as two (effectively three) sizes larger when determining his carrying capacity and the weight he can push, drag, or lift.

Lasting Form. Vegeta can hold his breath for four times as long, suffocate for four times as long without dropping to 0 hit points, he can go four times as long without food and water, and exhaustion from food and water deprivation takes four times as long to occur.

Weather Resistant. Temperatures must be four times as high or low for Vegeta to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes four times as long for Vegeta to suffer exhaustion from said temperatures.

Honed Body and Mind. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is quadrupled, as is Vegeta's maximum age.

Brawn/Evasion/Endurance. When Vegeta is targeted by an area effect that lets him make a Strength, Dexterity or 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. Vegeta can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Vegeta makes five attacks with his unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 24 (3d8 + 11) force damage (bludgeoning if out of ki).

Ki Charge As a full turn action Vegeta regains 3d8 Ki points.

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

Ki Blast (1 Ki Point). As a bonus action, Vegeta's unarmed strikes have their reach increased by +90 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 31 Constitution saving throw or be stunned until the end of Vegeta's next turn. Vegeta may only make one sledgehammer attack per turn.

Ki Surge (10 Ki Points). Vegeta makes one action as a Free Action.

Massive Blow (1+ Ki Points). As a Free Action when Vegeta hits a creature with an unarmed strike, they must make a DC 31 Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a DC 31 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 hitpoints.

Arm Break (2 Ki points). Once per turn when Vegeta makes an unarmed strike, if his attack roll equals the target's AC + 10 it gains the benefits of being a critical.

Laigiri (1 Ki Point). Once per turn when Vegeta hits a creature with an attack that can't be charged he deals twice the damage die of the attack. If the target hasn't taken a turn since rolling for initiative, this does not cost ki.

Ki Sense (0+ Ki Points). As a Free Action Vegeta 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.

Final Flash (1+ Ki Points). After charging for 1 round, all creatures in a 120 ft. long, 60 ft. wide line must make a DC 31 Constitution saving throw. On a failure, they take 1d20 force damage for every ki point spent. On a success, they take half the damage. This circumvents features that reduce all/half effects to half/none.

Big Bang Attack (10 Ki Points). As an action every creature in a 30 foot radius up to 120 feet from Vegeta must make a DC 25 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 initial target they are.

Final Shine (5 Ki Points). When Vegeta uses a Technique that deals damage that does not require charging, including Ki Blast, or when he begins charging a Technique that does require charging, if it did not require charging and was an action, he may use it as a bonus action or reaction. If it did require charging, he may make 1 bonus action or reaction on each of his turns without needing to make a concentration check

Super Saiyan (1 Ki Point). As an action, Vegeta's Strength becomes 36 (+13), his Dexterity becomes 25 (+7), and his Constitution becomes 26 (+8), his AC becomes 30, his DCs become 33, his bonus to hit for his Unarmed Strikes becomes +25, and bonus to damage for those attacks becomes +13, his maximum hit points increase by 86, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet. Vegeta can't use Ki Suppression and must spend 1 Ki Point at the end of each of his turns to maintain this effect.

Super Saiyan 2 (2 Ki Points). As an action, or as a bonus action while Super Saiyan is active Vegeta's Strength becomes 40 (+15), his Dexterity becomes 29 (+9), and his Constitution becomes 30 (+10), his AC becomes 34, his DCs become 35, his bonus to hit for his Unarmed Strikes becomes +27, and bonus to damage for those attacks becomes +15, his maximum hit points increase by 86, and his maximum ki points by 2, his aura radiates bright light for 20 feet and dim light for another 20 feet. Vegeta can't use Ki Suppression and must spend 2 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan 3 (5 Ki Points). As an action, or as a bonus action while Super Saiyan is active Vegeta's Strength becomes 44 (+17), his Dexterity becomes 33 (+11), and his Constitution becomes 34 (+12), his AC becomes 38, his DCs become 37, his bonus to hit for his Unarmed Strikes becomes +29, and bonus to damage for those attacks becomes +17, his maximum hit points increase by 86, and his maximum ki points by 2, his aura radiates bright light for 30 feet and dim light for another 30 feet. Vegeta can't use Ki Suppression, Ki Charge grants half as many ki points and he must spend 5 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan 4 (5 Ki Points). As an action, or as a bonus action while Super Saiyan is active Vegeta's Strength becomes 46 (+18), his Dexterity becomes 35 (+12), and his Constitution becomes 40 (+15), his AC becomes 40, his DCs become 38, his bonus to hit for his Unarmed Strikes becomes +30, and bonus to damage for those attacks becomes +18, his maximum hit points increase by 129, and his maximum ki points by 3, his aura radiates bright light for 40 feet and dim light for another 40 feet. Vegeta must spend 2 Ki Points at the end of each of his turns to maintain this effect.

Warrior's Pride. As a free action, Vegeta retries one saving throw that is causing him to be charmed or frightened.

REACTIONS

Deflect Missile. When Vegeta is hit by a ranged attack, reducing its damage by 53 (1d10 + 48). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Exchange Blows (2 Ki Points) When an attack roll is made against Vegeta, he makes an unarmed attack against the attacker.

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



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