Z Fighter (5e Class)
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Prestige Class: Z Fighter
Z Fighters are warriors capable of rivaling even the most powerful creatures. At some point in their life, each Z Fighter came in contact with a creature so powerful, the illusion of limitation was shattered for them forever.
The following class features take the place of the epic boons given by Past Level 20 (5e Variant Rule).
To qualify for multiclassing into the Z Fighter class, you must meet these prerequisites:
- You must be a 20th level Ki Fighter (5e Class), Saiyan Fighter, 2nd Variant (5e Class), or 30th level Ascended Saiyan (5e Class).
- Either your Strength, Dexterity, Constitution, or Wisdom must be at least 20.
- You must deal damage to a creature with a CR of 21 or higher.
As a Z Fighter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Z Fighter level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Z Fighter level
|Ki Points||Martial Arts||Flying Speed||Features|
|1st||1||2d6||30 feet||Instant Transmission|
|2nd||2||2d6||30 feet||Advanced Training, Ability Score Increase|
|4th||4||2d6||35 feet||Advanced Training|
|5th||5||2d8||35 feet||Extra Attack|
|6th||6||2d8||35 feet||Biding Restoration, Ability Score Increase|
|7th||7||2d8||35 Feet||Advanced Training|
|8th||8||2d8||40 Feet||Martial Memory|
|9th||9||2d12||40 Feet||Ultimate Self|
|10th||10||2d12||40 Feet||Advanced Training, Ability Score Increase, Do or Die|
At 1st level, your ki point maximum increases by the amount listed in the Ki Points column of this class’s table. The number listed is the overall gain, not the individual increase per level.
At 1st level in this class, you can focus your ki to teleport. In exchange for half your movement and bonus action, you can teleport to a creature within your flying speed + 10 feet that you are aware of. This movement does not incur attacks of opportunity.
You may also spend 1 minute (ten rounds) meditating and searching for the Ki or life energy of any being the same plane as you. You must have met this creature before and they must not be behind any form of dimensional or magical barrier blocking teleportation. You may attempt an Arcana check with a DC equal to your ki save +1 for every additional willing creature touching you that you wish to teleport. You may move an unwilling creature as well, but the DC is doubled. Using Instant Transmission in this manner costs 5 ki.
Ability Score Increase
When you reach 2nd level in this class, and again at 6th and 10th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 30 using this feature.
At 2nd level in this calss, you must enroll in one of the following advanced schools of combat: School of the God, the Third Eye, the Super Namekian, the Mindful, the Supreme Kai, the Genius, the True Majin, or the Dragon. You gain additional features at 4th, 7th, and 10th level.
At 3rd level in this class, no enemy can escape you. You may make 2 attacks of opportunity as a reaction. You may replace one or both of these attacks with moving half your movement speed rounded down.
At 5th level in this class, you may attack an additional time when you take the Attack action. This stacks with any Extra Attack you have from a different class (ex. Fighter)
At 6th level, you gain the ability to grow senzu beans. Any plant seed can become a senzu seed for 20 ki points. When planted, they immediately begin to grow for 5 months. This process creates a single bean, and a single seed. Beans must have at least 20ft between them to grow. Each bean counts as 5 days of food and restores 12d12 hit points or 12d4 ki points.
At 8th level, you may gain one subclass feature from the Ki Fighter class. You can not choose one from the School of the Scientist or Djinn.
At 9th level, when you roll for initiative and have no ki points remaining, you regain 20 additional Ki Points.
Do or Die
At 10th level, you can completely ignore your limits when it counts. When you are below 1/4 of your total hit points, you can choose to enter the Do or Die transformation as a free action, exiting at the end of your third turn in this form. This can be used in conjunction with other transformations. In this state, you can not become unconscious, even if you are below 0 hit points, you do not incur penalties from exhaustion, and your ki point minimum changes from 0 to negative your maximum. If you have negative Ki Points when you exit this form, you gain 1 level of exhaustion.
School of the God
The School of the God, also known as the School of Kami, is a school of combat created by an ancient sage who lived in a temple high above the world. To learn from this school, you must either be a Saiyan Warrior or entered the School of the Turtle.
At 2nd level, as a reaction when you are attacked, you may spend 2 Ki Points to move up to 10 feet. This movement does not incur attacks of opportunity. The creature that was attacking you must succeed a Wisdom saving throw. On a failure, you become invisible to that creature until the end of your next turn.
100% Full Power
At 4th level, you can push your body past its limits, for a cost. As a bonus action for 5 ki, you channel your ki into your muscles, causing them to expand rapidly. Exiting this form is a free action. While in this form, you gain the following effects:
- Any ranged ki attacks deal an additional 2d6 radiant damage.
- Your Wisdom and Strength increase by +2, as does their maximums.
- You may add one additional ability score to your unarmored defense.
- You make an additional attack whenever you take the Attack action.
- You loose 4 hit points or ki at the beginning of each turn.
At 7th level, you can focus your ki to an atomic razor. In exchange for your action, bonus action, and 15 ki, you can launch a disk of yellow ki. Every creature in a 15ft by 75ft line must succeed a Dexterity saving throw. On a failure, they take 6d12 radiant and 6d12 magical slashing damage.
Instant Ki Attack
At 10th level, you can take your signature attack to the next level. As a bonus action on a turn that you use a feature that costs ki and deals damage, you may use Instant Transmission immediately before firing it. (Costs 5 ki)
School of the Third Eye
The School of the Third Eye was founded by an ancient monk from the School of the Crane. This monk realized the unlimited potential in his third eye.
At 2nd level, you can focus the multi-form into yourself. As an action, you can spend 7 Ki Points and 2d6 hit points to gain an extra pair of arms. This technique lasts for 1 hour. While in this form you gain the following effects:
- You may attack an additional time whenever the Attack action is taken.
- You may add your Proficiency bonus to Strength saving throws and Athletics checks an additional time.
- Your Strength increases by +2, as does its maximum.
- As a bonus action, you can increase a ranged ki attack’s damage and cost by 1/4.
At 4th level, you can use your third eye’s psychic abilities to grapple. Instead of making an Athletics or Acrobatics check to grapple, you make an Arcana or Perception check. You can not use bonus actions or move beyond half your flying speed while grappling in this manner.
At 7th level, clones created using the Multiform Technique are 1/2 your level. Each clone can split into 2 clones as an action. These “clone clones” are 1/2 the level of the clone they originated from.
At 10th level, you can use the Tri-Beam with minimal loss. You can use it as many times as desired each round, and you may reduce the damage you take from this by 1d8 for every 2 additional ki spent.
School of the Super Namekian
As the name implies, this school was created by an extremely powerful namekian, and as such only students of the same race can reach the same levels of power in this school.
At 2nd level, you can expel ki as an offensive defense. When you are hit with an attack, as a reaction, you can spend 10 ki points to deal 2d6 fire damage to every creature within 5 feet of you that fails a Wisdom saving throw, or half as much on a success. Creatures that fail are also pushed 10 feet back and are knocked prone.
At 4th level, a namekian can extend not only their arms, but their entire body. As an action, you can cast the enlarge/reduce spell once on yourself, without needing material components. You can only apply Enlarge with it. You can end the effect as a free action. You have 4 charges of this feature, and regain all uses of it at the end of a long rest.
At 7th level, you can project healing ki blasts into a dying creature’s body. As an action, you can give an incapacitated creature within 5 feet advantage on their next death saving throw. This can only be done once per creature until they return to their hit point maximum.
At 10th level, you take your alien physiology, and those of others, to its limits. You gain the following benefits once, and again if you absorb a willing namekian with a CR or level of 18 or higher. This can be done by placing your hand on their chest and spending 30 seconds resonating your ki with theirs.
- Your movement speed increases by 20 feet.
- Your Limb Stretch reach increases by 5 feet.
- You can cast regenerate on yourself. Once you cast this spell in this way, you must complete a long rest before you can do so again.
School of the Mind
The School of the Mind was created by a traveling martial artist and a powerful mage. They combined their power to unlock the power the more physical warrior’s mind had sealed away. After some time, he realized that he no longer needed the mage to wield this power and, with the newfound cruelness of his mind, killed him.
Mark of Power
At 2nd level, you gain a styalized M on your forehead. If you do not have a forehead, it appears somewhere visible on your body. You gain the following benefits:
- You can no longer deal non-lethal damage.
- You deal an additional 1d4 psychic damage from all sources.
- Your Wisdom and Strength or Dexterity, as does their maximums, increase by +2.
- If you have a transformation from a previous class, excluding Oozaru, such as Super Saiyan, you can choose to negate its timer.
At 4th level, your enchanted mind has forgotten fear. You have advantage against being frightened.
At 7th level, you deal additional psychic damage equal to your unarmed strike die from all sources instead of 1d4. Additionally, you become immune to the Charmed and Frightened conditions.
The Strongest in the Universe
At 10th level, your mind will outlast your body. When you are killed, your brain survives and leaves your body. While in this form, your stats completely resemble a spider. You can survive for 3 days in this form, and do not require food, water, air, or sleep. If you come in contact with an unconscious humanoid, you can choose to take over them. You regain all features your previous bodies had, and you gain all non-class features that your new body has. This does not stop Disintegration or any other effect that can permanently kill you.
School of the Supreme Kai
The hierarchy of the kai is headed by four beings known as the supreme kai. As the rulers of the other kai, they are theoretically the most powerful among them. As such, their training goes beyond that of any mortal design, incorporating ancient, esoteric magic into their training.
At 2nd level, as a reaction, you gain +5 AC until the end of your next turn. (Costs 5 ki)
At 4th level, you begin to grasp the manipulation of life forces. As an action, you can give a creature within 5 feet of you any amount of hit points. You then loose the amount of hit points given.
At 7th level, you learn the techniques necessary to create and manipulate matter. As an action, you can create a perfect cube of any material, including adamantine, so long as you have seen it. This feature has 4 charges. You can spend 1 charge and 5 ki to create a 5 foot cube, increasing by 5 feet for every additional charge and 5 ki spent. You regain all uses at the end of a long rest.
At 10th level, you gain access to your complete potential. As an action, you spend 2 Ki Points to gain the following for 1 minute:
- Your unarmed strikes deal 1d6 additional bludgeoning damage.
- Your Strength, Dexterity, Constitution, and Wisdom increase by +4, as does their maximums.
- Ranged ki attacks deal an additional 2d4 lightning damage.
- Your flying speed increases by 10 feet.
At 10th level, instead of taking the above feature, the timer of any transformation you enter can be completely ignored
School of the Genius
The School of the Genius focuses on modifying the genetics of an individual, rather than developing and refining techniques. Those who undergo this transformative process are often referred to as a Bio-Androids. It is suggested that one who trains unde this school took the School of the Scientist.
At 2nd level, you sprout a tail with a large needle-like end, and your body becomes able to digest anything. You have advantage against being poisoned. You can use your tail to “drink” unconscious creatures, killing them instantly and giving you 1 day’s worth of food. You can store up to 10 days of food inside you, consuming 1 automatically when needed.
At 4th level, you are able to regenerate from a single cell. When you are reduced to 0 hit points, you can instead drop to 1. This increases your body’s need for food for that day to 5 day’s rations. Additionally, any effect that would instantly kill you if it reduces you to 0 hit points, such as disintegrate, it no longer does so. Additionally, if you have the Backup feature, you may create a new body for 20 Ki Points.
At 7th level, your body has been reconstructed out of the genes of the greatest fighters in the world. You gain 1 racial feature of your choice.
School of the True Majin
While the School of the Djinn may transform other races, only true majin can obtain its full power. As such, no other race can take this school. It is heavily suggested that one who takes this path have taken the School of the Djinn.
At 2nd level, you gain access to your full power as a majin. You gain every majin sub-race feature. In addition, when you use Buu Absorption, you gain 1 feature of the creature you absorbed. You also gain +2 to your ability score that was their highest. You can only gain these from 1 creature at a time.
At 4th level, you perfect your absorption. You can benefit from True Majin’s absorbtion bonuses an amount of times equal to your level above 20 divided by 2.
At 7th level, you gain a unique technique. As an action, you can spend 10 ki to fire a beam from your antenna at a creature within 20ft as a spell attack. On a hit, it deals 10d10 psychic damage. On a critical hit, the creature is transformed into an object of your choosing for 1d8 rounds. If this object is edible, you may use Buu Absorbtion by eating it. When this time limit is over, the creature takes 2d12 acid damage, exits your body, and returns to normal. If it becomes a weapon and is used to attack, it takes 1d8 blugeoning damage. Otherwise, when attacked, it takes damage as normal and attack rolls against it have advantage.
At 10th level, you can draw ki from the creatures you have absorbed. Your ki point maximum is increased by the amount of creatures absorbed x2.
School of the Dragon
One who walks this path gains the power of the Dragon Balls over time. The more one absorbs, the more dragon-like they become.
Dragon Ball Absorption
At 2nd level, your body can contain the raw power of the wish spell. You automatically become aware of the general location and direction of 1 of 7 Dragon Balls. When you collect a Dragon Ball, you can break it down with your ki and absorb it. Its unbreakable stars appear on your chest, and for every 2 Dragon Balls, excluding the 7 Star Ball, you may add +2 to either your Strength, Dexterity, Constitution, or Wisdom. For every 3, you’re unarmored defense increases by +1. The 7 Star Ball acts as 2 balls, and is always the last ball found.
At 4th level, as an action, you may enter this form for 1 minute or until you end it as a bonus action for 5 ki, during which you gain the following:
- Your movement and flying speed increase by 30 feet.
- You become immune to bludgeoning, slashing, and piercing damage.
- Your AC increases by 5.
- You can not take actions.
At 7th level, after collecting at least 5 dragon balls, you gain limited access to their universal control. As an action, you can summon a lightning bolt from the sky. Each creature in a 15 foot radius of a point in range must make a Dexterity saving throw. On a failure, they take 25d6 + your Dexterity modifier lightning damage or half as much on a success. If you are outdoors in stormy conditions when you use this, it gives you control over the existing storm, increasing damage by 3d6. (Costs 25 ki)
At 10th level, when you have collected every dragon ball, your body changes to fully contain its power. You gain the following:
- Your size increases by 1 to a minimum of large.
- You can cast wish once, regaining 1/7 of a use at the end of a long rest.
- You gain immunity to one damage type of your choice.
School of the Time Skip
The School of the Time Skip was derived by an assassin who lived for thousands of years. Devising a way to create time anomalies with a minimal amount of ki, he realized just how difficult teaching such a technique is, given the inability to actually observe it, thus keeping the school greatly limited.
At 2nd level, you gain the quintessential technique of this School. As a full turn action, you stop time for every creature but yourself until the end of your next turn. Stopping time in this manner does not have the range or interaction limitations of the Time Stop spell. (7 Ki Points)
Vital Point Attack
At 4th level, as part of a melee attack, you may increase your critical hit range by a number equal to the amount of ki spent.
At 7th level, as a reaction, you become completely intangible. You can not take or deal any damage until the beginning of your next turn. (4 Ki Points)
At 10th level, you constantly improve over the course of a battle. Every time you unintentionally fail a Dexterity saving throw that would reduce an effect's damage or are unwillingly hit by another creature's attack, you may attempt a DC 15 Intelligence saving throw. On a success, any attack and damage rolls you make have a +1 bonus. You may gain the benefits of this effect up to 10 times.
School of the 11th Universe
A student of this school harnesses the powers of beings not from this world, or even reality. While not required, it is suggested that you do not allow a player who takes this school to level further.
At 2nd level, as an action for 5 Ki Points, you can cover a 15-30 foot radius area in a purple interdimensional barrier. No creature can exit a barrier, even through teleportation or dimensional travel, such as by the dimension door spell. You may spend 5 additional ki as an action to create an additional barrier with an area twice the size of the previous area. Each barrier has 16 AC, damage reduction of 5, and 150 hit points. You may destroy a barrier at will.
God of Destruction Mode
At 4th level, as an action, you may tap into the powers of a God of Destruction for 5 ki. For 5 minutes, your skin darkens, your body becomes incredibly muscular, and you gain red tattoo-like marks across your body. You may spend 1 ki as a bonus action to maintain this form for 1 additional minute. While in this form, you gain the following bonuses:
- Your unarmed strikes deal +1 damage die.
- Your Strength, Dexterity, and Constitution increases by +4.
- You and creatures within 30 feet of you have disadvantage on Dexterity (Stealth) checks.
- You gain proficiency in Constitution saving throws.
- Your Movement and Flying increase by 15 feet
- Ranged ki attacks deal 2 additional damage die of force damage.
- You deal 10 times as much damage to objects and creatures with a level or CR of 1 or lower.
Super Maximum Light Speed Mode
At 7th level, while in God of Destruction mode, you may use Ki Dash as an action or as a bonus action for twice as many Ki Points.
Super Full Power
At 10th level, you place yourself among the most feared beings in the entire multiverse. While in God of Destruction Mode, you may spend 4 ki to enter this form for 1 minute. Your skin reddens under immense stress, and you gain an aura of fire-like ki. While in this form, you gain the following:
- Your Strength and Constitution are increased by 6.
- You can not make reactions.
- When you take the attack action, you may attack 5 additional times.
- You have advantage on attack rolls.
- You have advantage on checks to escape a grapple.
- You are immune to all conditions and magical effects of your choice.
- You automatically succeed Charisma saving throws.
- You have unlimited ki.
- You may make 1 ranged ki attack every other turn, excluding Spirit Bomb, every other turn. You no longer need to charge this attack. You may only spend ki, or hit points for Final Flash and Final Explosion, up to your maximum Ki Points.
- When you exit this form, you immediately gain 5 levels of exhaustion and regain any conditions you had before entering this form.