Dragon Ball 5e DM Aid

by mythosstudios

Search GM Binder Visit User Profile

Dragon Ball 5e DM Aid

Faction Options

Faction Renown

Renown (1):

Sanctuary. Your faction has safe houses or other secure gatherings spread across a wide region. You know how to locate these friendly enclaves and can maintain a modest lifestyle in one for no cost. In return, you must defend the sanctuary or protect the secret of its existence.

Renown (3):

Armory. You can purchase nonmagical weapons and armor at a 20 percent discount at a facility associated with your faction. You can buy magic items at the DM’s discretion, but you receive no discount.

Renown (10):

Summon Allies (1/Day). You attempt a technological or local summoning (comm call, yelling real loud, etc.).

You have a 50 percent chance of summoning 1d4 bandits, 1d3 guards, 1d2 thugs, or one veteran.

A summoned ally appears in an unoccupied space within 60 feet of you and can’t summon other allies. It remains until you or it dies.

Renown (25):

Generous Compensation. The faction pays for the work you and your subordinates do on the faction's behalf. The nature of your employment influences your compensation. On average, you receive a bounty (at least 250 gp) for each significant item or relevant discovery you bring back from your adventures and give to the leader.

Renown (50):

Leadership. The full force of the faction is at your disposal.



Faction Ranks

Renown Red Ribbon Army Dark Empire Frieza Force Galactic Patrol Time Patrol Z-Fighters
1 Private Peon Soldier Galactic Patrolman Time Agent Initiate
3 Sergeant Dark Defender Staff Officer Galactic Detective Time Patroller Cynosure
10 Sergeant-Major Marshall of Darkness Commander Galactic Lieutenant Head Patroller Hero
25 General Unholy Hand of the King High Level Executive-Class Galactic Chief Patroller Corporal Legend
50 Commander-in-Chief Dark King Supreme Commander Galactic Commissioner Lord of Time Paragon

Grunts As Ki-Blasters

Some grunts can master a few spells as they gain power, using this variant.

A grunt can innately cast a number of spells equal to its spellcasting ability modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the grunt’s challenge rating (rounded down). The grunt’s bonus to hit with spell attacks is equal to its proficiency bonus + its spellcasting ability bonus. The grunt’s spell save DC equals 8 + its proficiency bonus + its Constitution modifier.

Intelligence, Wisdom, or Charisma is the grunt's spellcasting ability for these spells.

Battle Points per CR

CR Battle Points
0-3 Under 3 (1d2)
4-8 3-9 (2d4+1)
9-12 10-24 (9d4)
13-18 25-49 (15d4)
19+ 50+ (13d8-16d12; minimum of 50)

Grunt Martial Combat

Unarmed Strike. Melee Weapon Attack: +[X] to hit, reach 5 ft., one target. Hit: [X] (1d4 + Str or Dex) or (1d6 + Str or Dex) bludgeoning damage.


Unarmed Strike. Melee Weapon Attack: +[X] to hit, reach 5 ft., one target. Hit: [X]] (1d8 + Str or Dex) or (1d10 + Str or Dex) bludgeoning damage. If the target is a creature, the grunt can choose one of the following additional effects:

  • The target must succeed on a DC [X] Strength saving throw or drop one item it is holding (the grunt’s choice).
  • The target must succeed on a DC [X] Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC [X] Constitution saving throw or be stunned until the end of the grunt’s next turn.
Factions

Red Ribbon Army

Red Ribbon Army Grunts (CR)
Bandit (1/8)
Guard (1/8)
Pirate Bosun (1/2)
Soldier (1/2)
Thug (1/2)
Pirate First Mate (1)
Pirate Deck Wizard (1)
Spy (1)
Warforged Soldier (1)
Bandit Captain (2)
Keg Robot (2)
Pirate Captain (2)
Martial Arts Adept (3)
Swashbuckler (3)
Veteran (3)
Warforged Titan (8)
Warforged Colossus (25)

Grunt Special Features:

Firearms Knowledge. The grunt’s mastery of its weapons enables it to ignore the loading property of rifles and pistols.

Android Special Features:

Android. The grunt has advantage on saving throws against exhaustion and is immune to disease. Magic can’t put it to sleep.


Ki-less Aura. The grunt is shielded against any divination magic that would be used to scry upon it or its location.

Grunt Weapon Attacks:

Automatic Rifle. Ranged Weapon Attack: +[X] to hit, range 80/240 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (30), two-handed, burst fire


Hunting Rifle. Ranged Weapon Attack: +[X] to hit, range 80/240 ft., one target. Hit: [X] (2d10 + Dex) piercing damage. Properties: reload (5), two-handed


Automatic Pistol. Ranged Weapon Attack: +[X] to hit, range 50/150 ft., one target. Hit: [X] (2d6 + Dex) piercing damage. Properties: reload (15)


Revolver. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (6)


Shotgun. Ranged Weapon Attack: +[X] to hit, range 30/90 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (2), two-handed


Fragmentation Grenade (1/day). The grunt throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC [X] Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.


Smoke Bomb (1/Day). The grunt hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the grunt’s next turn.

Grunt Ki-Attacks

Ki Channeling Device. The grunt uses their channeling device to cast thunderwave as a [X]-level spell (save DC [X]).

Android Ki-Attacks

Drain Energy. Melee Weapon Attack: +[X] to hit, reach 5 ft., one target. Hit: [X] (1d6 + Dex) necrotic damage. The grunt regains hit points equal to that amount.


Ki Blast (Cantrip). Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.


Draining Ki Blast (Cantrip). Ranged Spell Attack: +[X] to hit, range 120 ft., one creature. Hit: 13 (2d8) necrotic damage, and the target can’t regain hit points until the start of the grunt's’ next turn. If the target is undead, it has disadvantage on attack rolls against the grunt for the same duration.


Rapid Fire Ki Blast (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +[X] to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) force damage per ray.


Ki Force Blast. Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: [X] (4d8 + your spellcasting ability modifier) force damage, and if the target is a Large or smaller creature, the grunt can push it up to 10 feet away.

Grunt Bonus Actions:

Bull Rush. The grunt moves up to 30 feet to an unoccupied space it can see without provoking attacks of opportunity.

Android Bonus Actions:

Ki Leech. As a bonus action, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it.


Grenade Launchers

As an action, with a grenade launcher, the character can propel the grenade up to 120 feet away.

Dark Empire

Dark Empire Grunts
Cultist (1/8)
Rakdos Performer (1)
Skull Lasher of Myrkul (1)
Thought Spy (1)
Cult Fanatic (2)
Githzerai Monk (2)
Priest (2)
Rakdos Lampooner (2)
Tarkanan Assassin (2)
Thayan Apprentice (2)
Thayan Warrior (2)
Martial Arts Adept (3)
Stonemelder (4)
Blood Hunter (5)
Immortal Lotus Monk (5)
Razerblast (5)
Turbulence (6)
Violence (6)
Blood Witch (7)
Warlock of the Fiend (7)

Special Features:

Heightened Spell (2/Day). When the grunt casts a spell that forces a creature to make a saving throw to resist its effects, the grunt can give one target of the spell disadvantage on its first saving throw made against the spell.


Quickened Spell (2/Day). When the grunt casts a spell that has a casting time of 1 action, the grunt changes the casting time to 1 bonus action for that casting.


Twinned Spell (2/Day). When the grunt casts a spell that targets only one creature and doesn’t have a range of self, the grunt can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Weapon Attacks:

Decaying Grenade (1/day). The grunt throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC [X] Dexterity saving throw, taking 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.


Smoke Bomb (1/Day). The grunt hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the grunt’s next turn.

Ki-Based Attacks:

Ki Blast (Cantrip). Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.


Draining Ki Blast (Cantrip). Ranged Spell Attack: +[X] to hit, range 120 ft., one creature. Hit: 13 (2d8) necrotic damage, and the target can’t regain hit points until the start of the grunt's’ next turn. If the target is undead, it has disadvantage on attack rolls against the grunt for the same duration.


Toxic Ki Blast (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +[X] to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC [X] Constitution saving throw or be poisoned until the end of the grunt's’ next turn. If the grunt casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Rapid Fire Ki Blast (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +[X] to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) force damage per ray.


Ki Force Blast. Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: [X] (4d8 + your spellcasting ability modifier) force damage, and if the target is a Large or smaller creature, the grunt can push it up to 10 feet away.


Ki Channeling Device. The grunt uses their channeling device to cast thunderwave as a [X]-level spell (save DC [X]).

Reactions:

Technique Redirection. In response to a spell attack roll missing the grunt, the grunt causes that spell to hit another creature of its choice within 30 feet of it that it can see.

Bonus Actions:

Bull Rush. The grunt moves up to 30 feet to an unoccupied space it can see without provoking attacks of opportunity.

Frieza Force

Frieza Force Grunts
Acolyte (1/4)
Apprentice Wizard (1/4)
Soldier (1/2)
Counterflux Blastseeker (2)
Githzerai Monk (2)
Hurricane (2)
Tarkanan Assassin (2)
Thayan Apprentice (2)
Martial Arts Adept (3)
One-Eyed Shiver (3)
Veteran (3)
Cosmotronic Blastseeker (4)
Reckoner (4)
Flux Blastseeker (5)
Galvanic Blastseeker (5)
Immortal Lotus Monk (5)

Special Features:

Firearms Knowledge. The grunt’s mastery of its weapons enables it to ignore the loading property of rifles and pistols.


Heightened Spell (2/Day). When the grunt casts a spell that forces a creature to make a saving throw to resist its effects, the grunt can give one target of the spell disadvantage on its first saving throw made against the spell.


Quickened Spell (2/Day). When the grunt casts a spell that has a casting time of 1 action, the grunt changes the casting time to 1 bonus action for that casting.


Twinned Spell (2/Day). When the grunt casts a spell that targets only one creature and doesn’t have a range of self, the grunt can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Weapon Attacks:

Laser Pistol. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (3d6 + Dex) radiant damage. Properties: reload (50)


Laser Rifle. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (3d6 + Dex) radiant damage. Properties: reload (30), two-handed


Antimatter Rifle. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (8d8 + Dex) radiant damage. Properties: reload (30), two-handed


Smoke Bomb (1/Day). The grunt hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the grunt’s next turn.


Frost Grenade (1/day). The grunt throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC [X] Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.

Ki-Based Attacks:

Ki Blast (Cantrip). Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.


Draining Ki Blast (Cantrip). Ranged Spell Attack: +[X] to hit, range 120 ft., one creature. Hit: 13 (2d8) necrotic damage, and the target can’t regain hit points until the start of the grunt's’ next turn. If the target is undead, it has disadvantage on attack rolls against the grunt for the same duration.


Freezing Ki Blast (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +[X] to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. If the grunt casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Rapid Fire Ki Blast (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +[X] to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) force damage per ray.


Ki Force Blast. Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: [X] (4d8 + your spellcasting ability modifier) force damage, and if the target is a Large or smaller creature, the grunt can push it up to 10 feet away.


Ki Channeling Device. The grunt uses their channeling device to cast thunderwave as a [X]-level spell (save DC [X]).

Reactions:

Technique Redirection. In response to a spell attack roll missing the grunt, the grunt causes that spell to hit another creature of its choice within 30 feet of it that it can see.

Bonus Actions:

Bull Rush. The grunt moves up to 30 feet to an unoccupied space it can see without provoking attacks of opportunity.

Galactic Patrol

Galactic Patrol Grunts
Acolyte (1/4)
Apprentice Wizard (1/4)
Frontline Medic (1/4)
Guard (1/8)
Knight (3)
Martial Arts Adept (3)
Veteran (3)
Reckoner (4)
Warlock of the Archfey (4)
Immortal Lotus Monk (5)
Lawmage (6)
Inquisitor of the Mind Fire (8)
Inquisitor of the Sword (8)
Inquisitor of the Tome (8)
War Priest (9)
Githzerai [Monk (2), Zerth (6), Enlightened (10), Anarch (16)]
Githyanki [Warrior (3), Knight (8), Gish (10), Kith'rak (12), Supreme Commander (14)]

Special Features:

Firearms Knowledge. The grunt’s mastery of its weapons enables it to ignore the loading property of rifles and pistols.


Heightened Spell (2/Day). When the grunt casts a spell that forces a creature to make a saving throw to resist its effects, the grunt can give one target of the spell disadvantage on its first saving throw made against the spell.


Quickened Spell (2/Day). When the grunt casts a spell that has a casting time of 1 action, the grunt changes the casting time to 1 bonus action for that casting.


Twinned Spell (2/Day). When the grunt casts a spell that targets only one creature and doesn’t have a range of self, the grunt can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Weapon Attacks:

Laser Pistol. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (3d6 + Dex) radiant damage. Properties: reload (50)


Laser Rifle. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (3d6 + Dex) radiant damage. Properties: reload (30), two-handed


Antimatter Rifle. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (8d8 + Dex) radiant damage. Properties: reload (30), two-handed


Laser Grenade (1/day). The grunt throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC [X] Dexterity saving throw, taking 17 (5d6) radiant damage on a failed save, or half as much damage on a successful one.


Smoke Bomb (1/Day). The grunt hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the grunt’s next turn.

Ki-Based Attacks:

Ki Blast (Cantrip). Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.


Rapid Fire Ki Blast (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +[X] to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) force damage per ray.


Ki Force Blast. Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: [X] (4d8 + your spellcasting ability modifier) force damage, and if the target is a Large or smaller creature, the grunt can push it up to 10 feet away.


Ki Channeling Device. The grunt uses their channeling device to cast thunderwave as a [X]-level spell (save DC [X]).

Reactions:

Technique Redirection. In response to a spell attack roll missing the grunt, the grunt causes that spell to hit another creature of its choice within 30 feet of it that it can see.

Bonus Actions:

Bull Rush. The grunt moves up to 30 feet to an unoccupied space it can see without provoking attacks of opportunity.


Super Elite Escape (Recharges after a Short or Long Rest). When the grunt takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.

Time Patrol

Time Patrol Grunts
Acolyte (1/4)
Apprentice Wizard (1/4)
Frontline Medic (1/4)
Guard (1/8)
Githzerai Monk (2)
Knight (3)
Martial Arts Adept (3)
Precognitive Mage (3)
Veteran (3)
Oracle (4)
Immortal Lotus Monk (5)
Diviner (8)
War Priest (9)
Githzerai Enlightened (10)

Special Features:

Firearms Knowledge. The grunt’s mastery of its weapons enables it to ignore the loading property of rifles and pistols.


Burden of Time. Beasts and humanoids, other than those in the Time Patrol, have disadvantage on saving throws while within 10 feet of the grunt.


Heightened Spell (2/Day). When the grunt casts a spell that forces a creature to make a saving throw to resist its effects, the grunt can give one target of the spell disadvantage on its first saving throw made against the spell.


Quickened Spell (2/Day). When the grunt casts a spell that has a casting time of 1 action, the grunt changes the casting time to 1 bonus action for that casting.


Twinned Spell (2/Day). When the grunt casts a spell that targets only one creature and doesn’t have a range of self, the grunt can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Weapon Attacks:

Automatic Rifle. Ranged Weapon Attack: +[X] to hit, range 80/240 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (30), two-handed, burst fire


Hunting Rifle. Ranged Weapon Attack: +[X] to hit, range 80/240 ft., one target. Hit: [X] (2d10 + Dex) piercing damage. Properties: reload (5), two-handed


Automatic Pistol. Ranged Weapon Attack: +[X] to hit, range 50/150 ft., one target. Hit: [X] (2d6 + Dex) piercing damage. Properties: reload (15)


Revolver. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (6)


Shotgun. Ranged Weapon Attack: +[X] to hit, range 30/90 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (2), two-handed


Laser Pistol. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (3d6 + Dex) radiant damage. Properties: reload (50)


Laser Rifle. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (3d6 + Dex) radiant damage. Properties: reload (30), two-handed


Antimatter Rifle. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (8d8 + Dex) radiant damage. Properties: reload (30), two-handed


Concussion Grenade (1/day). The grunt throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC [X] Dexterity saving throw, taking 17 (5d6) thunder damage on a failed save, or half as much damage on a successful one.


Smoke Bomb (1/Day). The grunt hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the grunt’s next turn.

Ki-Based Attacks:

Ki Blast (Cantrip). Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.


Rapid Fire Ki Blast (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +[X] to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) force damage per ray.


Ki Force Blast. Ranged Spell Attack: +[X] to hit, range 120 ft., one target. Hit: [X] (4d8 + your spellcasting ability modifier) force damage, and if the target is a Large or smaller creature, the grunt can push it up to 10 feet away.


Ki Channeling Device. The grunt uses their channeling device to cast thunderwave as a [X]-level spell (save DC [X]).

Reactions:

Technique Redirection. In response to a spell attack roll missing the grunt, the grunt causes that spell to hit another creature of its choice within 30 feet of it that it can see.

Bonus Actions:

Bull Rush. The grunt moves up to 30 feet to an unoccupied space it can see without provoking attacks of opportunity.

Pilaf Gang

Pilaf Gang
Pilaf [Noble (1/8)]
Shu [Spy (1)]
Mai [Warrior (1)]

Special Features:

Firearms Knowledge. The grunt’s mastery of its weapons enables it to ignore the loading property of rifles and pistols.

Weapon Attacks:

Automatic Rifle. Ranged Weapon Attack: +[X] to hit, range 80/240 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (30), two-handed, burst fire


Hunting Rifle. Ranged Weapon Attack: +[X] to hit, range 80/240 ft., one target. Hit: [X] (2d10 + Dex) piercing damage. Properties: reload (5), two-handed


Automatic Pistol. Ranged Weapon Attack: +[X] to hit, range 50/150 ft., one target. Hit: [X] (2d6 + Dex) piercing damage. Properties: reload (15)


Revolver. Ranged Weapon Attack: +[X] to hit, range 40/120 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (6)


Shotgun. Ranged Weapon Attack: +[X] to hit, range 30/90 ft., one target. Hit: [X] (2d8 + Dex) piercing damage. Properties: reload (2), two-handed


Fragmentation Grenade (1/day). The grunt throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC [X] Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.


Smoke Bomb (1/Day). The grunt hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the grunt’s next turn.

Bonus Actions:

Bull Rush. The grunt moves up to 30 feet to an unoccupied space it can see without provoking attacks of opportunity.

Additional Rules

Additional Rules

† from Galdur's Gazetteer


‡ from Dragon+ magazine

Technique Clash


  • Casting Time: 1 reaction (which you take when you see a creature within range casting a magic missile spell, a line spell, or a spell that requires a ranged attack roll)
  • Range: The range of the spell that you are casting
  • Battle Points Cost: 1 BP

You attempt to cast a magic missile spell, a line spell, or a spell that requires a ranged attack roll in order to clash and potentially overcome another attacking creature. This contest lasts for three rounds, requiring concentration by both parties, unless a technique overcomes another before the end of the third round. Whomever loses the contest loses the clash and takes the brunt of the attacking spell.


The following changes to combat happen:

  • Both casters must make an opposing check using their spellcasting abilities. The check equals 1d20 + the spell's level + the caster's spellcasting ability modifier + total BP spent. The amount of BP each creature can expend on their contested rolls per round cannot exceed 4 BP. The creature casting their spell can bolster their magic with BPs as well, hoping to overcome this countering technique.
  • If the contested rolls are equal in spell level and battle power, both spells fail that round and have no effect (This carries over until the end of the third round where both spells are nullified completely).
  • If the losing roll was within -5 of the winning total, the loser only takes half damage and suffering no negative effects as if it had succeeded on any saving throws required from the attacking spell.
  • If the losing roll is not within -5 of the winning total, the loser of the clash takes full damage, suffering any negative effects from the attacking spell as if it had failed on its saving throw.

Over Exertion†

When a spellcaster finds themselves low on spell slots they can desperately use their own life force as fuel for their spells. A spellcaster may choose to cast a spell that they know or have prepared at any level up to 5th level, without expending a spell slot.

Immediately after the effects of the spell are determined, the spellcaster makes a saving throw using their spellcasting ability with a DC equal to 13 plus the level of the spell cast. The caster takes 3d10 necrotic damage per each level of the spell, and half as much on a success. This damage ignores resistance and cannot be reduced in any way. Additionally on a failure, the spellcaster also suffers fatigue a number of times equal to half the spell’s level.

After a spellcaster attempts to over exert, that caster cannot do so again until after finishing a long rest.

Powerful Strikes‡

A player can attack with immense force, gaining advantage on a melee or ranged weapon attack while also maxing out all damage die rolled for the attack. This attack gives the player one level of exhaustion that stacks onto any pre-existing levels that the character may have had.

Seismic Damage

Dragon Ball is well known for its cataclysmic clashes that shake the very earth. This optional rule introduces the opportunity to send your foes flying when they take massive damage, destroying structures and building climatic battles.

It’s up to your Dungeon Master to decide when to implement seismic damage. A creature might be affected by seismic damage under the following circumstances:

  • When it takes a critical hit
  • When it fails a saving throw by 5 or more
  • When it drops to 0 hit points but isn’t killed outright

To determine the pattern of the damage, roll on the Seismic Damage table. This table assumes a vast battleground, but can be adapted for a variety of combat locations.

Seismic Damage Table
d8 Effect
1 Sent Flying. The creature is sent flying vertically up to 100 feet, creating ripples that part the clouds.
2 Major Location Damage. Your strikes create massive ripples which cause major damage to nearby objects and structures, collapsing buildings and upheaving magma from the earth.
3 Minor Location Damage. Your strike creates ripples which cause minor damage to nearby objects and structures, shattering glass and breaking through solid rock.
4 Struck Through Wall. The creature is blasted through the nearest vertical surface and continues for up to 60 feet, or until it impacts with another surface.
5 Struck Through Ground. The creature is blasted through the nearest horizontal plane and continues falling, landing prone in an open cavern or other space.
6 Wall Impact. The creature impacts with the nearest vertical surface, restraining them until they are freed.
7 Ground Impact. The creature impacts with the nearest horizontal plane, creating a small crater and knocking them prone.
8 Harmless Shockwaves. Your strike whips at the air, blowing away foliage but otherwise causing no other adverse effect.

Crashing

When a creature affected by seismic damage crashes into something that could reasonably damage it, such as an iron wall or another creature of its size or bigger, the creature comes to a sudden stop and the creature affected by seismic damage must make a DC 15 Constitution saving throw, taking 1d6 bludgeoning damage for every 10 feet the creature moved since its last turn (maximum 20d6), or half as much damage on a successful save. Whatever object the creature struck takes the same amount of damage.

Crashing into Creatures

A creature affected by seismic damage can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the creature’s way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the creature being affected by seismic damage slams into the creature in the way and deals 1d6 bludgeoning damage to the creature for every 10 feet the creature moved since its last turn (maximum 20d6).

A creature affected by seismic damage that is at least two size categories bigger than the creature it crashed into can continue moving through that creature’s space if the creature affected by seismic damage has any movement left. Otherwise, the creature comes to a sudden stop, and the creature affected by seismic damage must make a DC 15 Constitution saving throw, taking 1d6 bludgeoning damage for every 10 feet the creature moved since its last turn (maximum 20d6), or half as much damage on a successful save.

Falling

Falling from a great height is a significant risk for adventurers and their foes. The rule given in the Player’s Handbook is simple: at the end of a fall, you take 1d6 bludgeoning damage for every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.

Rate of Falling

The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a griffon or on board an airship? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you’d like high-altitude falls to be properly time-consuming, use the following optional rule.

When you fall from a great height, you instantly descend up to 500 feet. If you’re still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.

Flying Creatures and Falling

A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell.

If you’d like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature’s current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked prone but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.

If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).

Senzu Bean Healing Alternative

Senzu Bean Size
Bean Size Healing Battle Points Recovery
Tiny 2d4 + 2 1d4 + 1
Small 4d4 + 4 2d4 + 2
Medium 8d8 + 8 4d4 + 4
Large 10d4 + 20 8d8 + 8

New Conditions

† from the Naruto 5e - Shinobi Handbook

Berserk

A berserk creature is driven mad with blind rage, most commonly due to the effects of a drug, a barbarian's rage instigated, or a creature associated with madness.

Whenever a hostile creature damages you while you are effected by this condition, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

The condition ends if the berserk creature starts its turn with no creatures within 60 feet of it that it can see or hear.

Bleeding†

A bleeding creature has been dealt a serious wound that has opened a vein or artery. They are still conscious, but unless the wound is treated, they could die. Bleeding prevents resting.

  • At the end of their turn, a bleeding creature takes 1d4 necrotic damage which cannot be reduced by any means.
  • The Bleeding condition can grow in lethality, If the creature affected by the bleeding condition is affected by the Bleeding condition again, they gain another rank, increasing the necrotic damage by 1d4. The creature may attempt to stop the bleeding with an action by succeeding on a DC 10 Wisdom (Medicine) check.
  • Constructs and undead are immune to this condition.

Burning†

  • A Burned Creature or object takes 1d6 fire damage at the start of each of their turns for the duration of this condition or 1 minute has passed, whichever comes first.
  • A Creature can spend an Action to make a DC 10 Dexterity (Survival) Check to put out the flames. On a successful check, the condition ends.
  • Burned can be applied to a creature up to 3 times total. Each application increase the amount of fire damage by 1d6, up to a maximum of 3d6 at max ranks.
  • A creature takes a -2 Penalty to Concentration Checks for each Rank of Burned they are currently affected by.
  • Creatures that are immune to fire damage are immune to this condition.

Firearm Properties

Ammunition. The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.

Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

Alien Technology

When adventurers find a piece of technology that isn’t from their world or time period, the players might understand what the object is, but the characters rarely will. To simulate a character’s ignorance about the technology, have the character make a series of Intelligence checks to figure it out.

To determine how the technology works, a character must succeed on a number of Intelligence checks based on the complexity of the item: two successes for a simple item (such as a dyno capsule, scouter, or a micro band) and four successes for a complex item (such as a laser weapon, vehicle, or aircraft). Then consult the Figuring Out Alien Technology table. Consider making the item break if a character fails four or more times before taking a long rest.

A character who has seen an item used or has operated a similar item has advantage on Intelligence checks made to figure out its use.

Figuring Out Alien Technology
Int. Check Total Result
9 or lower One failure; one charge or use is wasted, if applicable; character has disadvantage on next check
10–14 One failure
15–19 One success
20 or higher One success; character has advantage on next check
Environmental

Environmental Objects

Rock

AC: 17

Small HP (DT): 10 (0)
Medium HP (DT): 18 (5)
Large HP (DT): 27 (10)
Huge HP (DT): 67 (10)
Gargantuan HP (DT): 108 (15)
Colossal HP (DT): 108< (20)

Resistances: Bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
Immunities: poison, psychic, necrotic
Vulnerabilities: Thunder

Tree/Bush

AC: 15

Small HP: 6
Medium HP: 11
Large HP: 16
Huge HP: 51
Gargantuan HP: 82
Colossal HP: 82<

Resistances: Bludgeoning and piercing from nonmagical weapons that aren't adamantine
Immunities: poison, psychic
Vulnerabilities: Fire, slashing

Building/Boat (Wood)

AC: 15

Large HP: 16
Huge HP: 51
Gargantuan HP: 82
Colossal HP: 82<

Resistances: Bludgeoning and piercing from nonmagical weapons that aren't adamantine
Immunities: poison, psychic
Vulnerabilities: Fire, slashing

Building (Stone)

AC: 17

Large HP (DT): 27 (10)
Huge HP (DT): 67 (10)
Gargantuan HP (DT): 108 (15)
Colossal HP (DT): 108< (20)

Resistances: Bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
Immunities: poison, psychic, necrotic
Vulnerabilities: Thunder

Building/Starship (Metal)

AC: 19

Large HP (DT): 27 (10)
Huge HP (DT): 67 (15)
Gargantuan HP (DT): 108 (20)
Colossal HP (DT): 108< (20+)

Resistances: Bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine, fire
Immunities: poison, psychic, necrotic
Vulnerabilities: Acid


Key

HP = Hit Points
AC = Armor Class
DT = Damage Threshold

Critical Fail Environmental Hazards

Here are a few examples of environmental hazards and how to adapt them to your encounters.

Improvising Hazards

Dice Examples
1d10 Burned by coals, hit by a falling bookcase, pricked by a poison needle
2d10 Being struck by lightning, stumbling into a fire pit
4d10 Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid
10d10 Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream
18d10 Being submerged in lava, being hit by a crashing flying fortress
24d10 Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster
Hazard Save DCs And Attack Bonuses
Hazard Danger Save DC Attack Bonus
Setback 10–11 +3 to +5
Dangerous 12–15 +6 to +8
Deadly 16–20 +9 to +12
Damage Severity and Level
Character Level Setback Dangerous Deadly
1st–4th 1d10 2d10 4d10
5th–10th 2d10 4d10 10d10
11th–16th 4d10 10d10 18d10
17th–20th 10d10 18d10 24d10

You can easily fine-tune your hazards for the party no matter the level the group is at with the 'Damage Severity and Level' table.

Environmental Mishaps
d12 Mishap
1 Trigger alarm. Alerts all creatures within 200 ft.
2 Burst plumbing. Creatures caught in the water jet must make a Strength saving throw, being knocked prone on a failed save as well as being rendered vulnerable to lightning and resistant to fire until the start of your next turn.
3 Collapsing roof. Creatures under the collapse must make a Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. If they fail, the creature must succeed on a Strength saving throw or be pinned and restrained by debris.
4 Broken environment shell. Creatures in the exposed area with make a Constitution saving throw, or be poisoned until fouled air is gone. There is also a possibility depending on the environment of a gravitational change and/or suffocating.
5 Broken windows. The area becomes difficult terrain and cuts creatures traversing through it for 2 (1d4) slashing per 5 feet traveled.
6 Broken windows (within area). Each creature within the radius must make a Dexterity saving throw, taking 10 (4d4) slashing damage on a failed save, and half as much on a successful one.
7 Crashing vehicle/debris. An accident happens from your critical fail. An object hurdles at you from up to 60 feet away, dealing 1d6 bludgeoning damage per 10 feet traveled. You must make a Dexterity saving throw, taking damage on a failed save, and half as much on a successful one.
8 Power arc. Each creature must make a Dexterity saving throw or take 10 (3d6) lightning damage on a failed save, or half as much on a successful one.
9 Trigger explosion. Each creature within the area must make a Dexterity saving throw or take 7 (2d6) slashing damage and 5 (2d4) bludgeoning damage on a failed save and gain the bleeding condition, or half as much on a successful one.
10 Flash fire. Some sort of flammable substance is ignited. Each creature within the area must make a Dexterity saving throw or take 14 (4d6) fire damage on a failed save and gain the burning condition, or half as much on a successful one.
11 Toxic spill. A creature within the area of effect must make a Dexterity or Constitution saving throw, taking 10 (3d6) acid damage on a failed save and gaining a modified version of the burning condition that deals acid damage instead. A creature takes half damage and does not gain the burning condition on a successful save.
12 Spooks creature. Nearby creature scares and becomes either frightened of or hostile towards the individual that scared it.
Technique Translations
Vegeta's Translated Techniques
Technique Spell*
Ki Sense Detect Magic
Ki Blast† Eldritch Blast
Galeck Gun Lightning Bolt
Galaxy Breaker Pulse Wave
Kiai† Thunderwave
Big Bang Attack Fireball
Photon Bomber Scorching Ray
Power Ball Moonbeam
Final Flash Cone of Cold
Shine Shot Fire Bolt
Super Explosive Wave Destructive Wave
Final Impact Sunbeam
Heat Dome Attack Flame Strike
Spirit Sword† Flame Blade, Shadow Blade
Full Power Energy Ball Delayed Blast Fireball
Hellzone Grenade† Melf's Minute Meteors
Afterimage† Blur
Instant Transmission† Blink, Misty Step, Dimension Door

*DM may allow choice of fire, force, lightning, necrotic or radiant damage for the spell

†Can also be found in Strange Worlds: DragonBall D&D

Goku's Translated Techniques
Technique Spell*
Ki Sense Detect Magic
Ki Blast† Eldritch Blast
Ki Transfer Life Transference
Kamehameha† Lightning Bolt
Energy Wave, Kiai† Thunderwave
Gravity Bash Thunderous Smite
Solar Flare† Blindness (Blindness/Deafness)
Energy Shield Shield
Energy Absorption Absorb Elements
Transcendence Sunbeam
Explosive Wave Pulse Wave
Super Explosive Wave Destructive Wave
Destructo Disc† Chromatic Orb
Ki Burst Sphere Fireball
Finger Beam Flame Strike
Suspended Blast Mind Sliver
Evil Containment Wave† Banishment
Energy Landmine Melf's Minute Meteors, Delayed Blast Fireball
God Bind Hold Person, Hold Monster
Afterimage† Blur
Instant Transmission† Blink, Misty Step, Dimension Door

*DM may allow choice of fire, force, lightning, necrotic or radiant damage for the spell

†Can also be found in Strange Worlds: DragonBall D&D

Piccolo's Translated Techniques
Technique Spell*
Ki Sense Detect Magic
Ki Blast† Eldritch Blast
Eye Laser Aganazzar’s Scorcher
Antenna Beam† Lightning Bolt
Destructive Wind Gust of Wind
Regeneration Regenerate (self only)
Healing Cure Wounds, Mass Cure Wounds, Heal
Masenko Thunderwave
Eye Flash (Solar Flare†) Blindness (Blindness/Deafness)
Thunder Shock Surprise Lightning Lure
Mouth Energy Wave Burning Hands
Light Grenade Fire Bolt
Explosive Demon Wave Pulse Wave
Super Explosive Wave Destructive Wave
Magic Materialization Creation, Fabricate
Rapid Fire Scorching Ray
Tri-Form Mirror Image
Evil Containment Wave† Banishment
Energy Landmine Melf's Minute Meteors, Delayed Blast Fireball
Special Beam Cannon Disintegrate
Hellzone Grenade† Melf's Minute Meteors
Afterimage† Blur
Technique Magic Item
Demon Hand Eldritch Claw Tattoo

*DM may allow choice of fire, force, lightning, necrotic or radiant damage for the spell

†Can also be found in Strange Worlds: DragonBall D&D

Majin Buu's Translated Techniques
Technique Spell*
Ki Sense Detect Magic
Ki Blast† Eldritch Blast
Transfiguration Beam Polymorph, True Polymorph
Eye Laser Aganazzar's Scorcher
Antenna Beam†, Kamehameha† Lightning Bolt
Regeneration Regenerate (self only)
Ill Flash Thunderwave
Magic Materialization Creation, Fabricate
Galactic Donut (Destructo Disc†) Chromatic Orb
Finger Beam, Vanishing Beam Flame Strike
Special Beam Cannon Disintegrate
Dangerous Liquid Bomb Magic Jar
Elastic Tentacle Ensnaring Strike
Energy Absorption Vampiric Touch
Super Ghost Kamikaze Attack Conjure Elementals (Steam Mephits only)
Human Extinction Attack Magic Missile
Vice Shout Dimension Door, Passwall, Plane Shift, etc.
Revenge Death Bomber Destructive Wave
Blitzkrieg Pulse Wave
Mystic Shooter Scorching Ray
Ultimate Cannon Fireball
Technique Magic Item
Mystic Attack Eldritch Claw Tattoo

*DM may allow choice of fire, force, lightning, necrotic or radiant damage for the spell

†Can also be found in Strange Worlds: DragonBall D&D

Subclasses

Artificer Specialist: The Augmented†

The Augmented are a subgroup of Artificer whose expertise rely on their cybernetic and bionic enhancements.

Cybernetic Mastery

3rd-level Augmented feature

When you adopt this specialization at 3rd level, you gain proficiency with digital technician’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Integrated Protection. Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

Integrated Protection
Mode Prerequisite Armor Class
Ultralight materials Light 10 + your Dexterity modifier + your proficiency bonus
Composite materials Medium 12 + your Dexterity modifier (maximum of 2) + your proficiency bonus
Dense materials Heavy 15 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks

You can transfer the power of magical armor you find during your travels into your integrated armor. Magical armor you absorb must have a rarity of very rare or lower and can’t be sentient but once you get to 14th-level you ignore these restrictions.

Transferring the armor’s magical properties requires 8 hours of uninterrupted work, which you can complete when you finish a long rest, and destroys the armor in the process. If you repeat the process, the old enchantment is lost and the new one takes its place. If the armor’s magical properties include a curse, you always gain that property, and can’t replace it with a new enchantment unless you are targeted by the remove curse spell or similar magic as you complete the new enchantment. If the magic item required attunement, you will have to still attune to the enchantment within your integrated armor to have access to the enchantment's magical properties.

Augmented Spells

3rd-level Augmented feature

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmented Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Augmented Spells
Artificer Level Spell
3rd armor of Agathys, comprehend languages
5th find traps, wristpocket
9th life transference, thunder step
13th aura of life, hallucinatory terrain
17th antilife shell, telekinesis

Augment Enhancement

3rd-level Augmented feature

Beginning at 3rd level, whenever you finish a long rest, you can load an enhancement to one of your standard augmentations in an empty microchip you touch. Roll on the Upgraded Augment table for the enhancement’s effect, which is triggered when you activate its protocol. As an action, you can engage the selected system's program to activate the uploaded enhancement.

Loading an enhancement onto an empty microchip requires you to have digital technician's tools on your person, and any augment enhancement you load up with this feature lasts until it is activated or until the end of your next long rest.

When you reach certain levels in this class, you can upload additional enhancements at the end of a long rest: two at 6th level and three at 15th level. Roll for each enhancement’s effect separately. Each enhancement requires its own microchip.

You can create additional augment enhancement by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to load the enhancement in an empty microchip you touch, and you choose the enhancement’s effect from the Augment Enhancement table.

Augment Enhancement
d6 Effect
1 Head. For one minute, the artificer gains advantage against effects that cause the stunned condition.
2 Legs. The artificer gains a +5 to their initiative rolls for 1 hour.
3 Torso. For the next 10 minutes, the artificer can use a bonus action to gain a number of temporary hit points equal to your proficiency + your Intelligence modifier (minimum of +1).
4 Arms. For the next 10 minutes, the artificer can extend their forearms and attempt to grapple a creature from up to 15 ft away.
5 Eyes. Until the end of their next turn the artificer can see through any magical or non-magical darkness.
6 Feet. For one minute, the artificer gains advantage against any effect that would force it to move from its space.

Continued on next page...

The Augmented Continued...

Lifelike Prosthesis

5th-level Augmented feature

At 5th level, your augments are so realistic and your attunement to them so strong that onlookers scarcely notice the aids. You gain advantage on Sleight of Hand checks to conceal the properties of your prosthetic limbs or augmented body parts, and creatures must succeed at a Perception check (DC = 10 + your Charisma modifier + your proficiency bonus) in order to identify a prosthetic or augment you are wearing. Creatures farther than 15 feet away from you cannot identify your augmented body parts. You now have access to three new components designed to be integrated into a prosthetic forearm: the armblade, the integrated tool, and the wand sheath. Only one can be equipped into a prosthetic limb at a time but if you have two equipped on two separate limbs, they are counted as a single items for purpose of determining the number of magic items you can attune to. The wand sheath, integrated tool and armblade can't be removed from your limbs while you’re attuned to them. If you remove the component from the prosthetic, you immediately lose your attunement to the component.

Superior Biotech Enhancements

9th-level Augmented feature

At 9th level, you gain a personalized biotech modification that is keyed to your genetic code. Your body synthesizes the organic material for the augmentation and you magically or psionically manipulate your DNA strands to integrate it into the biological system of your choice. Your system can be fixed, if injured, with a DC 10 Mechanic's tools check.

Once implanted, the superior enhancement occupies that system, preventing the installation of any other superior enhancement, and you can only delete or install the enhancement in a new system when you gain a new level. The superior enhancement provides a benefit based on which of your body’s systems you implant it in, as follows.

  • Arms (all): Your carrying capacity is doubled and you have advantage against effects that would disarm you. You gain a climbing speed equal to your walking speed.
  • Brain: You gain expertise in one Intelligence-based skill of your choice. You can take 10 when using that skill, even if you are threatened or distracted. You cannot be put to sleep against your will.
  • Ears: You gain advantage on saving throws against effects that would deafen you. You also gain advantage on Wisdom (Perception) checks that rely on hearing.
  • Eyes: You gain infravision up to 60 ft. Your infravision can see through up to 10 feet of nonmetallic solid material. Each day you can see into the Quintessence for a total of minutes equal to your Intelligence modifier.
  • Feet (all): You can move through difficult terrain each round as if it were normal terrain. You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Legs (all): You have advantage on saves against falling prone. You can add your Intelligence modifier to your high and long jump distance. You gain a swimming speed equal to your walking speed.
  • Skin: You are protected from the dangers of extreme heat and cold as if you were wearing armor. You gain advantage on Dexterity (Stealth) checks while unclothed. You are resistant to touch based poisons and diseases.
  • Spinal Column: You gain expertise in Dexterity (Acrobatics). You can take 10 when using Acrobatics to balance or evade a grapple, even if you are threatened or distracted. If you fall and take falling damage, you only take half the damage rolled.
  • Throat: Your voice is augmented, allowing you to be heard clearly even in extremely loud areas, such as windstorms and even hurricane-force winds. Creatures in such areas take no penalty to Perception checks to hear your voice. Alternatively you can make you voice much quieter, causing enemies to have disadvantage on Perception checks to hear you. You can also add textures that can feel soothing or take away any inflections that suggest lying giving you advantage on Charisma (Persuasion) and Charisma (Deception) checks when talking to common folk, guards, etc.

Technical Brilliance

15th-level Augmented feature

By 15th level, you have been enhanced and upgraded to a significant capacity. You gain one of your augment enhancements permanently and gain the following features:

  • You gain resistance to lightning damage, and you are immune to the frightened condition.
  • You can cast legend lore and tenser's transformation without expending a spell slot, without preparing the spell, and without material components, provided you use digital technician's tools as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

† Homebrewed by yours truly

Fighter Archetype: Martial Artist

Fighters who strive to push the limits of one’s physical condition so that they become stronger are revered as Martial Artists. They undergo self-imposed training regiments that continuously test their skill, eventually reaching levels that some would claim to be supernatural. Many young adventurers seek discipline under martial arts masters, so that they too can become legendary.

Bonus Proficiencies

3rd-level Martial Artist feature

You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, History, or Insight. Alternatively, you learn one language of your choice.

Monastic Power

3rd-level Martial Artist feature

Your martial training awakens the mystic energy of ki within yourself. Your access to this energy is represented by a number of ki points, equal to half your fighter level, rounded down, and they fuel various ki features you have, which are detailed below.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. In addition, if you spend 1 ki point or more as part of your action on your turn, you can make one weapon attack as a bonus action before the end of the turn.

Some of your ki features require you to make an attack roll against a creature. The attack modifier is calculated as follows:

Ki Attack Modifier = your proficiency bonus + your Wisdom modifier

The features below use your ki points.

  • Empowered Strike. When you make an attack against a creature, you can spend 1 ki point to gain advantage on the attack roll.
  • Wild Sense. When a creature you can see within 30 feet makes a ranged attack against you, you can use a reaction and spend 1 ki point to immediately teleport into an unoccupied space behind and adjacent to the attacker, causing the attack to miss. If no such space exists, this feature fails.
  • Ki-Empowered Fortitude. As a bonus action, you can spend 1 ki point to improve your fortitude. For the remainder of your turn, you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Zealous Roar

7th-level Martial Artist feature

Whenever you make a saving throw, you can summon your spirit into a powerful roar. You gain advantage on the saving throw, and the roar is audible up to 100 feet away. You can use this feature twice between long rests.

Additional Fighting Style

10th-level Martial Artist feature

You’ve become experienced with multiple styles of combat. You can choose a second Fighting Style from the Fighting Style options.

Martial Arts Master

15th-level Martial Artist feature

Your connection to the mystic energy of ki expands, granting new ways to spend your ki points, detailed below.

  • Ki-Empowered Arrow. As an action, you can spend 2 ki points to make a ranged weapon attack against a creature you can see within 120 feet of you. On a hit, the target takes force damage equal to 2d10 + half your fighter level.
  • Ascending Spirit. As a bonus action, you can spend 4 ki points to activate your Second Wind class feature, even if you have no available uses remaining.

Fabled Master

18th-level Martial Artist feature

You’ve become an unrivaled paragon of martial mettle. When you roll initiative and have no ki points remaining, you regain 2 ki points.

Monastic Tradition: Way of the Spiritualist

Spiritualists are mystics who invest their mastery into the spiritual energy of the universe, learning to to manipulate their ki into manifestations of arcane spells known as techniques. Often revered as prodigies and masters of their art, these monks customarily study under the grand masters of several notable dojos.

Many Spiritualists often become masters themselves, retiring from their days of combat and establishing their own grand martial arts dojos. This ensures that individual martial arts styles will continue to evolve with each new generation.

Expression of the Spiritualist

3rd-level Way of the Spiritualist feature

When you choose this tradition at 3rd level, you can use your action to briefly evoke the power of ki within 10 feet of you, causing one of the following effects of your choice:

  • Detect the faint presence of ki within a living creature.
  • Cause loose stones to slowly levitate for up to 1 minute.
  • Create a harmless, instantaneous sensory effect manifested from your ki such as a small sphere of light, a spark of electricity, or the blossoming of a flower.
  • Manifest a unique semi-translucent ki aura around yourself. This might take the form of a dull white flame, a sprawling tendril-like glow, an ominous lingering myasmia, or a field of sparking bio-electricity and plasma.

You can have up to five such effects active at a single time, as long as you maintain your concentration as though you were concentrating on a spell.

Spiritualist Arts

3rd-level Way of the Spiritualist feature

You learn magical techniques that focus the tangible energy inside your body. By drawing it out, an individual is able to manipulate it and use it outside the body. You gain two cantrips of your choice from the sorcerer spell list. You also learn two spells from the sorcerer spell list, and each time you gain a level in this class, you can replace one spell you know with a different one from the same level. When you reach certain levels in this class, you learn additional spells, as shown in the Way of the Spiritualist Spells table.

Casting Spiritualist Spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. To cast one of your spells, you can spend ki points equal to the level of the spell. Spells cast with this feature don’t require you to provide material components.

Way of the Spiritualist Spells
Monk level Spells Known Max Spell Level
3rd 2 1st
6th 3 2nd
11th 5 3rd
17th 6 4th

Wisdom is your spellcasting ability for your spiritualist spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spiritualist spell you cast and when making an attack roll with one.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of a spiritualist spell that you can cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell this way (including its base ki point cost and any additional ki points you spen to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points
Monk levels Max Ki/Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6

Surging Spirit

3rd-level Way of the Spiritualist feature

You can use your action to tap into a deep wellspring of power, regaining a number of expended ki points equal to a roll of your Martial Arts die. After using this ability, you must complete a long rest before using it again.

Might of the Spiritualist

6th-level Way of the Spiritualist feature

When you use your action to cast a cantrip, you can make one unarmed strike attack as a bonus action. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a cantrip.

Potent Spellcasting

11th-level Way of the Spiritualist feature

You add your Wisdom modifier to the damage you deal with any sorcerer cantrip you cast as part of your spiritualist arts.

Ascension of the Spiritualist

17th-level Way of the Spiritualist feature

Your mastery of arcane ki has reached its zenith. You gain the following benefits:

  • Immediately after you cast a spell, you can move up to your speed and make two unarmed strike attacks.
  • When you damage a creature with a spell, it takes extra damage of the same type equal to one roll of your Martial Arts die.
  • When you regain ki points with your Soul of the Spiritualist, you can draw forth additional dormant power. You add your Wisdom modifier to the results of your Martial Arts die.

Sorcerous Origin: Monastic Soul

A source of mystical power most often referred to as ki, this energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Now and again, one of the descendants of these monastic warriors manifests a prodigious amount of ki with little in the ways of training or asceticism.

Sorcerous Fortitude

1st-level Monastic Soul feature

Beginning at 1st level, your monastic origin protects you from harm. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

You have a base AC of 13 + your Charisma modifier if you aren’t wearing armor, as you envelop your body in an imperceptible aura of ki. This effect ends if you are incapacitated or you don armor.

Sorcerous Spellstrikes

1st-level Monastic Soul feature

When you choose this origin at 1st level, you learn the secret of infusing your unarmed attacks with magical ki. You gain the following benefits when you aren't wearing armor:

  • You can use your Charisma instead of Strength for attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strikes. These strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 14th level, your strikes use a d6 for damage.
  • Once on each of your turns when you hit a target with your unarmed strikes, you can expend one spell slot to deal force damage to the target, in addition to the strike's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.

Sorcerous Barrage

6th-level Monastic Soul feature

When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against one of your cantrips, you can expend 1 sorcery point to instantly move up to half your speed and make an unarmed strike as a bonus action.

Astral Jaunt

14th-level Monastic Soul feature

As a reaction expending up to 3 sorcery points when you make an unarmed strike, you can project your attacks across the ethereal plane. You can make a number of attacks at a range of 30 feet equal to the number of sorcery points expended. These strikes ignore half-cover and treat three-quarters cover as if it were half cover.

Unleash Ki

18th-level Monastic Soul feature

At 18th level, you gain the ability to enter a state of limitless combat power as an action. For the next minute, you magically radiate a transparent, 20-foot-radius aura. When you activate this feature, you gain the following benefits:

  • You have resistance to all damage.
  • You gain a magical flight speed equal to your walking speed. If you already have a flight speed, your flight speed is instead doubled
  • When you use your action to make an unarmed strike on your turn, you can make one additional attack as part of the same action.

Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 sorcery points to unleash this monastic power again.

Rogue Archetype: Temporal Hitman

Throughout the entire universe there exist but a very few people capable of skipping through time. Your skills are extraordinary, imperceptible, and lethal, letting you strike true by momentarily distorting time. Your supernatural gift lets you excel at assassinating creatures in a blink of an eye, all with an invisible offensive.

Phantom Fist

3rd-level Temporal Hitman feature

Beginning when you choose this archetype at 3rd level, you learn how to strike with deadly precision. You gain an additional way to use your Sneak Attack. Once per turn, you can make an unarmed strike attack against a humanoid creature. You don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it and you don't have disadvantage on the attack roll.

Time Lag

3rd-level Temporal Hitman feature

Starting at 3rd level, you're able to subtly manipulate time in your favor. As a reaction when you roll initiative, you can briefly slow time for a creature of your choice, forcing the creature to reroll and use the lower result.

Time Skip

9th-level Temporal Hitman feature

At 9th level, you can now skip through time for a tenth of a second, and in that limited time, you are able to move freely. At the end of your turn, you can choose to use this feature to immediately take an additional turn in which no time passes. While you are taking this extra turn, no other creature can use their reaction. In addition, this feature ends if you move to a place more than 100 feet from where you began skipping through time.

Once you have used this feature, you must finish a long rest before you can use it again.

Temporal Longevity

13th-level Temporal Hitman feature

Beginning at 13th level, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. You can still die of old age, however.

Chronos Prison

13th-level Temporal Hitman feature

When you reach 13th level, immediately after you deal your Sneak Attack damage to a creature on your turn, you can ensnare their movements by trapping them suspended in time. Until the end of your next turn or until the creature takes damage, they are incapacitated, the creature has a speed of 0, and it can't benefit from any bonus to its speed.

You can use this feature twice, after which you cannot use it again until you have finished a short or long rest.

Tides of Time

17th-level Temporal Hitman feature

At 17th level, your mastery over time creates a personal subspace comprised of the time stored over your entire existence. As a bonus action on your turn, you can take on an incorporeal form, during which you and frindly creatures within 30 feet of you gain the following benefits:

  • You don't need to breathe, eat, or drink and you no longer age.
  • You gain resistance to bludgeoning, piercing, and slashing damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.

This incorporeal state lasts for one minute, or until you are incapacitated. Once you use this feature, you cannot use it again until you complete a long rest.

Bard College: College of Presentation

Bards of the College of Presentation ascertain a single lesson. These bards master the ultimate art form, a series of complex, passionate, and extraordinary poses which combine mind and body into the ultimate expression of the soul. Come hell or high water, these dignified bards use their masquerades to inspire hope or inspire fear.

Danseur Inspiration

3rd-level College of Presentation feature

When you join the College of Presentation, you gain one additional use of your Bardic Inspiration feature. This feature grants you another additional use of Bardic Inspiration at 6th level, and again at 14th level.

Special Fighting Pose

3rd-level College of Presentation feature

You’ve been instructed in a number of choreographed art forms known as fighting poses. You expend a Bardic Inspiration die as a bonus action to enact one of these poses. You learn two fighting poses of your choice, which are detailed at the end. All poses require you to perform a completely unrestrained pose. For these poses to function, you must be able to see your target, and they must be able to see you. You learn one additional fighting pose of your choice at 6th and 14th level. Each time you learn a new pose, you can also replace one pose you know with a different one.

Arcane Ballet

3rd-level College of Presentation feature

Once per round on your turn, you can expend one use of your Bardic Inspiration to cast a spell as though it only had somatic components. You do so by striking an entrancing pose to cast the spell. When you do so, the spell deals additional damage equal to two rolls of your Bardic Inspiration die.

Alternatively, you can roll your Bardic Inspiration die once and subtract the result from the creatures saving throw. If a spell requires material components with a cost, this feature fails.

Perfected Choreography

6th-level College of Presentation feature

You dodge and attack with meticulous precision. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. In addition, you can attack twice, instead of once, whenever you take the Attack action on your turn, assuming you have moved at least 20 feet on the same turn.

Presentation Legerdemain

14th-level College of Presentation feature

Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Fighting Poses

The following poses are presented in alphabetical order.

  • Aggressive Pose. All creatures of your choice within 60 feet of you can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. This effect lasts until the end of your next turn.
  • Commanding Pose. Choose up to six creatures you can see within 60 feet of you. Each of those creatures can use their reaction to move up to half their speed, following a path of your choice.
  • Courageous Pose. Choose up to six creatures you can see within 60 feet of you. If any of those creatures are frightened, that condition ends.
  • Expeditious Pose. Choose up to six creatures you can see within 60 feet of you. Creatures of your choice can roll their inspiration to increase their speed for that turn. A roll of 1-4 increases their speed of 10 feet, a roll of 5-8 increases their speed by 15 feet, and a roll of 9-12 increases their speed by 20 feet. This speed cannot be reduced in any way
  • Full Body Pose. All creatures of your choice within 60 feet of you gain temporary hit points equal to the number rolled plus your Charisma modifier (minimum of 1). These temporary hit points last until the end of your next turn.
  • Mystic Pose. Choose one creature of your choice. That creature regains an expended spell slot equal to half the number rolled.

Otherworldly Patron: Majin Progenitor

Your patron is a powerful magician from beyond the stars whose magic is intertwined with that of a demonic race. Your pact has left you branded by a magical mark that sharpens your raw talent, enabling you to adapt against any threat. Having been branded by such a mark may cause changes to your behavior, beliefs, and body. You may find yourself compelled to strive for greater power or to hunt down and devour stores of magic. Your body may fundamentally change, becoming inhumanly flexible.

Patrons of this type might include the Organization of Babidi, Captain Bacterian's Pirates, the Dark Empire, and other such magical associations and wizards. Majin characters who have struck a majin pact may find themselves under the chaotic gaze of a previous majin incarnation, and are awakening long dormant powers.

Expanded Spell List

1st-level Majin feature

The Majin lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Majin Expanded Spells
Spell Level Spells
1st bane, tasha’s hideous laughter
2nd afterimage, alter self
3rd revivify, spirit saber
4th evard’s black tentacles, phantasmal killer
5th destructive wave, raise dead

Mark of the Majin

1st-level Majin feature

Your patron has branded you with a demonic mark which sustains and cultivates your power. As an action, you can manifest this mark, granting you the following benefits:

  • You no longer require food, water, or air to survive, and you do not require sleep
  • You can't be charmed. If you are charmed when you manifest your mark, the effect is suspended for the duration of the transformation.
  • You can use your Charisma modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • Your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Once transformed, you can maintain your transformed state indefinitely. The effect ends immediately if you are unconscious or if you use an action to dismiss it. Once you use this ability, you must finish a long rest before you can do so again.

Starting at 6th level, you need only take a short rest before using this feature again, and at 14th level, you can use this feature at will.

Siphon Arcana

6th-level Majin feature

When you reduce a creature to 0 hit points while transformed, you can use your reaction to harness its life so that you may sustain your demonic power. This creates one spell slot of the highest level currently available to you or lower (your choice). Created spell slots vanish at the end of a long rest.

You can use this feature twice, after which you cannot use it again until you have finished a short or long rest.

Magicians Durability

10th-level Majin feature

Your demonic brand fundamentally changes your anatomy. Beginning at 10th level, at the start of each of your turns, you regain hit points equal to 1 + your Charisma modifier (minimum of 1) if you have at least 1 hit point and no more than half of your hit points left. Any broken or fractured bones are restored after 1 hour.

Mystic Copy

14th-level Majin feature

Starting at 14th level, while transformed, you gain the ability to perfectly adapt to any encounter. As an action on your turn, you can mimic any action that has been performed by a humanoid other than yourself you can see within 60 feet within the last minute. Any prerequisites that would normally be required for the action are waived when you use this feature, unless it is a spell which requires the use of a spell slot, in which case you must still expend the relevant spell slot. If the ability forces targets to make a saving throw, you can use your Warlock spell save DC.

Once you use this ability, you cannot use it again until you complete a long rest.

Roguish Archetype: Wild Bandit

Across the planes there exists numerous wastelands, unsettled by the common folk. Dangerous and untamed, much akin to the rogues who call these badlands home. These rogues see the wilderness as yet another challenge to overcome. A lawless world where bandits rule and the unsociable thrive.

Bonus Proficiencies

3rd-level Wild Bandit feature

You gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Nature, or Survival. You can gain proficiency with a tool of your choice in place of one skill choice.

Combat Superiority

3rd-level Wild Bandit feature

You’ve displayed outstanding superiority in combat across the lands. You gain a set of abilities that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Superiority save DC = 8 + your proficiency bonus + your Wisdom modifier

Secret Arts

3rd-level Wild Bandit feature

You’ve learned a limited amount of magic from your times of isolation. You can cast hunter’s mark and wolf fang fist with this feature. Wisdom is your spellcasting ability for these spells.

Once you cast either spell with this feature, you can’t do so again until you finish a long rest, unless you expend one superiority die to cast it again.

Lupine Awakening

9th-level Wild Bandit feature

You have advantage on Wisdom (Perception) checks that rely on hearing or smell and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Lonely Wolf

13th-level Wild Bandit feature

When you and any creature of your choice within 10 feet of you rolls initiative, and there are more hostile creatures than friendly ones, you gain a bonus to initiative equal to twice your Wisdom modifier.

Bandit of the Wilds

17th-level Wild Bandit feature

You’ve made the wastelands your stronghold. When you reduce a creature to 0 hit points with your Sneak Attack class feature, you regain a superiority die.

Paladin Sacred Oath: Oath of Spirit

The Oath of Spirit seeks to master the art of war so they may preserve the art of peace. Such is the common practice of the Kikoukenjutsu Sword School. You have undergone the proper training needed to use your weapon as an extension of your own divine power. You are tasked with great discipline and responsibility, upholding peace and keeping such powers out of the wrong hands. You are a brave warrior who mocks the darkness and lives their best life for the ones they love.

Students of the Kikoukenjutsu Sword School played a major role in defending the Earth from attacks against the remnant Frieza Force siege following the passing of the world famous martial arts champion Hercule Satan.

Tenets of Spirit

The tenets of the Oath of Spirit mirror the teachings of ancient martial schools that have since been handed down to newer generations time and time again. Its four central principles continue to echo even till this day.

  • Blade of Hope and Dreams. Your weapon is an extension of yourself and the key future prosperity. Always seek for improvement and a closer harmony with it.
  • Promises for the Future. Seek out potential pupils. The Earth is in eternal need for new heroes who possess the courage to stand up against the oncoming darkness.
  • Humanity's Hope. The safety of Earth should always be put above everything else. You are a sworn guardian.
  • Power to Face Despair. Death comes for us all. Enjoy yourself in the heat of battle and hold back no regrets.

Oath Spells

3rd-level Oath of Spirit feature

You gain oath spells at the paladin levels listed.

Oath of the Spirit Spells
Paladin Level Spells
3rd Jump, Zephyr Strike
5th Afterimage, Spiritual Weapon
9th Blink, Elemental Weapon
13th Destructo Disc, Freedom of Movement
17th Far Step, Steel Wind Strike

Channel Divinity

3rd-level Oath of Spirit feature

When you take this oath at 3rd level, you gain the following two channel divinity options.

Shining Slash. As a bonus action, you can use your Channel Divinity to magically channel your divine power through a weapon. For the next minute, the reach of your weapons magically increases by 10 feet, as spectral light emanates from your blade.

Light of Willpower. As an action, your screams echo with overwhelming radiant power that forces surrounding creatures to their knees. Each creature you choose within 20 feet of you must succeed on a Strength saving throw or be knocked prone.

Wild Strike

7th-level Oath of Spirit feature

When you take the Attack action on your turn, you can use a bonus action to teleport a distance equal to half your speed before each attack to an unoccupied space you can see.

Blade Stream

15th-level Oath of Spirit feature

Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Spirit Excalibur

20th-level Oath of Spirit feature

Emanating at 20th level, as an action, you transform a single weapon from your arsenal into a paragon of pure energy. The weapon emits bright light in a 15-foot radius and dim light 15 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Your weapon gains the following benefits for 1 minute.

  • This weapon deals radiant damage, ignores resistance to radiant damage, and treats immunity to radiant damage as resistance to radiant damage.
  • If a creature is reduced to 0 hit points by this weapon, it is disintegrated. The creature can only be restored to life by means of a true resurrection or a wish spell.
  • You can use your Divine Smite without expending a 1st-level spell slot. You must still expend spell slots of an appropriate level when you wish to improve the damage of your Divine Smite. Once you use this action, you can't do so again until you complete a long rest.

Alternatively, you can expend a 5th-level spell slot to use it once again.

Cleric Domain: Poko Priest

Clerics within the pact of the poko priests defend their people and lands from the destruction of chaotic invaders. Channeling the creative powers of their draconic deities, they summon powerful dark vassals which take the form of winged reptilian bastions. Some are dark magicians who pervert the history of draconic culture, twisting what was once beautiful into a horrific draconic monster.

Domain Spells

1st-level Poko Priest Domain feature

You gain domain spells at the cleric levels listed in the Poko Priest Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Poko Priest Domain Spells
Cleric Level Spells
3rd fabricate clothing, find familiar
5th crown of madness, dragon’s breath
9th fly, spirit guardians
13th charm monster, fabricate
17th creation, rary’s telepathic bond

Dragon Talisman

1st-level Poko Priest feature

Your worship of a draconic god has gifted you a draconic gemstone which acts as a conduit for the divine. While being worn or carried, you can use this talisman as a holy symbol for your cleric spells.

Starting when you choose this domain at 1st level, you learn the thaumaturgy cantrip. If you already know this cantrip, you learn a different cleric cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

Channel Divinity: Dragon God's Fury

2nd-level Poko Priest Domain feature

Using your action while presenting your dragon talisman towards the skies, you can expend one use of your Channel Divinity feature to summon the visage of your dark vassal.

The dark vassal appears in an unoccupied space of your choice that you can see within 30 feet of you. The dark vassal is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Dark Vassal stat block, which uses your proficiency bonus (PB) in several places. You determine the vassal’s appearance. Some vassals take the form of draconic namekians with the twisted horns of a ram, while others sprout large wings.

In combat, the dark vassal shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the dark vassal can take any action of its choice, not just the Dodge action.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use your Channel Divinity feature to summon the dark vassal again, or until you die.



Dark Vassal

Medium dragon, any chaotic alignment


  • Armor Class 13 (natural armor)
  • Hit Points 5 + five times your cleric level
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Actions

Mystic Claw. Melee Weapon Attack: your spell attack bonus to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB slashing damage.

Mystic Breath. The dark vassal exhales energy in a 15-foot line that is 5 ft. wide. Each creature in that area must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB radiant or necrotic damage (your choice).


Kami's Sonority

6th-level Poko Priest feature

The bond between you and your dark vassal strengthens. You can attack twice, instead of once whenever you take a bonus action on your turn to command your dark vassal. In addition, when you cast a spell with a range other than self, the spell can originate from you or your dark vassal.


Continued on next page..

Poko Priest Continued...

Kami's Curse

8th-level Poko Priest feature

You gain the ability to infuse your dark vassal’s strikes with the divine power of your draconic deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Spirit of the Dragon God

17th-level Poko Priest feature

The bond with your dark vassal can even save you from demise. If your dark vassal is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the vassal to drop to 0 hit points. You then regain all your hit points and immediately rise to your feet.

Once you use this feature, you can’t do so again until you complete a long rest.

Otherworldly Patron: Lord of Time

You have struck a pact with a mysterious entity beyond time. By some means unbeknownst to you, the lord of time has traversed the multiverse itself, searching the endless timelines by some profound philosophy. Beings of this sort include Zamasu, Progenitor of the Zero Mortal Plan; Sealas, the Fearsome Enforcer of Justice; Fu, rightful heir to the throne of the Demon Realm; Chronoa; the Supreme Kai of Time; Mechikabura, the Dark King; or Demigra, the Divine Wizard.

Expanded Spell List

1st-level Lord of Time feature

The Lord of Time lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Lord of Time Expanded Spells
Spell Level Spells
3rd divine favor, gift of alacrity
5th augury, wristpocket
9th haste, slow
13th divination, private sanctum
17th commune, temporal shunt

Blessing of Time

1st-level Lord of Time feature

You learn the guidance and word of radiance cantrips. They count as warlock cantrips for you, and they don’t count against your number of cantrips known.

Temporal Judgement

1st-level Lord of Time feature

You have a pool of dice, which are d4s, that grant you limited control over the flow of time. The number of dice in the pool is equal to half your warlock level (minimum of 1). When a creature within 10 feet of you makes an attack, casts a spell, makes a saving throw, or makes a skill check, you can use your reaction to spend one die from your pool and roll it. Reduce their roll by that amount as you temporarily bring the flow of time to a halt. You regain any expended dice when you finish a long rest.

Historic Rewrite

6th-level Lord of Time feature

You can shift your position in time with another. To do so, you use an action on your turn to choose one creature other than yourself within 60 feet of you who you can see. You and that creature instantly swap positions. This movement is instantaneous and does not provoke attacks of opportunity.

Chronos Inscription

10th-level Lord of Time feature

As an action, you cast your senses back in time to perceive your current location as it was at some point in the past, to a maximum number of years equal to half your warlock level. For the next minute, you can perceive your surroundings, but cannot interact with them. If any effects that you create during this period affects a creature other than you, this feature ends. Once you use this feature, you can’t use it again until you finish a short or long rest.

In addition, you can innately detect objects and creatures that have traveled through time or have been displaced from their proper timeline.

Time Labyrinth

14th-level Lord of Time feature

When you hit a creature with an attack, you can momentarily thrust the creature beyond the veil of time. The creature vanishes and is forced one round forward in time. When the effect ends, the creature must succeed on a Wisdom saving throw or take 8d8 psychic damage. On a failed save, the creature takes no damage and returns to the space it previously occupied, or the nearest unoccupied space. A creature reduced to 0 hit points by this feature is lost to time and can only be returned by means of a wish spell.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a 5th level spell slot to use it again.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.