Sourcebook Compiled Prototype
Sourcebook Compiled Prototype
Earth, also known as the Dragon World, is a vast continent for your The story of Dragon Ball D&D unfolds after a long time has passed
DUNGEONS & DRAGONS campaign to adventure within. A planet since the original manga for the Dragon Ball series concluded. The
located at the edge of the universe, the Dragon World is a safe haven setting presented in this Book takes place namely in Age 1000, 216
for refugees across the universe and a home to the mythical and ever years after the end of the Dragon Ball manga, with the future as well as
sought for Dragon Balls. Seven gemstones that are said to hold the the past in danger from the sinister Time Breakers, as they try to wreck
secret to unlimited power, everlasting life, and much more. havoc across the Timeline. This section provides you with key
Heroes can rise anywhere and fall at any time. Some are born with information you need to know from the last 216 years. This is where
pure hearts and good intentions, seemingly beacons of hope. Others your story truly begins:
live a sadder, more tragic life. All it takes is the right words to change
their life for the better or the worse. Peace returns to the Earth
Magic and science are at the heart of every mystical adventure. After Majin Buu, the universe’s greatest threat had been defeated by
Soaring towers of unknown origin pierce the heavens and beyond. Son Gokū and his friends, peace began to return to the Earth. Thanks
Expanding cities lay in wait across the far corners of the world. Dark to the actions of Earth’s “savior”, Mister Satan, people all over the
forces from other worlds plot in secret and great scientists work world became interested in martial arts. The Tenkaichi Budōkai, the
tirelessly to improve tomorrow. aspiration of all martial artists, had become a large-scale event,
The Dragon World, Dragon Ball, Dragon Ball Z, Dragon Ball GT, drawing an immense amount of attention each year. A peaceful
Dragon Ball Super, and any additional works are, as always, owned by world’s friendly battles… People’s memories of the fierce battles of the
FUNimation, Toei Animation, Fuji TV, and Akira Toriyama. This long past seemed to fade more and more as time passed. With the aim of
running series has implemented countless characters, magic, and eliminating any potential meaningless conflicts on Earth, Dende
adventures into the hearts of many fans and this module is, and deactivates the Dragon Balls.
forever will be, in dedication as such. Furthermore, the following notable events occur:
This book will act as your guide to the Dragon World for your D&D
campaign. Teaching you of its races, items, magic, adventures, and • Launch successfully breaks out of prison for the 100th time.
how they should be used within your own stories. • Emperor Pilaf attempts to conquer the world, but fails… again.
• The 29th and 30th Tenkaichi Budokai are held.
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The female Buu, who had been born from the original Mister Buu’s Earth’s Approaching Peril
obsession, was naturally well-liked by the male Buu. The two Buus
Mayhem arises all over the world and villainous groups take
became happily married and formed a happy home together. Soon
advantage of the chaos to rise to power. There were some who felt that
after, the two started to desire a child, like human families.
Earth was being attacked by a malevolent force, but the identity was
The Buu couple tore pieces off of various parts of their bodies,
not yet confirmed. Wild animals becoming monsters, demons starting
buuby-buubying them by kneading them and making a lot of
to prowl, the Red Ribbon Army, the remnants of Freeza’s soldiers, etc.
dumpling-shaped forms. A powerful beam shot from the two Buus!
In the midst of it all, an incident broke out…
Then the many Buu dumplings transformed into the form of a baby
Furthermore, the following notable events occur:
Buu. The Love-Love’s result, which the inexperienced couple found by
kneading with their hands. This is how the Majin race came to be. With • Realizing his death is imminent, Goku, who wanted to settle his
each generation, the Majin race steadily increased its numbers. As a • rivalry with Vegeta, left the Earth for their final bout.
result, the overwhelming power of Buu was weakened through • Gohan begins researching the martial arts of the past, publishing
dispersion, but in the Majin lineage, it is said that an unknown force • them in his best selling book, “The Science of Ki-Control”.
without limitations still remains in dormancy. • Mr. Satan dies at age 84. Earth's King honors him with a week long
Furthermore, the following notable events occur: • national funeral.
• After learning of Mr. Satan’s death, Frieza's remnants begin their
• Mr. Satan announces his retirement from the world of martial arts.
• invasion of Earth.
• The film “The Legend of Satan”, starring Mr. Satan, is released.
• The theme park “Buuby World” opens in South City. The majority of
• Mr. Satan ends up being very active as a movie star.
• the staff consists of Majins.
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A New Savior Currency: Zeni
Piccolo had continued his investigation and returned to the location of This book uses standard D&D coinage pricing, as detailed in the
the Namekians’ leader, Elder Moori, the King of Earth, Dende, Master Player’s Handbook, but in the Dragon World, citizens refer to their
Roshi and Uranai Baba. The enemy who has transcended time, Mira. money as Zeni.
With the Earth as the target, his forces steadily continue to advance…
After hearing that, Dende decided to reactivate the Dragon Balls
that he had sealed away, in hopes that the many warriors of the Earth Languages
would develop their dormant powers while competing against each While the Common language is used nearly universally, there are still
other during scrambles for the Dragon Balls. other languages which are found across the Dragon World. These are
Now, in Age 1000. Putting the unknown threat behind them, typically used for communication among those of the same species or a
warriors all over the world are working hard at their training. The similar background and are scarcely shared among outsiders.
forthcoming of a savior, that potential resides hidden away in every
child who is living on Earth... Standard Languages
Language Main Speakers Script
Planet of Refugees Common Trade Language of Earth Common
In the current year of Age 1000, Earth has found itself to be the home Demonic Devils, Majins, Makaio Infernal
of countless races, the planet no longer belonging to just earthlings. Tsundoran Frieza Clansman Elvish
The culture and knowledge from all the races now living there can be
Namekian Namekians, Dragons Draconic
found on the planet, which led to a vast advancement in their
technology and a total shift in the society of Earth. Now adventures Sadalan Saiyans Dwarvish
and refugees flock to the planet as it has come to be known as the
planet of opportunity, home to the legendary dragon balls said to grant Exotic Languages
any wish and the place to hold the greatest adventures in the universe. Language Main Speakers Script
With a mix of namekians, saiyans, majins, yardratians and more, Earth
Divine Angels, Dragons Celestial
has become a sanctuary for all and a chance at a new life for any who
reside there. Kai Kais Celestial
Saiba Saibamen Dwarvish
The Demon Gates Tsufruian Tuffles Common
Around age 900, the current ruler of the demon realm grew fascinated Yardrat Yardratians Elvish
by the extraordinary growth Earth had made in such a short span of
time. They could feel that the demon realm was growing more
insignificant with each passing year and saw fit to expand their
influence as well as their knowledge by opening up the demon gates,
thus making a direct link between their world and the world of Earth.
When the makaio first arrived, an all out battle commenced as they
still believed themselves to be superior to the residents of Earth, and
would have no trouble conquering it. However, only a little while into
the fight did they realize how truly powerful the warriors of this
planet were. The makaio soon surrendered and the King of the demon
realm played off the encounter as “testing the limits of their new
friends.” After this statement, the leader soon asked that their people
be allowed to live here as well, and in exchange they would offer all
assistance and add knowledge to the ever growing planet.
Although many people were against this idea, Dende was able to
convince all that this race had just as much of a right to live here as any
other, and that the makaio could offer valuable information that
couldn’t be found anywhere else in the entire universe. Ever since this
incident occurred, the demon gates have remained opened and
residents of that realm can be found to be exiting out constantly as
many have decided Earth would be their new home. Though wary at
first, the residents of Earth slowly opened up to the makaio over the
years and a strong partnership was born between the two societies.
While many makaio have adapted to the lifestyle found on Earth,
there is still speculation that the ruler of the demon realm is plotting to
one day take over Earth and the rest of the universe in the expansion of
their empire.
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Character Creation Alien
Where do you fit into this vast, mystical world? Perhaps you are a Traveling from the far corners of the universe, aliens are strangers in a
brilliant scientist exploring the world in search of an ancient secret? Or strange land. Otherwise known as extraterrestrials or offworlders,
you run a gang of your own, stalking the wastes for worthy foes. Or aliens have left their various home planets to follow a new path.
you may be a recruit for the time patrol, hunting down villains who Numerous species from across the stars have integrated themselves
have broken the temporal law. Or you live a simple life, tending to into Earth’s culture, almost to the point of becoming a breed of
your farm in the distant lands. Whatever adventure you find yourself earthlings themselves. The extraterrestrials found within this section
on, consider how this world affects your character, and dream of how are utterly forign, still thriving across the universe.
your character can affect this world.
Here you can find detailed information on how to create a character
within the world of Dragon Ball and its history of epic battles. This
Alien Names
Alien names are derived from various words within their own
chapter provides the following choices:
traditions and cultures. Humans may often mistake such names for
Race. Select one of the many races provided across the world of common earthly words.
Dragon Ball and learn about their heritage, culture, and powers.
Bas Names: Cho, Bani, Fahe, Nusa, Shigi, Vaskos, Unmei
Aside from humans, the races from the Player’s Handbook are
Brench Names: Baru, Caesah, Itaria, Keso, Mitsu, Resshi, Shima
unknown on Earth, unless they’re visiting from beyond the stars.
Konatsian Names: Dafu, Gatto, Kapuno, Mala, Meipan, Sutachi
Z-Souls. Decide upon three defining aspects of your character which
Sobekian Names: Darin, Kuremen, Oren, Remon, Shitoro, Tanjero
help establish your characters’ drives and motivations. These
choices will come into play throughout your campaign, and can be
the deciding factors that determine a battle's outcome. Alien Traits
Fighting Spirit. Learn how to master your fighting spirit, and unlock a As an alien, you have certain traits in common with other
new array of powers that let you tackle seemingly superhuman extraterrestrial species. Alien groups together various extraterrestrial
feats of power and strength. races and may require special consideration by your DM.
Backgrounds. Choose a background for your character. This chapter
Offworlder’s Virtue. Your ability score increase is determined
provides three new options they may help integrate your character
by your choice of extraterrestrial species.
better into this mystical take on planet Earth.
Age. Most aliens mature at about the same rate as humans and reach
Factions of Earth. Working with the other players in your group,
adulthood in their late teens. They often live somewhat longer than
decide which powerful faction (if any) backs your team. This
humans do, averaging anywhere from 120 to over 400 years.
choice may alter the outcome of your entire campaign.
Alignment. Aliens hail from strange worlds and diverse cultures.
Like any other, you value personal freedom and expression, but in the
Races void of space the only one you can truly trust is yourself. Even among
your own kind, who can be trusted. More often than not aliens are
The multiverse is filled with a vast number of species and the strongest
independent, tending towards neutral alignments.
have found their way to the planet Earth. Presented in alphabetical
order, the playable races found in this section have played major roles Speed. Your base walking speed is 30 feet.
across the entire history of Dragon Ball: Offworlder’s Trade. You’ve learned a thing or two from your
galactic travels. You gain proficiency in one skill, one tool, and one
Aliens-bas, brench, konatsians, and sobekians-are extraterrestrial
weapon of your choice.
travelers from far away who’ve come looking to start anew.
Languages. The galaxy is a big place flooded with unique species,
Frieza Clansman are descendents of a mutated alien race of monarchs,
each with their own cultures and languages. You can speak, read and
imbued with powerful magic talents and regal charm.
write, Common and two other languages of your choice.
Half-Saiyans are the offspring between humans and a member of the
mighty saiyan race.
Humans are the original inhabitants of planet Earth who ruled the
lands long before any others.
Majins are cheerful and childish products of demonic magic who’ve
rooted themselves into almost every society.
Makai from the demonic realm who have journeyed to the surface,
some to seek revenge on those who put them there, and others to
start a new life.
Namekians are wanderers, distant mystics and healers who live on the
outskirts of society, and are intune with nature.
Saiyans are rash, powerful, and intimidating warriors who thrive off
the technological advancements of others.
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Bas Konatsian
As a konatsian, you strive for betterment and accomplishment. You
As a member of the bas, you’ve inherited a wellspring of psychic
have inherited your magic from Hirudegarn, the demon god who once
abilities and talents. Nearly all bas are intelligent, skilled in strategy,
terrorized your world many years ago.
and born with a tactical and cunning mind.
Nearly all konatsian possess rosy-coral skin tones, with large
Bas typically have olive green or crisp blue skin covered in freckles
pointed ears. A konatsian’s hair is often styled in unique ways and
that collect at the base of their head, and two additional overly large
juxtaposed by golden bands.
eyes that sit just above their ears that shine like gems when channeling
their psionic traits. Ability Score Increase. Your Dexterity score increases by 1 and your
Ability Score Increase. Your Intelligence score increases by 2. Wisdom score increases by 2.
Size. Bas range between 3 to 4 feet tall and commonly weigh Size. Konatsians are about the same size and build as humans.
between 35 and 55 pounds. Your size is Small. Your size is Medium.
Darkvision. You have superior vision in dark and dim conditions. Konatsian Training. You have proficiency with longswords,
You can see in dim light within 60 feet of you as if it were bright light, shortswords, and one musical instrument of your choice.
and in darkness as if it were dim light. You can't discern color in Artifact Wielders. Passed down from generation to generation, the
darkness, only shades of gray. Konatsian take great pride in their ancient artifacts. You can ignore the
Hold Breath. You can hold your breath for up to 15 minutes. attunement requirements for one magic item. The amount of time
Supplementary Sight. Your body possesses an additional pair of required to attune to a magic item is halved.
eyes located at the sides of your head. You are proficient with the Melody of Hirudegarn. The demon god Hirudegarn was known to
Perception skill. In addition, you cannot be surprised and are able to purify evil spirits from its worshippers and provide them protection.
act within surprise rounds. You know the Guidance cantrip. Once you reach 3rd level, you can cast
Technician of Time. You know the Mage Hand cantrip, and the hand the Protection from Evil and Good spell once per day.
is invisible when you cast the cantrip with this trait. Once you reach Wisdom is your spellcasting ability for these spells. When you cast
3rd level, you can cast Catapult once per day with this ability. When with this trait, they don't require the material components.
you reach 5th level, you may also cast Hold Person once per day.
Intelligence is your spellcasting ability for these spells. When you Sobekian
cast them with this trait, they don't require components. As a sobekian, you aspire to embody the power and charm of elegance.
Your duel nature is a metaphor. You tend to avoid confrontation,
Brench preferring beauty over bloodshed.
As a member of the brench, you’ve traveled from the binary star Sobekian possess smooth cyan skin, hair, and eyes. Decorating their
system of brench and its intense fluctuations in gravity. Now offworld, attire with jewelry and gemstones. While transformed, sobekians
on a planet with lesser gravity, you are fast and agile. throw their beauty aside, now with a pebbled hide and a grotesque,
Most brench typically have red skin tones and stark white hair, reptilian appearance.
although brench from neighboring worlds may possess blue skin with Ability Score Increase. Your Strength score increases by 1 and your
varying shades of hair. Some have voices that mimic Earth accents. Charisma score increases by 2.
Ability Score Increase. Your Dexterity score increases by 2 and your Size. Sobekians stand between 6 and 7 feet tall and have delicate
Constitution score increases by 1. builds. Your size is Medium.
Size. Brench Seijin have the same variety of height and weight as Charming Flair. You are proficient in the Performance skill. The
humans do, but with generally thin builds. Your size is Medium. instant you transform, your proficiency bonus instead applies to
Offworlder’s Endurance. You ignore any of the drawbacks caused the Intimidation skill.
by a deep or high gravity environment. Beautiful Fortune. When you make a Charisma saving throw, you
Naturally Agile. You can take the Disengage or Hide action as a can use your reaction to gain advantage on the roll. You can use this
bonus action on each of your turns. Additionally, you are proficient trait immediately before or after you roll, but before any of the roll's
with the Acrobatics skill. Whenever you make an Acrobatics ability effects occur.
check, roll a d4, and add the number rolled to the check’s total. Devilish Transformation. As a bonus action, you can transform into
Swift Stride. You gain a base walking speed of 35 feet. a large sized monstrosity. The instant you transform, other creatures
Sauzer Blades. On your turn, you are able to manifest a luminous within 10 feet of you that can see you must each succeed on a
blade of energy from one or both of your hands. While one of your Charisma saving throw (DC 8 + your proficiency bonus + your
hands is manifesting a blade, you cannot hold anything in that hand. Charisma modifier) or become frightened of you until the end of your
These blades last until you dismiss them at any time (requiring no next turn. This transformation lasts for 1 hour, until you die, or until
action), and they disappear if you're incapacitated. The blades are you revert to your normal appearance as a bonus action. During it, you
simple melee weapons with the finesse and light properties which deal gain temporary hit points equal to twice your level. Once you use this
1d6 psychic damage on a hit. trait, you cannot do so again until you complete a long rest.
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Frieza Clansman Half-Saiyan
To be cunning in battle and cruel in victory: this is the lot of the frost Born as the offspring between a human and a member of the mighty
demon. Heralds from a mysterious species, frost demons are powerful saiyan race, you boast traits resembling both.
mutants with an innate lust for wealth and power.
Half-Saiyan Traits
Frieza Clansman Names Your half-saiyan character has some qualities in common with saiyan
Frieza Clansman names reflect their cold hearted ancestries and give and some that are unique to half-saiyans.
recognition to their imperial history. Ability Score Increase. Your Strength score increases by 2, and two
other Ability Scores of your choice increase by 1.
Frieza Clansmen Names: Arcti, Azure, Byte, Crisp, Eskima, Fridged, Age. Half-saiyans mature at the same rate humans do and reach
Hail, Ice, Kool, Lyme, Mistral, Nolem, Pola, Qube, Rime, Shivero, adulthood around the age of 20. Similar to saiyans, they stay in their
Storm, Thaw, apor, Winta, Ycicle physical prime much longer, not showing signs of aging until their last
few decades.
Frieza Clansman Traits Alignment. Half-saiyans are typically chaotic from birth, choosing a
life of adventure rather than a commoner’s one. This rashness dies
Your frieza clansman character has a variety of inborn abilities.
down as the child reaches adulthood, allowing them to fall under
Ability Score Increase. Your Dexterity score increases by 1 and your almost any alignment. Usually the alignment of one of their parents.
Charisma score increases by 2. Size. Half-Saiyans are about the same size as humans, ranging from
Age. Born in their true form, frost demons learn to develop multiple 5 to 6 feet tall. Your size is Medium.
keratinous exoskeletons that serve as restraints for their innate power. Speed. Your base walking speed is 30 feet.
Frost Demons can live for extremely long periods of time, provided Warriors Resolve. You have advantage on saving throws against
they limit their exertion. being frightened.
Alignment. Brandishing a silver tongue, frost demons typically see Saiyan Spirit. If you have not taken damage for 10 minutes and you
other races as tools to manipulate. Though not inherently evil, most are below half your hit point maximum, you regain hit points equal to
frost demons are often unpleasant or at the very least untrusted. your level. You can't use this feature again until you finish a long rest.
Size. In their true forms, frost demons average about 3 to 4 feet tall Skill Adaptability. You can add your proficiency bonus to any
with slender builds. At 1st level, your size is Small. When you reach ability check you make that doesn’t already include your proficiency
5th level, your size becomes Medium. bonus. After using this trait, you cannot use it again until you
Speed. Your base walking speed is 35 feet. complete a short or long rest.
Space Worthy. Your body is insulated and tempered to survive in Languages. You can speak, read and write, Common, Sadalan, and
the ambient emptiness of space and you suffer no ill-effects when one extra language of your choice.
subjected to the vacuum of space.
Half-Saiyan Versatility. Choose one of the following traits:
Frigid Resistance. You have resistance to cold damage.
Emperor’s Skillset. Choose one of the following skills: Deception, Battle Maniac (Saiyan Heritage). Your unarmed strikes are considered
Intimidation, Performance, or Persuasion. You have advantage on all adamantine weapons, with which you’re proficient. When you hit with
ability checks you make with that skill. them, you deal bludgeoning damage equal to 1d6 + your Strength
Sorcerous Prodigy. You know one cantrip of your choice from the modifier.
Sorcerer spell list. Charisma is your spellcasting ability for it. Clever Tail (Saiyan Heritage). You have supreme control over your tail. Once
on each of your turns, you can draw or stow an object weighing up to 5
Biological Armor. Given time, frost demons can grow their own
pounds with your tail without using your action. You cannot hold a
biological armor from keratinous exoskeletons. When you aren't
weapon or shield using your tail. If your tail is ever severed, it will grow
wearing excess armor, your AC is 13 + your Dexterity modifier. You
back after 1d4 + 1 weeks.
can use your natural armor to determine your AC if the armor you Darkision (Beastmen Heritage). You have superior vision in dark and dim
wear would leave you with a lower AC. A shield's benefits apply as conditions. You can see in dim light within 60 feet of you as if it were
normal while you use your natural armor. While you live, your bright light, and in darkness as if it were dim light. You can't discern
biological armor can’t be removed from your body against your will. color in darkness, only shades of gray.
Lashing Tail. Your semi-prehensile tail is tipped with a bony blade. Survival Instincts (Beastmen Heritage). Your mutations have honed your
Immediately after a creature within 5 feet of you deals damage to you instincts, allowing you to react quickly to danger. You gain proficiency in
with a melee attack, you can use your reaction to make an unarmed the Survival skill. While in a forest, jungle, or other natural flora-rich
strike against that creature with your tail. If you hit, you deal slashing environment, you gain a +2 bonus to your Passive Perception.
damage equal to 1d4 + your Dexterity modifier, instead of the
bludgeoning damage normal for an unarmed strike. When grappling a
creature or when being grappled, you may make unarmed strikes with
your tail as a bonus action
Languages. You can speak, read and write, Common, Tsundoran,
and one other language of your choice. Tsundoran is an almost
unpronounceable language derived from the cold dynasty, which
emphasizes regal and proper phraseology.
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Human
Animal Aspects. Due to your usage of animorphaline your body has
been permanently altered with bestial qualities.
Choose one of the following options from the list below:
The inhabitants of planet earth, sometimes known as earthlings among
other social groups, are vastly diverse and unique in comparison to Arboreal. Your base walking speed is 30 feet. Because of your claws,
their galactic neighbors. While they are significantly weaker than a you have a climbing speed of 30 feet.
race such as the mighty saiyans, with the average power level reading Aquatic. Your base walking speed is 25 feet, and you have a swimming
only in the single or double digits, they make up for their lack of speed of 35 feet. You can also breathe both air and water.
physical strength by mastering weapons and technology. Subterranean. The range of your darkvision increases by 30 feet. You
also have a burrow speed of 20 feet in soft substrates such as soil,
In addition to the standard human race found within the Player’s
sand and mud. You may not use this burrow speed to dig further
Handbook, two exclusive variant options are presented as well.
than 5 feet below the surface.
Human Names Hybrid Nature. You are considered beast in addition to humanoid.
Having so much more variety than other cultures, humans as a whole Variant Human: Artificial Human
have no typical names. Humans born into a place of culture are
Initially designed as weapons by the evil scientist Dr. Gero, artificial
presented with a name by their parents at birth, though they may
humans boast a large array of cybernetic enhancement.
choose to adopt a nickname at a later age.
Ability Score Increase. Your Constitution and Intelligence scores
Male Names: Aise, Butta, Cassew, Eci, Garmen, Juze, Milke, Noudel, increase by 1. In addition, one other ability score of your choice
Pistasio, Rayo, Shrin, Trousa, Waine, Yogur increases by 1.
Female Names: Alicoh, Brusse, Carmente, Deni, Fungey, Hazel, Jean, Darkvision. You have superior vision in dark and dim conditions.
Kichey, Lite, Milleke, Naife, Pentey, Rayce, Shumi You can see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can't discern color in
Human Traits darkness, only shades of gray.
Constructed Resilience. You were created to have remarkable
It’s hard to make generalizations about humans, but your human
fortitude, represented by the following benefits:
character has these traits.
• You have advantage on saving throws against being poisoned,
Ability Score Increase. Your ability scores each increase by 1.
• and you have resistance to poison damage.
Age. Humans reach adulthood in their late teens and typically live
• You don’t need to eat, drink, or breathe.
less than a century, though they can live up to 200 years with the oldest
• You are immune to disease.
among them always being the wisest.
• You don't need to sleep, and magic can't put you to sleep.
Alignment. Humans tend toward no particular alignment. The best
and the worst are found among them. Everlasting Energy. You’ve been provided with nearly unlimited
Size. Humans vary widely in height and build, from barely 5 feet to power. You are also immune to the effects of exhaustion, but you can
well over 6 feet tall. Regardless of your position in that range, your size still die from 6 levels of exhaustion.
is Medium. Silent Soul. You possess little to no signs of life. You are shielded
Speed. Your base walking speed is 30 feet. against any divination magic that would be used to scry upon you or
Languages. You can speak, read, and write Common and one extra your location.
language of your choice. Humans typically learn the languages of Draining Grasp. You are equipped with sensors that drain your
other peoples they deal with, including obscure dialects. They are fond enemy’s vitality. You can use your sensor to make unarmed strikes
of sprinkling their speech with words borrowed from other tongues: against creatures you are grappling or grappled by. If you hit with
alien curses, majin musical expressions, saiyan phrases, and so on. them you deal necrotic damage equal to 1d6 + your Constitution
modifier, instead of the bludgeoning damage normal for an unarmed
strike. You gain a number of temporary hit points equal to the amount
Variant Human: Beastmen
of damage dealt in this way.
Those who chose to partake in the usage of animorphaline, a new and
highly experimental drug, were permanently transformed into
humanoids with bestial aspects.
Ability Score Increase. Your Dexterity score increases by 2, and one
other ability score of your choice increases by 1.
Darkvision. You have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Natural Weapons. You possess horns, claws, or some other trait
which can be used as natural weapons. You can use your natural
weapons to make unarmed strikes. If you hit with them, you deal
piercing damage equal to 1d4 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Survival Instincts. Your mutations have honed your instincts,
allowing you to react quickly to danger. You gain proficiency in the
Survival skill. While in a forest, jungle, or other natural flora-rich
environment, you gain a +2 bonus to your Passive Perception.
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Majin Wonder Majin
Skilled in bizarre magic that hails from their djinn lineage, wonder
Born from an ancient, demonic evil, majins are a race of magical djinn majins draw from their sorcerous reserves to cast magical spells.
from across the stars. Majin are often seen as childish giants, always Ability Score Increase. Your Charisma score increases by 1 in
smiling as they travel the globe. Each majin. addition to the initial Charisma increase, for a total of 2.
Joking Matter. You gain proficiency with disguise kits and any one
Mighty Majin
Referred to as mighty, this majin confection often takes up roles as
hardy warriors and head cooks, utilizing their larger sizes and culinary
magic to its best in battle.
Ability Score Increase. Your Constitution score increases
by 1 in addition to the initial Constitution increase, for a total of 2.
Powerful Build. You count as one size larger when determining
your carrying capacity and the weight you can push, drag, or lift.
Miraculous Body. Your hit point maximum increases by 1, and it
increases by 1 every time you gain a level.
Grand Chef. You gain proficiency with cook’s utensils. Using those
tools, you can spend 1 hour and 5 sp worth of ingredients to magically
spice up and flavor a modest sized meal, enlightening and
invigorating those who eat from it. This food mimics the magical
effects of the Lesser Restoration spell. After you use your grand chef
trait, you must finish a long rest before you can use it again.
9
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Makaio
Languages. You can speak, read and write, Common, Demonic, and
one additional language of your choice.
Denizens hailing from the lowest tier of the cosmic universe, makaio
are known for channeling ancient magics and spells that others would
consider impossible. Following the opening of the demon gates they
have begun actively traveling between worlds, baring unique traits
and skills. Some seek revenge on those who put them there while
others simply want to start anew.
Makaio Names
Demonic makaio names may have meaning in their own script, yet are
utterly forign to other races. On some rare occasions, a makaio may
adopt a secondary name in another script for ease of translation.
Demon Realm Names: Becue, Coulis, Churi, Fry, Gola, Halto, Mamba,
Mint, Putine, Romesco, Rubee, Salza, Shula, Sofrito.
Makaio Traits
Your makaio character has certain traits in common with other
members of the demon realm.
Ability Score Increase. Your Intelligence score increases by 2 and
your Wisdom score increases by 1.
Age. Makaio reach maturity in their mid teens. Makaio age
noticeably slower and live long lives, potentially reaching 1000 years
or more.
Alignment. The first makaio were believed to have originally been
kaioshin cast into the lower plains for their evil deeds. As a result, the
elders are typically drawn towards chaotic alignment, while the young
tend toward no particular alignment.
Size. Makaio range from under 5 to over 6 feet tall and have slender
builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Kai Lineage. Whenever you make an Intelligence (Arcana) check
related to planar travel or general information pertaining to the inner
or outer planes, you can add twice your proficiency bonus instead of
any other proficiency bonus that may apply.
Otherworldly Magic. You can cast Detect Magic and Magnify
Gravity with this trait, using Intelligence as your spellcasting ability
for them. Once you cast either spell, you can't cast it again with this
trait until you finish a short or long rest.
Phantasmal Arsenal. Denizens of the demon realm can have a
variety of weapons stored in an extra-dimensional pocket. Choose a
one-handed simple or martial weapon to store in your pocket
dimension. Your chosen weapon can be summoned or stowed away
using a bonus action. When not being held the weapon aimlessly
hovers within 10 feet of you.
If you die, the weapon stored within your pocket dimension magically
appears at your feet.
Petrifying Spit. You can use your action to spit a globule of stone at
one target you can see within 10 feet of you. The target must succeed
on a Constitution saving throw. The DC of this saving throw is 8 +
your Intelligence modifier + your proficiency bonus. On a failed saving
throw, the creature begins to turn to stone and is restrained. The
restrained creature must repeat the saving throw at the end of its next
turn, becoming petrified on a failure or ending the effect on success.
The petrification lasts for 1 minute, or until the creature is freed by the
Greater Restoration spell or other magic. After using your petrifying
spit, you cannot use it again until you complete a short or long rest.
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Namekian Dragon Clan
Tasked with studying the arcane arts and unlocking secrets to further
Namekians, also referred to as Nameks, are a slug-like species of aliens the species, the dragon clan makes up the majority of the population.
that possess strange psionic powers and magic. They are believed to be Ability Score Increase. Your Wisdom score increases by 2.
the modern day descendants of the original wizards. Medical Instincts. You have proficiency in the Medicine skill.
Divine Healing. As an action, you can touch a creature and expend
Namekian Names a regeneration point. The creature regains a number of hit points equal
to the number rolled + your Wisdom modifier rather than your
Namekians are given traditional names if they are born within a clan
Constitution modifier.
among their own people. Those who wander along commonly take on
adoptive names.
Warrior Clan
Traditional Names: Bojan, Escar, Karungan, Katas, Moori, Ollusc, Tasked with upholding the peace and defending the species from
Pruden, Sabid, Slak, Tevan, Tsuno, Unavil, Victu threats, the warrior clan makes up a small percentage of the
Adoptive Names: Armonic, Cymbal, Drum, Flute, Harp, Oboe, population.
Trumpet, Tambourine, Ukulele, Whistle, Xylo
Ability Score Increase. Your Strength score increases by 2.
Warrior’s Training. You have proficiency with Javelins,
Namekian Traits Quarterstaffs, Spears, and Longbows.
As a namekian, you possess a number of traits in common with your Great Namekian. When you reach 3rd level, you can cast the
people. enlarge portion of the Enlarge/Reduce spell on yourself once with this
trait and regain the ability to do so when you finish a Long Rest.
Ability Score Increase. Your Constitution score increases by 1.
Age. Namekians typically reach adulthood in their early teens and
can live to be over 700 years old. Dark Namekian
Alignment. Namekians are a peaceful species, seeking further Practitioners of black magic, the demon clan are exiles. Cast out from
enlightenment and a peaceful life rather than seeking out a life of their predecessor clans and tainted by their own darkness and evil.
adventure. Although few embrace evil, it is not unheard of. Ability Score Increase. Your Charisma score increases by 2.
Size. Namekians range from 6 to 7 feet tall and average 150 pounds. Darkvision. You have superior vision in dark and dim conditions.
Your size is Medium. You can see in dim light within 60 feet of you as if it were bright light,
Speed. Your base walking speed is 30 feet. and in darkness as if it were dim light. You can't discern color in
Superior Hearing. You have advantage on perception checks darkness, only shades of gray.
involving your hearing. The distance you can hear is twice what a Dark Resilience. You have resistance to necrotic damage.
normal human can hear. Heart Impurity. As a part of your dark heritage, you possess a heart
Extendable Limbs. When you make a melee attack on your turn, of pure evil. You register as a creature of evil in regards to all spells and
your reach for it is 5 feet greater than normal. effects that would detect your alignment, regardless of your true
Regeneration. You gain a regeneration point, which can be intentions.
expended as a bonus action to regain hit points equal to 1d6 + your
Constitution modifier, up to your hit point maximum. If you lose a Optional Rule: Namekian Fusion
limb, it will immediately regrow and return to full functionality. Once A sacred namekians technique in which two or more namekians join
you reach 3rd level, you gain a second regeneration point. When you forces to become a more powerful fighter. With your Dungeon
reach 5th level, you gain a third. You regain all expended regeneration Master’s permission, you may use this optional rule with your
points when you finish a long rest. namekian character. When you finish a long rest in the presence of one
Languages. You can speak, read, and write Common and Namekian. other willing namekian, you can fuse with them, assimilating abilities
Namekian is sacred and only spoken among their own species. from their respective clan. The remaining namekian vessel retains their
Namekian Clans. Three castes of namekians found across their personality, whilst gaining the knowledge and experience of those
species, each a master of their own craft. Choose one of these clans: with whom they merged with.
After merging, consult the Namekian Features table which
summarizes the ability modifiers and features gained from each clan.
You apply these modifiers and features to your character. If both
namekians originate from the same clan, the features don't add
together. Once you fuse in this way, you cannot do so again for 30
days.
Namekian Features
Clan Ability Modifier Features
Dragon Wis +1 Divine Healing
Warrior Str +1 Great Namekian
Dark Cha +1 Dark Resilience
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Saiyan
Stories from distant lands tell of the rare tribe of saiyan people. Once
thought lost to the hands of a powerful sorcerer. Legends speak of their
unparallelled skills in combat, their unsquashable pride, and their
ferocious appetite. In moments of truth, saiyans are a warrior race,
forever living in the shadows of others. Saiyans can be righteous
liberators, ruthless servants, or manaicial anarchists who simply love
the thrill of a good fight.
Saiyan Names
Saiyan tradition sends each infant into the vast hacienda, where they
must pick and return with a crop of their choosing. The saiyan’s name
is thus derived from the selected crop, and is forever acknowledged
with pride and respect.
Saiyan Traits
Your saiyan character has the following racial traits.
Ability Score Increase. Your Strength score increases by 2 and your
Constitution score increases by 1.
Age. Saiyans mature somewhat slower than Humans do, though
stay in their prime longer. Saiyans do not begin to show signs of age
until their last few decades.
Alignment. Saiyans tend to share common personality traits, even at
young ages. Being war-like people, they share an innate enjoyment for
conflict and fighting, choosing violence over peace with other races.
While most saiyans are commonly of chaotic alignments, with few
being lawful, they respond well to shows of power allowing the
strongest of their people to stand above the rest.
Size. Saiyans are between 6 and 7 feet tall and weigh between 240
and 320 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Battle Maniac. Your unarmed strikes are considered adamantine
weapons, with which you’re proficient. When you hit with them, you
deal bludgeoning damage equal to 1d6 + your Strength modifier.
Powerful Build. You count as one size larger when determining
your carrying capacity and the weight you can push, drag, or lift.
Warriors Resolve. You have advantage on saving throws
against being frightened.
Saiyan Spirit. If you have not taken damage for 10 minutes and you
are below half your hit point maximum, you regain hit points equal to
your level. You can't use this feature again until you finish a long rest.
Clever Tail. You have supreme control over your tail. Once on each
of your turns, you can draw or stow an object weighing up to 5 pounds
with your tail without using your action. You cannot hold a weapon or
shield using your tail. If your tail is ever severed, it will grow back
after 1d4 + 1 weeks.
Languages. You can speak, read and write, Common and Sadalan.
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Z-Souls
The defining characteristic of all warriors across the world is their
z-soul—the defining words that resonate with each warrior and
compel them to continue breaking their limits. Your z-soul could be a
phrase that sums up what your character is about—who they are and
what they want. It could define who you are, your role in life, your
calling, or your particular fighting style.
• You could take this aspect very literally: Saiyan from Earth.
• You could also throw on an adjective or other descriptor to further
• define the idea: Heroic Saiyan warrior from Earth.
• Alternatively, you could define a short phrase which may come
• about in adventure or combat: “Quit enjoying the destruction!”
Every character begins with three z-souls, however these may not be
the same three phrases you end with. As you embark on adventures,
clash in epic battles, and evolve, your Dungeon Master may allow you
to modify or even change one or more of your z-souls.
Examples of Z-Souls
Hail is an incredibly cunning frieza clansman who is being hunted
down across the cosmos by a powerful tyrant. Looking to keep a
low profile, he chooses land on the distant planet known as Earth.
Using this information, we could decide to give Hail the following
z-souls:
• Cunning Galactic Traveler
• Forsakened Experimentation
• The Cocky, the Cowardly and the Confident
Each of these options embodies or hints at core aspects of the
character and their personality traits, but are not so obscure that
they may never come about in play.
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Fighting Spirit Latent Spirit
Spirit 3+ trait
Embarking on mythical ventures and battling against legendary foes Your fighting spirit manifests as a translucent glowing aura around
requires a great deal of fighting spirit. A tangible force inside every your form, shedding dim light in a 5-foot radius. While you are
living being which defies physical limitations. For most determined emanating this aura you can perform acts that would otherwise seem
heroes, increasing ones’ spirit is a necessary trial. Overcoming and superhuman. Your jump distance is doubled and the weight you can
eventually shattering this barrier is what makes them stronger, push, drag, or lift is similarly doubled. You can suppress this aura on
separating them from the common adventurer. your turn, no action required. While your aura is suppressed, you
Your fighting spirit is measured by your spirit score. As you don’t gain any of the benefits from possessing spirit.
increase that score, your true latent potential awakens. Your spirit
score reflects the dedication you have towards mastering yourself, In addition, you know the force-flash strike and spirit blast cantrips. You
maintaining a proper balance between the body and spirit. Spirit is may use either your Wisdom or Charisma as your spellcasting ability
born out of three common aspects; vigor, courage, and mind. for these spells.
When you create your beginning character, your spirit score is 1.
Your spirit score increases by 1 as you continue to strive for greater Spirit Sense
power. This may come from completing a significantly difficult Spirit 3+ trait
training regiment, successful best a powerful enemy in combat, You’ve learned to sense the presence of spirit within beings. You gain a
accomplish a great deed, or otherwise when the Dungeon Master sees new way to make a Wisdom (Perception) check. When you do so, you
fit. The goals and ideals forged by your choice in z-souls might also be close your eyes and sense the life force of any creatures within 120 feet
used to judge whether you earn an increase in your spirit score. As a of you. You learn an approximate distance between you and the
general rule, you can expect to increase your spirit by 1 during most creature and you are capable of sensing their relative spirit score in
sessions of play. The Dungeon Master decides the amount of any comparison to your own. If a creature has their spirit suppressed, their
increase or decrease. presence cannot be sensed.
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Galactic Patrol Agent Scientist
Many factions thrive across the void of space. The galactic patrol, also Wherever the road may take you, you’re still an inventor at heart.
known as the space police and the galaxy police, is a cosmic police From a young age you found a fascination with various complex
force led directly by the galactic king. You’ve served as an agent for mechanisms, robotic equipment, and other feats of engineering. You
this particular force, keeping order throughout the Milky Way Galaxy. might have grown up among other brilliant scientists or mechanics, or
You might have traveled alone or with a team, hoping from planet to perhaps one night you found yourself in the company of a wrecked
planet arresting dangerous invaders, depending on your skill and spaceship. Upon choosing this background, work with your DM to
charisma. Perhaps you were always stationed at galactic patrol determine what equipment you specialize in and how might you aid in
headquarters, keeping watch over the galaxy's most dangerous outfitting your companions.
criminals. Even if you have gone rogue from the galactic patrol, this
background can describe your early years as a former member of the Proficiencies
law enforcement. Skills: Arcana, Investigation
Tools: Hacking tools or tinkerer’s tools
Proficiencies Languages: Two of your choice
Skills: Choose two from among Acrobatics, Investigation, Equipment: A set of hacking tools or tinkerer’s tools (your choice), a
Performance, and Persuasion simple machine (one of your first creations), a crowbar, a set of spare
Tools: Thieves' tools and tinker's tools parts, and a belt pouch containing 25 gp.
Languages: One of your choice
Equipment: A galactic receiver (worn over one or both ears), a signet Scientist Speciality
of your authority, a uniform appropriate to your duties, a set of As a scientist, you’ve learned to favor some skills over others while at
traveler's clothes, and a pouch containing 20 gp. work. Roll a d6 or choose from the options in the table below to
determine your role:
Feature: Cosmic Police
As a galactic patrol agent, you are well versed in galactic conduct and d6 Speciality
law regulations. Whether you choose to follow them is entirely up to 1 Aerospace
you. Wherever you go, you can utilize your connections to attain
2 Automotive
information or enter areas that would otherwise be inaccessible to the
general population, so long as you are not outside of galactic patrol 3 Cybernetic
jurisdiction. 4 Dyno Capsules
5 Botanist
Martial Arts Instructor 6 Biomechanical
You are (or were formerly) a skilled mentor to many students seeking
training in martial arts. In the past you had undergone your own in Feature: Mecha Maniac
depth studies with a mentor. Years later you continue to pass down
You have an eye for machinery and mechanical inventions and
their teachings to new students. Work with your DM to come up with
understand their basic inner workings and components. You can also
your teachings. As an instructor, your name carries with it the
gain access to any workshop or garage if you need to.
generations of lessons that are being passed on through you. Is your
school well known or is it remote and unheard of? Are you an excellent
teacher or do you struggle to pass down your knowledge? How many
students have you instructed and where are they now? Do they still
respect you?
Proficiencies
Skills: Acrobatics, Insight
Tools: One type of musical instrument
Languages: One of your choice
Equipment: A totem or insignia of your profession, a memento (a gift
given to you by a former student), a book or journal, a set of common
clothes, and a belt pouch containing 10 gp.
15
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16
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World Gazetteer Jingle
Tucked away at the base of Mt. Frappe is the isolated town of Jingle,
With aid from Capsule Corporations newly opened museum, this and the keepers of the ancient flying nimbus. Home to a very small
chapter details the world of Dragon Ball and the many locations that population of settlers, the townsfolk of Jingle have told stories about
can be found across the dragon world supercontinent. Earth is divided the magical clouds that would drift along the outskirts of their village
into four major districts: the Rugged North, the Sleepy East, the for generations. When a nimbus would grace the villagers with its
Southern Tropics,and finally the Western Verge. Each district also presence it was said to be a fortune of good weather to come.
details the region's notable locations and includes adventure hooks for If you were raised in the town of Jingle, perhaps you saw the flying
those who travel there. nimbus as a child. Perhaps you even rode upon one.
Adventure hooks presented within this chapter are broken down into Dark Clouds Brewing (Any Level). The dark nimbus (chaotic evil,
recommended ranges of adventuring party level: flying nimbus) is rumored to carry those who possess impure hearts.
While they possess no real threat on their own, ominous lavender
• Low Level (1-6) clouds are growing on the horizons of Jingle, while the pure flying
• Mid Level (7-11) nimbus are nowhere to be found.
• High Level (12-16)
• Epic Level (17-20) Muscle Tower
This enormous base of operation is used by the Red Ribbon Army
Adventure hooks labeled as "any level" can be presented at any point
whilst they are stationed in the north. The highest-ranking army
in your party's journey, with a little planning. You are welcome to
member in the tower is General White, with several other major
adjust the difficulty of any of these adventure hooks to fit your
members of the army taking residence there.
campaign.
Though destroyed in the past, it has been rebuilt with the most
advanced technology provided by the Dark Empire, and now stands as
The Rugged North a monument to human ingenuity and perseverance.
Capital City: Northern Capital
Path to Power (Mid Level). Characters who oppose the Red Ribbon
Distinguishing Features: Bandits, majins, mining, rare herbs, ruins
Army may be hired to put an end to Muscle Tower once and for all.
Heavy snow beats down along the winding mountain roads, side This massive structure is divided into six complex levels filled with
sending sheets of thin liquid fraying across the rocky hills. The danger. Advancing to the top will bring you face to face with General
northernmost regions of Earth are callous, mysterious, and perilous to Bon, the acting commander for the Red Ribbon Army. In reality, the
travel without a proper guide. army is under the command of Android #9 (lawful evil, male, artificial
The Frappe Mountains divide the bitter wasteland while also human veteran), modeled after Commander Red, the armies former
providing protection from the raging storms that travel through leader.
Yunzabit Heights. Small villages tucked away in tundra and mountain
sides can be found, living a simple life away from civilization. Northern Capital
Yet the north is not without its metropolis. Sequestered into the Also known as Metro North, this city is one of the large metropolis
heart of the mountain range is the Northern Capital, a beacon of capitals of Earth, being surrounded by both rugged mountains and
technological improvements and a prospectors dream. forest. In the cliffside just south of this city, the remnants of a Red
Ribbon laboratory can be discovered, now reclaimed by nature. While
Cities and Sites almost nothing remains of the lab, it is rumored that the infamous
doctor’s supercomputer survived the destruction and that a scientist
Beyond the craggy mountains and hazardous tundra, the rugged north who idolized the man has put the data on it to good use.
is host to a number of persevering sites and settlements. If you have a connection to the Red Ribbon Army, you're most likely
aware of its growing power spun throughout Metro North.
Gizard Wastelands
Red Ribbon Army Underground (Mid Level). When the characters
Once the site of an incredible battle between saiyan warriors, the
arrive in the Northern Capital, they find it under attack by numerous
Gizard Wasteland and its scattered, towering rock pillars set the stage
androids. If the characters help defeat the androids, the citizens inform
for future battles. This site is a deserted wasteland with no residences
the characters of the numerous Red Ribbon laboratories concealed
to be found anywhere across its arid landscape.
within the northern mountains. Characters can track the android
Saiba Smackdown (Low Level). Travelers through this region have assailants back to these laboratories, but what use does the army have
reported swarms of saibamen flocking into the wastes. It’s not a well for attacking the nearby city?
traveled path, but the loss of such a historical site would be a shame to
see. The problem is a saibamen matron, who’s begun nesting in the
cliff sides due to the high quality of the soil.
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The Sleepy East Satan City
Located north of Mount Paozu and south of the Eastern Capital, Satan
Capital City: Eastern Capital City, formerly dubbed Orange City, stands in honor of recently passed
Distinguishing Features: Agriculture, education, entertainment, Hercule Satan. Although not officially marked as a world capital, Satan
livestock, martial disiplin, namekians, witchcraft City is bustling and is often described as the cultural, financial, and
From the fertile farmlands to the massive modernistic cities, the cool media city of the world.
tempered east is a heavily divided land deeply ingrained with a Due to Hercules past relationship with the late majin Mister Buu,
variety of extraterrestrial culture. The massive bamboo woodlands the majin race often finds a strong connection within the urban
obscure a variety of temples, and the recently established metropolis of interconnecting labyrinth of a city.
Satan City stands as a cosmopolitan labyrinth. Musuka Circus (Low Level). While exploring the streets of Satan City,
Namekians settled in the east after the destruction of New Namek, the characters discover that a number of pet dinosaurs have
refugees fleeing from a war yet to happen. Over time the namekians mysteriously vanished. As they proceed to investigate, Musuka Circus
found a place within the eastern foothills, terraforming the nearby opens its tents for a grand show.
scenery to the lush blue meadows of their lost home.
Traditionally, the namekians are a peaceful people, training a sparse Porunga Rocks
company of warriors only when needed. However an unfortunate fate What began as a small camp of namekian refugees has grown into a
was waiting for the wretched namekian souls who settled too close to flourishing and otherworldly environment which the common
the Demon King Piccolo's ruined throne and thus were corrupted by population of Earthly namekians call home. Using what little resources
his influence, becoming the successors to his demonic clan. The narak they took with them after their planet's demise, the namekian fauna
clansmen have since settled to the south of Porunga Rocks after their has once again begun to thrive in the eastern countryside.
journey from Diablo Desert. Although they act independent, their very
presence foretells a namekian civil war. Leaping Suspicions (Mid Level). While the characters stay in Snail
Village, located within Porunga Rocks, they hear rumors of entire ajisa
fields being trampled upon at night. If the characters investigate, they
“Namekians may be from outer space, but their will and determination has
discover the source of the destruction to be a massive namekian frog
a certain human knack to it. Although I could do without all the
(use froghemoth stats), corrupted by the nearby polluted landscape.
neighboring dragon voodoo.”
— Neighboring Farmers’ thoughts on Porunga Rocks Chocolay Tower
Grown from corrupt and twisted ajisa trees, Chocolay Tower functions
Cities and Sites as a dark equivalent to Korin’s holy steeple. Located just south of
Porunga Rocks, the tower has corrupted and perverted the
Having seen its fair share of chaos in years past, the sleepy east has surrounding countryside, distorting what was once namekian land
regressed into pastoral farmlands bubbling with namekian culture. into a dark shadow.
Nevertheless, new dangers corrupted by darkness threaten to disturb At the base of the tower ajisa trees are cultivated using namekrystal,
that peace. and are then polluted into vessels for absorbing kiri, to help grow the
tower. Each subsequent level of the tower has an important role, and
Eastern Capital are used in the cultivation of dark senzu beans. Chocolay Tower serves
Metro East is one of the main capitals of Earth and its most prominent
as a base of operation for the dark namekians.
feature is that of their famous Orin Temple, with a Bamboo forest being
The tower itself is overseen by the evil cat hermit Chocolay (chaotic
located right next to the temple itself. The most famous event to occur
evil, male, cat cult fanatic), who specializes in the cultivation of
here was when the city was completely destroyed by Nappa, when he
twisted, evil lifeforms.
and Vegeta first arrived on Earth, however almost all citizens have
forgotten about this event with the passage of time. Poko Poko Problem (Epic Level). Chocolay tower and its surrounding
Citizens of the Eastern Capital have a loose relationship with the lands are a scare upon namekian heritage and the spawn of the
law. Even if you're a hero, you might have questionable connections or namekian civil war. Characters who are sent to defeat the dark
friends in low places. namekians, they find the entire land transformed into a wicked
nightmare. Advancing into Chocolay tower will bring the characters
Someone’s Robot (Any Level). It would seem a Red Ribbon Army robot
face to face with Gamelan and Mr. Poko Poko (use adult black dragon
has malfunctioned and gotten loose within the city. It’s not particularly
stats). Two warped dark namekians who strive to become the god of
dangerous, but it sure moves quickly.
all narak, and in time, all namekians.
Orin Temple
Located just outside the massive bamboo woodland, Orin Temple is
home to the Orin monks, easily recognizable by the six incense burns
on their foreheads. Monks trained here adapt more brutish styles of
martial arts and are commonly arrogant. This temple and its martial
arts styles have been overshadowed by the turtle and crane school of
martial arts.
Bullies of the Orin Temple (Low Level). While the characters are
passing through the bamboo woodlands, they are confronted by a pair
of monks from the Orin Temple (chaotic neutral, human martial artists)
who feel the need to prove their martial arts style is superior over any
other. In truth, these young monks simply want recognition.
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The Southern Tropics Tenkaichi Budokai Grounds
The world martial tournament, an event that is anticipated every 3
Capital City: Southern Capital years that showcases the strongest fighters all around the world going
Distinguishing Features: Dinosaurs, coral reefs, martial arts, pirates head to head in the ring for a chance to be named the world martial
Budding with spirit, the southern tropics encompass a diverse range of arts champion. While this event started to die down in popularity after
archipelagos, cities, and criminals. Born from a love of martial arts, it the passing of the world’s savior Hercule Satan, it once again
isn't uncommon for small time warriors to compete in the world skyrocketed in age 991 after a man known as Morgan was crowned
martial arts tournament for a shot at glory. champion after defeating 100 robots. His victory warranted discussion
It wouldn’t be a proper coastline without an army of buccaneers at with the people claiming robots couldn't be that weak, which led to the
the helm. The tropics are plagued by attacks from numerous pirate “Ultimate Fighting” division, where participants can now use
guilds and mythical monsters, most notably Captain Bacterian and his weapons, armor, and robots with no restrictions.
crew of devout majin cultists. Ultimately, the coastal towns often fare Ultimate Fighting Division (Any Level). While in town, the characters
quite well defending themselves from the seaworthy thugs. learn of the ultimate fighting division. A martial arts tournament that
allows weapons and armor. Just imagine what other powerful warriors
Cities and Sites will be signing up to win the grand prize.
The sun shines warmly on the vast archipelagos that form the southern
tropics. Prideful of their sultry weather and martial heritage, the Diablo Desert
tropics are home to both eager tourists and bewitching pirates. Located West of Mount Paozu and near Fire Mountain, the giant
desolate desert where Yamcha once roamed can be found. It’s most
Papaya Islands prominent feature is that of Kyodai Pyramid, where Pharaoh
Obtaining this name from the tropical fruit grown there, this island the Totenhotep, the ruler of Diablo Desert during ancient times, is buried.
size of a small continent is located east of the Southern Continent and
Naraku's Footprint (Mid Level). Found dwelling deep within the
west of the Tropical Island. The Durian Airport is also located here as a
southern swamps is a massive egg. Legends tell that this monolithic
prime area of travel and a big feature of the island, only being
eggshell once sheltered the first Naraku, or dark namekian. Many
surpassed in importance by their main feature the Martial Arts Temple,
scientists have debated if such a namek could even come to exist, but
where the world martial arts tournament is held.
the gargantuan footprints forever sunken into the boggy quagmire
Over the years numerous jungles sprung up over the island and an
prove quite difficult to debunk.
increase in population occurred as small villages were built one by one
as the Papaya Islands became a place where anyone could reside. The Totenhotep’s Tomb (Mid Level). A world renowned treasure hunter is
newest addition to the island can be seen in the now famous Mutaito in search of Totenhotep’s headdress. Should you choose to accept this
Memorial Park, a park made to honor Master Mutaito and is located quest, you will venture into Kyodai pyramid, though be warned, you
close to the World Tournament arena. will find this pyramid to be anything but empty.
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The Western Verge Western Capital
The Western Capital is the largest known metropolis found across the
Capital City: Western Capital planet. At one point it was home to the massive estate known as
Distinguishing Features: Beastmen, capsule corporation, dinosaurs, capsule corporation. In modern years, the company and the capital
fashion, industry, innovation, medicine have become one in the same, spreading their technological
The duality of the western verge could be considered poetic. Mighty achievements across the metropolis and developing further equipment
acres of woodlands cover more than half the countryside, filled with and protection for the city's inhabitants, such as the nearly
long forgotten spiritualist sites and temples. In contrast, the innovative indestructible wall around the entire capital. More so, rumor has it the
cityscape of both capital cities is teaming with advancement and scientists hope to one day fit the entire city within the confines of a
political intrigue. capsule corporation hoi-poi capsule.
Industry and nature cannot exist without one another, and this stays The city is divided up into three notable sectors. Buu town; the
true for the clashing landscapes across the verge. The cities of the west home of the majins and all things food, Nail town, the cultural home of
are teaming with all forms of life. In particular, the west capital is home the namekians, and Toko town; the city's bustling heart.
to the super enterprise known as capsule corporation, which has been Great Saiyanoobs (Any Level). The famed Great Saiyaman was a hero
recently employed to manage many of the planet's aspiring warriors. of the past. With the new life operating within the city, it's no surprise
Traveling even further west will lead you directly into the heart of crime has increased as well. Luckily, it seems a new squad of Saiyamen
korin’s forest. A fantastic land where nature has run wild. It houses are on the scene, though they lack the skills of the original.
plentiful resources, none of which can be tapped due to the might of
the forests’ sworn protectors, the Karinga Tribe. Sacred Land Of Korin
The Sacred Land of Korin, alternatively known as Korin’s holy forest,
“Capsule Corporation has been continually developing and releasing is an expansive grove protected by natives of the Karinga Tribe.
its inventions for a great many years." Characters familiar with the Karinga Tribe will likely be aware of their
— Zaus' data on the Capsule Corporation two founding legends. the "Axe Rock" and the "Spear Tree.
Those who venture deeper into the forest have the chance of
stumbling upon Korin’s Tower. A monumental engraved structure
Cities and Sites which extends far beyond the clouds. It resides directly below The
Lookout. Korin’s Tower is not actually a tower but rather a tree that
Ever expanding cities and spiritual sites are marked across the map of
still remains alive; thanks to the Karinga Tribe inlaying stone plates
the western verge, ripe for exploration and adventure.
onto the tree, which grows every decade.
Central Capital Those who succeed in the nearly three day climb of Korin’s Tower
The most populated city on Earth, this place of residence is known as are met with an unusual sight. The tower is guarded by Korin, the
the main capital city of the world and is also home to the descendant of immortal cat (lawful good, male, cat mage). Korin is a legendary figure
King Furry, who was the king of the planet during Goku’s time. It’s amongst the warrior-world. This frequently leads to surprise and
most prominent building is the King Castle which has been restored disbelief for those meeting him for the first time as his appearance has
two times as it was destroyed once by King Piccolo and again by Kid yet to attain the fame of his reputation.
Buu. In addition, this city also houses the Earth’s strongest military Hermit Springs (Low Level). This majestic temple was once used to
force or the King’s Guard as they are properly called. grow senzu beans and is flooded with divine waters. The senzu
Dog Sitting (High Level). Your party has been summoned to King’s sprouts that once flourished have dried up and are now being collected
castle by the king of the world himself, King Furry (neutral good, by a tribe of vicious merrows, who want the water for themselves. If
male, beastmen commoner). Your accomplishments and prowess have the characters have climbed Korin’s Tower, Korin asks them to
gained his attention and he has a special mission for you. He would investigate the temple personally.
like you to serve as his personal bodyguards, as a mysterious enemy
seeks to take him out and claim the throne of the world for himself. The Lookout
Home to the Guardian of Earth and Mr. Popo, this ancient platform is
Fran-Fran Desert in constant geostationary orbit in the skies, most often found directly
Separated into two sections, this desert is home to some of the most above Korin Tower. Events occurring all over the Earth can be
magical beings on the planet. To the north section is the most popular observed from here and battles across the universe can be sensed here,
home for the newly established Majin race, with the south section should they be on a large enough scale.
belonging solely to that of Fortuneteller Baba, who thought it best to The lookout is an oval shaped white circle with three streaks of red
keep a personal eye on the Majins both for safety and genuine intrigue across it’s base. A handful of plants can be found atop of the lookout
with their species. along with its single temple building. The inside of the building is
bigger than it seems at a glance, with mostly rooms and items that can
Majin Mishap (Low Level). While visiting Fran-Fran Desert, the be understood by the current guardian of earth. However, home to the
characters are hired by a mysterious witch named Baba (true neutral, lookout is the mysterious hyperbolic time chamber, a chamber where a
female human witch) who informs them of a recently born majin who year’s worth of training can be done in a day.
appears to be more unstable and powerful then the rest of their kind.
Baba is seeking their aid to solve this issue and in exchange will grant Room of Spirit and Time (Mid to High Level). Located at the heart of
the characters one request that is within her power. the Lookout is the hyperbolic time chamber, a demiplane in which one
year inside the chamber is the equivalent to one day on the outside. A
step over the threshold of the training area brings one immediately
into ten times Earth's gravity. The air gets denser, and the temperature
fluctuates, the deeper one goes into the training area.
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Distant Lands Yahhoy
The world of Dragon Ball is vast, filled with a multitude of culture and Beyond the bustling cities of the Western Verge to the far north is the
mysteries, but it has yet to be completely documented. There are impassive region of Yahoy. Flourishing with unclaimed land aside
several locations found throughout the world that have either gone from the spare antiquated village or ancient ruin. Yahhoy was the last
undiscovered by mortals, or remain in the clutches of unknown evils. remaining independent state on Earth before becoming part of the
This section outlines known regions of the world beyond Earth’s world governing body.
grand supercontinent.
In Yahoy, you might…
Gengoro irregular cliff faces are plagued by strong winds and frigid
temperatures. It is an all round barren moor of a mountainous
The continent of Gengoro lies to the east of Earth’s supercontinent, landscape, making civilizations hard to come by. After the destruction
separated by the infamous red sea. Spanning grassy plains and hills, of New Namek, several namekian refugees have settled within the
the region of Gengoro is governed by a multitude of city-states. notched landscape.
Connections to Gengoro have diminished with time, but the continent
and its surrounding islands still remain densely populated, although In Yunzabit Heights, you might…
the multitude of extraterrestrial visitors maintain a distance. • Discover an ancient namekian artifact.
• Battle the harsh ever-changing winds.
In Gengoro, you might…
• Visit the Capsule Corporation space institution.
• Join forces with an eccentric android.
• Go on a short-lived, dramatic gag of an adventure. The distant mountains of Yunzabit Heights gradually fade the
• Clash with fantastical monsters across the islands of wonder. common knowledge of the populace with each passing year, being
nothing more than a secluded wasteland. The people of Earth have no
Some believe Gengoro to simply be a neighboring region, while others commerce with the highland regions and no certainty about what lives
speculate it belongs to an entire different continuity. Whatever the case, there. If a threat comes from Yunzabit, it might take time for people to
the magic of Gengoro is far greater than anything you could identify its origin.
comedically conceive of.
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Cosmology Other World Tournament Arena
A great assembly of past heroes reside within the Heavenly Realm. The
The mythos of Dragon Ball extends lightyears beyond the confines of Other World Tournament Arena is an extra dimensional martial arts
Earth. Using classified information from the Galactic Patrol, we’ve ring for deceased fighters, and is hosted by the Dai Kaioshin. Its
documented the known universe and all of its unearthly realms. In winner will receive training from the Grand Kaioshin. Needless to say,
traditional media, this universe is commonly depicted as a giant you cannot kill any participant in this tournament because they are
crystalline sphere. Within the uppermost half of the sphere is the already dead.
Heavenly Realm. The lowermost half is transversely divided between
the Mortal Realm and the Demon Realm. Orbiting this massive
macrocosm is the Sacred Realm of the Kais. A plane of existence
Kaio Realm
Each of the four directional Kaio reside on their own personal planets,
inhabited by those near the top of the celestial hierarchy. Each of these
positioned at the afterlife’s four cardinal points. Serpent Road, adjacent
realms and their various points of interest are detailed in this section.
to King Yemma’s Palace, runs directly to the North Kaio planet. It is an
Beyond the single macrocosm we’ve observed lies the ever
extremely small world that floats high above the tail end of the Serpent
expanding multiverse along with the eleven other universes featured
Road. The planet contains only North Kaio’s one-room, dome-shaped
with the extensive Dragon Ball cosmology. These separate universes
house, a garage, a road that circles around the planet, North Kaio’s car,
are only mentioned in passing, though each of their cosmic layouts
and a few trees. Despite its small size, the planet has ten times the
bear an extreme resemblance to that of our own native universe.
gravity of Earth, similar to Planet Vegeta and Zun.
Serpent Road
The Serpent Road is one million kilometers in length, running from
King Yemma’s Palace all the way to the North Kaio planet, and those
who wish to train under the North Kaio must cross it. As the name
implies, the road is shaped like a giant serpent. It is a rather crooked
road, twisting every which way, with a few loops here and there. The
road’s path is surrounded by yellow clouds as far as the eye can see,
which obscure Hell below it.
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The Mortal Realm The Sacred Realm of the Kais
Other Names: Living World, Present World, Grand Space Other Names: World of the Kaioshin, Planet of the Kais, World Core
The living world exists within the lower half of the sphere model. It is The Sacred Realm of the Kais is, simply put, the ancestral home of the
perfectly sealed within opaque walls marked with strange patterns, in Kaio, Kaioshin, and the Dai Kaioshin. It is a special realm completely
contrast to the transparent crystalline dome that conceals the afterlife. separate from the macrocosm that the other realms are all enclosed
The living world is split into two prominent dimensions described within. It is made up of a giant crystalline sphere, about a 10th the size
as being like the two sides of a coin. The top half is Outer Space, of the macrocosm it revolves around.
overseen by the Kaio and Kaioshin, and run according to science and Located at the heart of this cosmic satellite is the divine core, the
the fundamental laws of physics. The bottom half is the Demon Realm, planet of the Kaio. The planet is home to the gigantic kaiju tree, whose
where magic has more sway than science, and where the sinful Makaio fruit gives birth to a race known as the Kaio. Very rarely, this kaiju tree
and Makaioshin remain. Despite these two dimensions being polar produces a golden fruit, from which a special type of Kaio is born, far
opposites, when beings from either one die their spirits still travel to more powerful and capable of living for millions of years. Only the
the afterlife with no distinction. Kaio born from the rare golden fruit are selected at random to serve as
Dai Kaioshin.
Outer Space
Outer Space is the uppermost portion of the Mortal Realm, and is the
realm in which planet Earth exists. Outer Space consists of numerous
planets, stars, and other celestial bodies. The Galactic Patrol explains
that a collection of planets forms a nebula, and a collection of nebulas
forms a galaxy; although this law is not constant in alternative
universal astronomy. Galaxies are divided by cardinal directions.
These divisions serve as the governing areas for the gods, and so
each one is overseen by the Kaio and Kaioshin with the corresponding
cardinal direction in their title. These so-called “galaxies” are merely
administrational units used by the gods, and so there is nothing
physically stopping extraterrestrial races from travelling from one
galaxy to another, provided they have the technology to do so. There
are no physical divisions between them, and can be considered as
borders drawn on a map between countries.
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The Twelve Universes Universe Seven
Our universe and the seventh of twelve universes found across the
The universes found across the expansive multiverse are infinitely multiverse. Universe Seven is a realm consecutively sieged by evil and
diverse and filled with mysticism and wondrous adventure. As of is the main setting of this sourcebook.
current, there are twelve universes. As explained by the Angels, any
two of the twelve universes whose numbers add up to thirteen are Universe Eight
twins, or counterparts, of one another and therefore share many The diligent universe and the eighth of twelve universes found across
similarities. If your campaign takes place in one of these universes, that the multiverse. In Universe Eight, those who lower the mortal level are
universe belongs to you in your campaign. Your version of the swiftly eliminated as to promote a universe with no defects.
universe can diverge wildly from what's in print.
Universe Nine
Universe One The improvised universe and the ninth of twelve universes found
The supreme universe and the first of twelve universes found across across the multiverse. In the wastelands of Universe Nine, chaos and
the multiverse. In Universe One, its inhabitants, both divine and danger are the only laws needed to survive.
mortal, prosper with the highest mortal level.
Universe Ten
Universe Two The macho universe and the tenth of twelve universes found across the
The gentle universe and the second of twelve universes found across multiverse. The juvenile Universe Ten is still evolving from its
the multiverse. Within Universe Two, strength and beauty are relative prehistoric roots.
to each other.
Universe Eleven
Universe Three The justice universe and the eleventh of twelve universes found across
The spiritual universe and the third of twelve universes found across the multiverse. Universe Eleven is a realm of magistrates, protected by
the multiverse. Universe Three is a place of robotic technology and the pride troopers and other agents employed by the gods.
engineering marvels.
Universe Twelve
Universe Four The ultimate universe and the twelve universes found across the
The conspiracy universe and the fourth of twelve universes found multiverse. Universe Twelve is a competent and fair realm. The first
across the multiverse. In Universe Four, mysticism is only rivaled by a alternate timeline was created by a time machine utilized by a mortal
cunning blade and the skill of deception. from an advanced civilization in Universe Twelve.
Universe Five
The balanced universe and the fifth of twelve universes found across
the multiverse. Universe Five is a realm of meditative affluence, where
the act of destruction is unprecedented.
Universe Six
The challenging universe and the sixth of twelve universes found
across the multiverse. In Universe Six, the unrest between worlds has
given rise to a cold war fueled by intergalactic intrigue.
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Celestial Hierarchy King Yemma
Religion is an important part of life in the universe. When gods walk Title: Great King Yemma
the world, clerics channel divine power, evil cults perform dark Position: One
sacrifices in subterranean lairs, and shining paladins stand like beacons King Yemma is judge of the dead, determining if individuals will go to
against the darkness. We’ve gathered information from numerous Heaven or Hell. He also approves exceptional dead people to keep
planetary guardians and compiled it into a structured hierarchy for their bodies and train under a Kaio, oversees the process of
you to implement. reincarnation, and manages Hell. Souls that are judged by Yemma to
The majority of these divine figures inhabit the Heavenly Realm be good board an extravagant passenger plane and are flown to
and it is their job to stand watch over the universe’s inhabitants, both Heaven, located in the sky above King Yemma’s Palace in the Kaio
as they live their daily lives as mortals and in their eventual shift to the Realm, just below Planet Dai Kaio.
afterlife. Like many hierarchies, most divine figures oversee a specific
region and report to a superior that oversees those collective regions.
This section will detail every divine figure within the celestial The Kaio
hierarchy, starting from the bottom all the way to the top. Title: Kings of Worlds
Position: One per galaxy (North, South, East, and West)
The Planetary Gods The Kings of Worlds stand above all the gods of the universe, and
Title: God, Kami collectively watch over the entire universe from the afterlife. There are
Position: One per planet with intelligent life-forms four Kaio to oversee the universe’s northern, southern, eastern, and
western galaxies. In addition to overseeing their region, the Kaio also
The most abundant gods are those that supervise individual planets. train exceptional dead martial artists who have been allowed to keep
The gods of each planet are selected from among the sentient life-forms their bodies in the afterlife. Above the four Kaio of the cardinal
of that planet. Attendants from the afterlife are dispatched to assist directions is the Dai Kaio, the Great King of Worlds, who serves as
these gods that have been picked from the planet’s natives. The their leader. He oversees the entire universe, and is the afterlife’s most
purpose of this system is to oversee and protect the sentient life-forms important inhabitants.
of each planet, and more importantly, to hasten the development of
immature sentient species, guiding them toward the greatest
happiness. The Kaioshin
The attendants sent from the afterlife are only permitted to act in a Title: Gods of the Kings of Worlds
subservient role to the planet’s god, based on the idea that a species’ Position: One per galaxy (North, South, East, and West)
fate ought to be entrusted to the species itself. This also seems to imply
that planets with non-sentient life-forms are not governed within this The Kaioshin are the Gods of the Kaio, who stand above even the Kaio
system, and are therefore left to fend for themselves. themselves. In essence, they are the gods to the gods, overseeing not
merely the universe, but also the afterlife where the Kaiō themselves
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The Hakaishin
Title: Gods of Destruction
Position: One per universe (excluding candidates and substitutes)
While the Kaioshin hold the power of creation, which provides the
catalyst for planets and life-forms to be born, the God of Destruction is
true to its title and holds the power and authority of destruction. As
new planets are born, the God of Destruction destroys existing planets
in order to maintain the balance of life in the universe. In contrast to
the Kaioshin, who are only powerful in their own right as gods
compared to most mortals, the Gods of Destruction wield far greater
power and their strength can rarely be challenged.
Angel Attendants
The Gods of Destruction are assisted by angels dispatched by the
Grand Zeno. The main role of an angel is to guide the God of
Destruction they serve, as well as train them and keep their destructive
power in check. Angels are amoral and indifferent in nature, as such,
they must remain neutral in conflicts and cannot intervene. Angels are
also quite intelligent, exhibiting a thorough knowledge and
understanding of the celestial hierarchy, structure, and inner workings.
Grand Zeno
Title: King of All, Omni-King
Position: One
The Omni-King sits atop the hierarchy of divine beings. The title of
Omni-King implies that he holds the authority to appoint new Gods of
Destruction, and all angels are dispatched from the Omni-King.
Beyond that, further details on his exact role are unknown. In fact,
rather than fulfilling some sort of role or job as most other gods do, the
Omni-King simply tries to keep himself entertained, and all other
lifeforms are forced to go along with his whims.
Expanded Pantheons
Throughout the universe, numerous other gods have existed. While
many of the gods detailed above serve broader oversight roles, the
majority of these deities perform very specific roles, and are rarely
mentioned in passing. These few are only worshiped locally, by
individual tribes, small cults, or sects of larger religious temples.
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Cleric
At 1st level, you choose a domain shaped by your choice of Deity and
the gifts they grant you. Your choice grants you additional ways to use
Channel Divinity when you gain that feature at 2nd level, and
additional benefits at 6th, 8th, and 17th levels. Here is a playtest option
for that feature: the Poko Priest.
Demon Stone
1st-level Poko Priest feature
Starting at 1st level, you have awakened the arcane magic of a demon
stone, which orbits your person at all times.
The demon stone grants you the following benefits:
• You can use the stone as a spellcasting focus for your cleric spells.
• You learn the Thaumaturgy cantrip, which doesn't count against the
• number of cleric cantrips you know.
The dark vassal manifests for 1 hour, until it is reduced to 0 hit points,
or until you use your Channel Divinity again.
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Extra Vassal Attack Dark Vassal
6th-level Poko Priest feature
Medium dragon ( namekian), any chaotic alignment
Starting at 6th level, when you use your bonus action to command
Armor Class 13 ( natural armor)
your dark vassal to take one of its attack actions, it takes two attack
Hit Points equal to the dark vassal’s Constitution modifier +
actions, instead of one. In addition, when you cast a spell with a range
your Wisdom modifier + five times your level in this class
other than self, the spell can originate from you or your dark vassal.
Speed 25 ft., fly 30 ft. (hover)
Poko Curse
STR DEX CON INT WIS CHA
8th-level Poko Priest feature 14 (+2) 10 (+0) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
Starting at 8th level, you gain the ability to lace your vassal’s strikes
with a namekian curse. Once on each of your turns when your dark Saving Throws Str +4, Con +4, Wis +4
vassal hits a creature with its Claw or Breath Beam attack, you can Skills Perception +3
cause the attack to deal an extra 1d8 radiant or necrotic damage (you Damage Resistances bludgeoning, piercing, and slashing
choose the type of damage when you gain this feature). When you damage from nonmagical attacks
reach 14th level, the extra damage increases to 2d8. Senses darkvision 60 ft., passive Perception 13
Languages understands the languages you speak
Spirit of the Dragon God Soul Bond. The following numbers increase by 1 when your
17th-level Poko Priest feature proficiency bonus increases by 1: the vassal’s skill and saving throw
At 17th level, the dark vassals you create are ripe with potential. The bonuses above, the bonuses to hit and damage of its Claw and Breath
first time your dark vassal is reduced to 0 hit points, it is instead Beam.
reduced to 1 hit point and gains a number of temporary hit points
equal to half its hit point maximum, rounded down. Its size changes to
Actions (Requires Your Bonus Action)
Large, its Strength becomes 20 (+5), and its flight speed increases to 60 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
feet and it can hover. Once you use this feature, you must finish a long you can see. Hit: (1d8+2) slashing damage.
rest before you can use it again.
Breath Beam. Ranged Weapon Attack: +4 to hit, range 30 ft., one
target you can see. Hit: (1d6+2) force damage.
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Fighter Counter Attack
Whenever a creature misses you with a melee attack, you can spend 1
At 3rd level, you choose an archetype that you strive to emulate in ki points to make an unarmed strike as a reaction.
your combat styles and techniques. The archetype you choose grants
you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Martial Fortitude
Here is a playtest option for that feature: the Martial Artist. You can spend 1 ki point as a bonus action to gain advantage on all
Strength (Athletics) and Dexterity (Acrobatics) checks for the turn.
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Monk Spiritualist Techniques
3rd-level Way of the Spiritualist feature
When you reach 3rd level, you commit yourself to a monastic
tradition. Your tradition grants you features at 3rd level and again at Beginning at 3rd level, you learn magical techniques that focus the
6th, 11th, and 17th level. Here is a new option for that feature: the Way tangible energy inside your body. By drawing it out, an individual is
of the Spiritualist. able to manipulate it and use it outside the body. Some techniques
require you to spend ki points when you use them.
Way of the Spiritualist You learn two spiritualist techniques of your choice, which are
detailed in the spiritualist techniques sections below. You learn two
Spiritualists are mystics who invest their mastery into the spiritual additional spiritualist techniques of your choice at 6th, 11th, and 17th
energy of the universe, learning to to manipulate their ki into level. Whenever you learn a new spiritualist technique, you can also
manifestations of arcane spells known as techniques. Often revered as replace one technique that you already know with another technique
prodigies and masters of their art, these monks customarily study from the spiritualist techniques section.
under the grand masters of several notable dojos. Casting Spiritualist Spells. Some spiritualist techniques allow you
Many Spiritualists often become masters themselves, retiring from to cast spells. See chapter 10 of the Player’s Handbook for the general
their days of combat and establishing their own grand martial arts rules of spellcasting. To cast one of these spells, you use its casting time
dojos. This ensures that individual martial arts styles will continue to and other rules, but you don't need to provide material components
evolve with each new generation. for it. When you cast a spell with a technique, it is cast at the spell’s
lowest level unless otherwise specified.
monastic Attunement Once you reach 5th level in this class, you can spend additional ki
3rd-level Way of the Spiritualist feature points to increase the level of a spiritualist technique spell that you
cast, provided that the spell has an enhanced effect at a higher level.
When you choose this tradition at 3rd level you can use your action to
The spell's level increases by 1 for each additional ki point you spend.
briefly evoke the power of ki within 30 feet of you, causing one of the
The maximum number of ki points (its base ki point cost plus any
following effects of your choice:
additional points) that you can spend on the spell is 2, unless a
• Detect the faint presence of ki within a living creature. technique specifies otherwise. This maximum increases to 3 at 9th
• Cause loose stones and earth to slowly levitate for up to 1 minute. level, 4 at 13th level, and 5 at 17th level.
• Create a harmless, instantaneous sensory effect manifested from
• your ki such as a small sphere of light, a spark of electricity, or the Surging Spirit
• blossoming of a flower.
3rd-level Way of the Spiritualist feature
• Manifest a unique semi-translucent ki aura around yourself. This
• might take the form of a dull white flame, a sprawling tendril-like Also at 3rd level, you can use your action to tap into a deep wellspring
• glow, an ominous lingering myasmia, or a field of sparking of power, regaining a number of expended ki points equal to your
• bio-electricity and plasma. Wisdom modifier (minimum of 1). After using this ability, you must
complete a long rest before using it again.
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.
Martial Arts Dojos
The world of Dragon Ball contains countless monasteries and
martial arts dojos scattered across the lands. Amongst the vast seas
of the southern tropics, the Turtle School can be discovered which
strives to master the art of peace in addition to the art of war. There
are numerous branches of the Turtle School, although they all share
the same core principles. Found nestled within the mountains of the
rugged north, the honorable Crane School seeks to unlock the
utmost potential of the mind. Once corrupted by the greed of an
assassin, the reformed school seeks only to better its students,
working together in chorus.
Other monastic dojos can be found around various settlements or
the outskirts city capitals. Several noteworthy dojos include Master
Chin’s Chin-Star monastery, King Chappa’s temple, Master
Mutaito’s Training Academy, the Orin Temple, the Panther-Fang
temple led by Sky Dragon and his brother Rising Dragon, the Pan
Fighting Network, and the less than ideal and overpriced
Telecommunicated Satan-style Martial Arts Course.
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Spiritualist Techniques 11th Level Techniques
Starting at 11th level, you can learn the following techniques:
The spiritualist techniques are presented in alphabetical order.
Azure Dragon Sword. You learn to craft your ki into a deadly blade.
3rd Level Techniques You can spend 3 ki points to cast spirit saber.
Starting at 3rd level, you can learn the following techniques: Escaping Pressure. Rolling your strikes along an incoming attack,
you attempt to harmlessly deflect it into the distance. You can spend 3
Afterimage Fist. Moving quickly enough to create a false image of
ki points to cast counterspell.
yourself, you confuse the opponent and leave them open to attack. You
Flash Strike. With a burst of ki-empowered speed you lunge
can spend 1 ki point to cast zephyr strike.
forward. You can spend 3 ki points to cast thunder step.
Continuous Energy Barrage. You fire a barrage of consecutive
High Tension. Straining the ki that flows within your body, you
energy beams. You can spend 1 ki point to cast magic missile.
temporarily unleash the limits of your full power. You can spend 3 ki
Energy Rupture. You release a rapturous wave of burning energy
points to cast haste.
from your palms. You can spend 1 ki point to cast burning hands.
Ki Suppression. Calming the flow of your ki into nothing more than
Fist of the Wolf Fang. You lung forward, striking forth with the
a steady hum, you mask your presence. You can spend 3 ki points to
ferocity of the wilds. You can spend 1 ki point to cast wolf fang fist.
cast nondetection.
High Speed Movement. You move with great speed, which creates
Misty Ki Wave. You unleash a barrage of energy blasts that descend
the illusion of teleportation. When you use the Dash action, you can
upon the battlefield. You can spend 3 ki points to cast scatter shot.
spend 1 ki point to teleport an additional distance equal to half your
Phantom Shift. You quickly shift your form at imperceptible speeds.
movement speed.
You can spend 3 ki points to cast blink.
Ki Blast Cannon. You expel your ki through an outstretched palm,
Photon Bomber. Gathering a large ki presence into the palm of your
creating deafening winds. You can spend 1 ki point to cast thunderwave.
hand, you hurl an explosive sphere at a distance. You can spend 3 ki
Minor Magic Materialization. You learn to manipulate your ki into
points to cast fireball.
physical matter, seemingly out of thin air. You can spend 1 ki point to
Psychic Spark. You greatly extend the range of your ki across a
cast fabricate clothing.
distance, allowing you to relay a message. You can spend 3 ki points to
Reading the Font of Ki. You’ve learned to attune to the aura of
cast sending.
living things. You can spend 1 ki point to cast detect evil and good.
Transfer of Energy. You hold a vast amount of life energy which can
Soaring Fist. When you make an unarmed attack on your turn, you
be transferred to another in trying times. You can spend 3 ki points to
can choose to strike with a powerful shockwave which stretches out
cast life transference.
beyond your normal reach. Your reach increases by 10 feet for that
attack, and it deals thunder damage instead of bludgeoning damage.
17th Level Techniques
If the attack hits, you can spend 1 ki point to deal an extra 1d10
Starting at 17th level, you can learn the following techniques:
thunder damage.
Spirit Cultivation Wave. You emit a beam of ki outward towards Circle of Ki. You evoke a spiraling disc of ki above your hand.
your opponent. You can spend 1 ki point to cast guiding bolt. You can spend 4 ki points to cast destructo disc.
Energy Besiegement. You’ve learned to carefully manipulate every
6th Level Techniques individual drop of ki you expend. You can spend 4 ki points to cast
Starting at 6th level, you can learn the following techniques: hellzone grenade.
Extrasensory Location. By expanding your senses to their utmost
Afterimage Sorcery. You quickly dodge faster than the eye can
limit, you can track creatures by their own ki signatures. You can
perceive, interposing what appears as a flickering illusion. You can
spend 4 ki points to cast locate creature.
spend 2 ki points to cast afterimage.
Major Magic Materialization. You’ve greatly improved your
Dodonpa Crane Wave. You extend your forefinger and fire a
understanding of ki, allowing you to fabricate physical matter to an
precise, superheated beam of concentrated ki. You can spend 2 ki
even greater extent. You can spend 4 ki points to cast fabricate.
points to cast dodon ray.
Turtle Destruction Wave. You;ve learned to gather large amounts of
Enveloping Aura. Your aura envelopes a creature, inhibiting their
ki into a final attack that represents the cultivation of your training.
movement. You can spend 2 ki points to cast hold person.
You can spend 5 ki points to cast kamehameha wave.
Explosive Energy Waves. You hurl multiple explosive rays of ki. You
Ultimate Spirit Cultivation Cannon. By gathering your very life
can spend 2 ki points to cast scorching ray.
force into your next attack, you unleash a burst of compressed ki. You
Extrasensory Awareness. You expand your awareness to discern ki
can spend 5 ki points to cast tri-beam.
even while you cannot see. You can spend 2 ki points as a bonus action
to gain blindsight with a range of 30 feet for up to 1 minute.
Fist of the Sun. You provoke a blinding white light. You can spend 2
ki points to cast solar flare.
Threaded Spirit Weave. You extend your digits to ensnare your
opponents in threads fabricated from your own ki. You can spend 2 ki
points to cast web.
Multiform Technique. You rapidly increase your movement, creating
numerous illusionary duplicates of yourself. You can spend 2 ki points
to cast mirror image.
Winding Energy Fastball. You evoke a whirling sphere of ki above
your palm and hurl it at your opponent. You can spend 2 ki points to
cast spirit ball.
Zealous Howl. You release a furious wail that disrupts the swirling
wind around you. You can spend 2 ki points to cast warding wind.
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Paladin Channel Divinity
3rd-level Oath of Spirit feature
When you reach 3rd level, you swear the oath that binds you as a
paladin forever. Up to this time you have been in a preparatory stage, When you take this oath at 3rd level, you gain the following
committed to the path but not yet sworn to it. Here is a playtest option two channel divinity options.
for that feature: the Oath of Spirit. Shining Slash. You can use your channel divinity as a bonus action
to enhance your weapon: for 1 minute, the reach of your weapons
Oath of Spirit magically increases by 10 feet.
Light of Willpower. As an action, your screams echo with
The Oath of Spirit seeks to master the art of war so they may preserve
overwhelming radiant power. Each creature you choose within 20 feet
the art of peace. Such is the common practice of the Kikoukenjutsu
must make a Strength saving throw or be knocked prone.
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
Wild Strike
keeping such powers out of the wrong hands. You are a brave warrior 7th-level Oath of Spirit feature
who mocks the darkness and lives their best life for the ones they love. At 7th level, when you take the Attack action, you can use a bonus
Students of the Kikoukenjutsu Sword School played a major role in action to teleport a distance equal to to half your speed before each
defending the Earth from attacks against the remnant Frieza Force attack to an unoccupied space you can see.
siege following the passing of the world famous martial arts
champion Hercule Satan. Blade Stream
15th-level Oath of Spirit feature
Tenets of Spirit
Starting at 15th level, once on each of your turns when you miss with a
The tenets of the Oath of Spirit mirror the teachings of ancient martial
weapon attack, you can make another weapon attack as part of the
schools that have since been handed down to newer generations.
same action.
Blade of Hope and Dreams. Your weapon is an extension of yourself
and the key future prosperity. Always seek for improvement and a Spirit Excalibur
closer harmony with it.
20th-level Oath of Spirit feature
Hopes and Promises for the Future. Seek out potential pupils. The
Earth is in eternal need for new heroes who possess the courage to Emanating at 20th level, as an action, you transform a single weapon
stand up against the oncoming darkness. from your arsenal into a paragon of pure energy. The weapon emits
Humanity's Hope. The safety of Earth should always be put above bright light in a 15-foot radius and dim light 15 feet beyond that. If the
everything else. You are a sworn guardian. weapon is not already magical, it becomes magical for the duration.
Power to Face Despair. Death comes for us all. Enjoy yourself in Your weapon gains the following benefits for 1 minute.
the heat of battle and hold back no regrets. • This weapon deals radiant damage, ignores resistance to radiant
• damage, and treats immunity to radiant damage as resistance to
Oath Spells • radiant damage.
3rd-level Oath of Spirit feature • 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
You gain the following oath spells at the paladin levels listed.
• a True Resurrection or a Wish spell.
Oath of Spirit Spells • You can use Divine Smite without expending a 1st-level spell slot.
Paladin Level Spells Once you use this feature, you can't use it again until you
3rd Jump, Zephyr Strike finish a long rest.
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Sorcerer Sorcerous Barrage
6th-level Monastic Soul feature
Choose a sorcerous origin, which describes the source of your innate
magical power. Your choice grants you features when you choose it at At 6th level, when you hit a creature with a cantrip’s attack or when a
1st level and again at 6th, 14th, and 18th level. Here is a playtest option creature fails a saving throw against your cantrip, you can expend 1
for that feature: the Monastic Soul. sorcery point to move up to half your speed and make an unarmed
strike as a bonus action.
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Warlock Siphon Arcana
6th-level Majin feature
At 1st level, you have struck a bargain with an otherworldly being of
your choice. Your choice grants you features at 1st level and again at At 6th level, when you reduce a creature to 0 hit points while
6th, 10th, and 14th level. 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
The Majin spell slots vanish at the end of a long rest.
Your patron is a powerful magician from beyond the stars whose You can use this feature twice, after which you cannot use it again
magic is intertwined with that of a demonic race. Your pact has left until you have finished a short or long rest.
you branded by a magical mark that sharpens your raw talent,
enabling you to adapt against any threat. Having been branded by Magicians Durability
such a mark may cause changes to your behavior, beliefs, and body. 10th-level Majin feature
You may find yourself compelled to strive for greater power or to hunt
down and devour stores of magic. Your body may fundamentally Your demonic brand fundamentally changes your anatomy. Beginning
change, becoming inhumanly flexible. at 10th level, at the start of each of your turns, you regain hit points
Patrons of this type might include the Organization of Babidi, equal to 1 + your Charisma modifier (minimum of 1) if you have at
Captain Bacterian's Pirates, the Dark Empire, and other such least 1 hit point and no more than half of your hit points left. Any
magical associations and wizards. Majin characters who have struck a broken or fractured bones are restored after 1 hour.
majin pact may find themselves under the chaotic gaze of a previous
majin incarnation, and are awakening long dormant powers. Mystic Copy
14th-level Majin feature
Expanded Spell List Starting at 14th level, while transformed, you gain the ability to
1st-level Majin feature perfectly adapt to any encounter. As an action on your turn, you can
The Majin lets you choose from an expanded list of spells when you mimic any action that has been performed by a humanoid other than
learn a warlock spell. The following spells are added to the warlock yourself you can see within 60 feet within the last minute. Any
spell list for you. prerequisites that would normally be required for the action are
waived when you use this feature, unless it is a spell which requires
Majin Expanded Spells 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
Spell Level Spells
use your Warlock spell save DC.
1st Bane, Tasha’s Hideous Laughter Once you use this ability, you cannot use it again until you
2nd Afterimage, Alter Self complete a long rest.
3rd Revivify, Spirit Saber
4th Evard’s Black Tentacles, Phantasmal Killer
5th Destructive Wave, Raise Dead
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Alien Physiology Heavyweight
Prerequisite: Alien Prerequisite: Strength 13 or higher
Your alien biology is tougher than assumed, granting you the You’ve undergone extensive training with weighted equipment,
following benefits: granting you the following benefits:
• While you are unconscious, you are still faintly aware of your • Increase your Strength score by 1, to a maximum of 20.
• surroundings, can speak, and can communicate basic messages. • Your carrying capacity and the weight you can push, drag, or lift
• While you are unconscious, you make death saving throws with • is doubled.
• advantage. You can only benefit from this feat once per long rest. • You have advantage on all Strength checks made to push, drag, or
• lift objects and Strength (Athletics) checks to avoid being shoved
Dende Priest • or grappled.
Prerequisite: Namekian (dragon clan)
You are a descendant of the mystic namekian sages. You gain the
Ki Caster
Prerequisite: Ki feature or monastic initiate feat
following benefits:
Through your monastic training, you’ve learned to manipulate your ki
• Your proficiency bonus is doubled for any check made with the
into magical techniques. You gain the following benefits:
• Medicine skill. Whenever you stabilize a creature using a Medicine
• check, you also heal that creature for 1 hit point. • Increase your Wisdom score by 1, up to a maximum of 20.
• You learn the cure wounds and lesser restoration spells, each of • You learn the Banshee Blast cantrip and you may cast it so long as
• which you can cast once without expending a spell slot. You regain • you have at least 1 ki point available. Additionally, you learn the Kiai
• the ability to cast these two spells in this way when you finish a long • and Wolf Fang Fist spells and can cast each using a single ki point.
• rest. Wisdom is your spellcasting ability for these spells. • Wisdom is your spellcasting ability for these spells.
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Poisonous
Prerequisite: Frieza Clansman
Your body produces a deadly poison. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• You have advantage on saving throws against poison and you have
• resistance against poison damage.
• Your tail contains a hidden blade for delivering poison. If you hit
• with your tail the target creature must make a Constitution saving
• throw with a DC of 8 + your Constitution Modifier + your
• proficiency bonus. On a failed save they become poisoned for 1 hour.
• Once you use this ability, you can’t do so again until you roll
• initiative at the start of combat or until you finish a short or long rest.
Triclops Ancestry
Prerequisite: Human
One of your ancestors was a triclops, a bearer of advanced magical
arts. A third eye awakens on your forehead. You gain the following
benefits:
• Increase your Wisdom score by 1, up to a maximum of 20.
• You make all saving throws against illusion spells at advantage and
• make all checks to see through illusion spells at advantage.
• You can see 60 ft. into the Ethereal Plane when you are on the
• Material Plane, and vice versa.
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Spell Descriptions DRagon Fist
Each of the spells listed below are presented in alphabetical order. See 8th-level conjuration (sorcerer, wizard)
the Dungeon Master’s Guide for the rules on spells. Casting Time: 1 action
Range: Self (60-foot cone)
Afterimage Components: V, S, M (a golden statuette of a lung dragon, worn
2nd-level illusion (ranger, sorcerer, wizard) around your hand, worth at least 10,000 gp)
Duration: Instantaneous
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: Self You unleash a serpentine draconic spirit that coils through the air and
Components: V, S lashes out at every creature of your choice within a 60-foot cone
Duration: Instantaneous originating from you. The targets must make a Strength saving throw.
On a failed save, they take 2d8 radiant damage and are knocked prone.
You interpose a flickering illusory duplicate between you and the On a successful save, they take half as much damage and are not
attacker. The triggering attack misses, and you can immediately move knocked prone. When you cast this spell, choose one creature within
a distance equal to half your speed in a direction of your choice. Until the cone to be the target of the spirit. If this creature fails their saving
you stop moving you are invisible. throw, they take an additional 12d6 piercing damage and are subjected
to a second effect as the dragon rushes forward and strikes them.
Destructo Disc Rush. If the target is large or smaller, they are pushed up to 100 feet
4th-level conjuration (sorcerer, wizard) away from you in a straight line. If the target strikes a surface, both the
surface and the creature take 1d6 bludgeoning damage for every 10
Casting Time: 1 action
feet the target was pushed. If the surface breaks, the dragon continues
Range: 150 feet
on and the damage resets.
Components: V, S
Explosion. If the target is huge or larger, the spirit entangles them
Duration: Instantaneous
and implodes into a devastating wave of radiant energy. The target
You throw a razor-sharp disc of force at a creature or object you can see immediately takes 6d6 radiant damage, or 8d6 if they are gargantuan.
within range. If the target is a creature, they must make a Dexterity
saving throw, taking 6d10 + 10 slashing damage on a failed save. If the Evil Containment Wave
target succeeds on their saving throw, you can choose to redirect the
6th-level abjuration (bard, cleric, wizard)
disc to another target within 30 feet of the first. This spell deals double
damage against objects and structures, and ignores resistance to Casting Time: 1 action
slashing damage. Range: 60 feet
Components: V, S, M (a clay jar and a magical talisman worth
At Higher Levels. When you cast this spell using a spell slot of 5th level at least 1,000 gp.)
or higher, the damage increases by 1d10 for each slot above 4th. Duration: Instantaneous
You attempt to seal away one creature that you can see within range. If
Dodon Ray the target is of evil alignment, they must succeed a Wisdom saving
2nd-level evocation (cleric, sorcerer, wizard) throw or be magically trapped in a clay jar, which must then be sealed
Casting Time: 1 action by the magical talisman. If the target has been trapped by the effects of
Range: 60 feet this spell before, it has advantage on the saving throw. If the save is
Components: V, S successful, the creature misses the clay jar, taking 15d8 psychic damage
Duration: Instantaneous instead. Once trapped, a creature remains in the clay jar until the
talisman is removed or destroyed. The clay jar can hold only one
You fire a superheated beam from your finger in a 5-foot-wide, creature at a time. A creature trapped in the clay jar no longer needs to
60-foot-long line. Creatures struck by the beam must make a Dexterity breathe, eat, or drink and does not age.
saving throw. On a failed save the creature takes 3d10 radiant damage
and has its speed halved until the start of your next turn. On a
Fabricate Clothing
successful save the creature takes half damage and its movement is
1st-level conjuration (artificer, bard, sorcerer, wizard)
unaffected.
Casting Time: 1 action R
At Higher Levels. When you cast this spell using a spell slot of 3rd Range: 10 feet
level or higher, the damage increases by 1d10 for each slot level above Components: V, S, M (a thread of twine)
2nd. Duration: Instantaneous
You fabricate a set of custom clothing at a point you choose within
range. If you target a creature with this spell they instantly don the
clothing, provided they aren’t wearing armor. An unwilling creature is
not affected by this spell. You decide what the clothing looks like,
including the cloth, color, texture, pattern, the design of any emblems,
and any other details. You can’t duplicate the appearance of an outfit
that you’ve never seen.
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Force-Flash Strike Instant Transmission
Evocation cantrip (bard, sorcerer, warlock, wizard) 6th-level conjuration (cleric, sorcerer, wizard)
Casting Time: 1 Action Casting Time: 1 action or reaction, which you take when you
Range: Touch make an attack roll or start to cast a ranged spell
Components: V, S Range: 90 feet
Duration: Instantaneous Components: S
Duration: Instantaneous
Incandescent energy envelops your fist as you deliver a swift strike to
a nearby creature. Make a melee spell attack against the target. If the Touching your index and middle finger to your forehead, you detect
attack hits, the creature takes 1d6 force damage, and if the creature is and instantly teleport to a specific creature within range. The creature
Large or smaller, you can push it up to 5 feet away from you. you choose must be known to you, though they need not be on the
same plane of existence as you. You appear in an unoccupied space
This spell’s damage increases by 1d6 when you reach 5th level (2d6),
adjacent to the creature of your choosing. If you cast this spell as a
11th level (3d6), and 17th level (4d6).
reaction, you appear in an unoccupied space adjacent to the creature,
then proceed to make the triggering attack roll or ranged spell.
Hellzone Grenade You can bring any one willing creature of your size or smaller when
4th-level transmutation (sorcerer, warlock, wizard) you teleport, but they must be touching you.
Casting Time: 1 reaction, which you take when you miss a At Higher Levels. When you cast this spell using a spell slot of 7th
target within range with a spell attack or a creature within level or higher, the spells range increases by 90 feet for each slot level
range succeeds on a saving throw that reduces the damage of above 6th.
one of your spells.
Range: 150 feet
Components: S Kamehameha Wave
Duration: Concentration, up to 10 minutes 5th-level evocation (sorcerer)
You conjure an invisible sphere of magic that allows you to recapture Casting Time: 1 action
and manipulate destructive power that is wasted when casting a spell. Range: Self (up to 150-foot line)
The sphere appears centered on a target that triggers this spell, and Components: V, S
has a radius of 60 feet. When you miss a target within the sphere with Duration: Instantaneous
a with a spell attack or a creature within the sphere succeeds on a You form a singing sphere of power between your hands before
saving throw that reduces the damage of one of your spells, you can unleashing it as a devastating beam.
use your reaction to recapture the wasted energy from your attack and The beam travels in a line that is 5 feet wide and up to 150-feet long,
transform it into glowing motes of force that float in unoccupied moving in a direction of your choice and stopping early if it impacts an
spaces of your choice within the sphere. A contributing spell creates a object or creature it can’t destroy. If the beam would strike a creature, it
number of motes equal to 1 + its spell level. These motes shed dim must make a Dexterity saving throw. On a failed save, they take 4d10 +
light in a 10-foot radius, but cannot be attacked or otherwise interacted 10 force damage. You roll this damage only once. If they are reduced to
with. If the spell ends, they disappear. 0 hit points by this effect, they are turned to ash and the beam passes
Each mote, beginning with those created by the effect that triggered through them. On a successful save, the beam passes by them and
this spell, raises the potential damage of this spell by 1d6, up to a continues on.
maximum of 12d6 force damage. If an object or creature that is damaged by this spell is not reduced
As an action, you can command all motes to converge on a single to 0 hit points, the line stops in their space and erupts into an
point within the sphere and erupt into a devastating explosion. Every earth-shaking blast. Every creature within 10-feet of the target must
creature within 20 feet of that point must make a Constitution saving make a Dexterity saving throw, taking 4d6 force damage on a failed
throw. They take the accumulated damage of the spell on a failed save, save or half as much on a success. The target that survived the initial
or half as much damage on a success. Immediately after you do this, effect automatically fails this additional saving throw.
the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the initial effect increases by 1d10 for each
or higher, the maximum damage increases by 2d6 for each slot above spell slot level above 5th.
4th.
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Metamorans Fusion Dance Damage taken by the fusion is split evenly between you and the
other creature when the spell ends. You cannot end the fusion with
8th-level transmutation (bard, sorcerer, wizard)
more hit points than when you began, unless you were damaged prior
Casting Time: 1 minute to the fusion and the fused being was subsequently healed.
Range: Touch (one willing creature of your race and size)
Components: V, S Scatter Shot
Duration: Up to 30 minutes
3rd-level evocation (sorcerer, wizard)
Choose one willing creature of the same race and size as you with at
Casting Time: 1 action
least 1 hit point that you can see within range. You each perform a
Range: Self (up to 60-foot line)
short series of symmetric poses that converge together, fusing you into
Components: V, S
one being. The fusion lasts for the duration, or until the fusion drops to
Duration: Instantaneous
0 hit points or dies. You execute these poses with a combined Charisma
(Performance) check. The DM can determine the DC by consulting the You conjure a beam of force that splits apart before raining down upon
table below. your foes. Every creature in a line that is 5 feet wide and up to 60 feet
long must make a Dexterity saving throw. They take 6d6 force damage
Performance Familiarity on a failed saving throw, or half as much on a success.
Pose Familiarity Maximum Save DC When you cast this spell, you can choose to stop the beam early at a
Unfamiliar 60 point you choose and redirect the remaining strength into a barrage of
seeking missiles. For every 10 feet taken from the length of the beam,
Viewed Once 50
down to a minimum of 10 feet, you can target one creature within 20
Properly Instructed 40 feet of the point the line ends. The new targets must make Dexterity
Performed Once 30 saving throws, taking the spell’s damage on a failed save. A creature
can only be affected by this spell once per casting.
Performed Occasionally 20
Performed Frequently 10 (minimum) At Higher Levels. When you cast this spell using a spell slot of 4th level
or higher, the damage increases by 1d6 for each spell slot level above
If the combined Charisma (Performance) check is failed, the spell still 3rd.
takes place. The DM rolls a d4 and consults the following table to
determine what form the fusion takes.
Solar Flare
Fusion Mishap 2nd-level evocation (bard, cleric, sorcerer, wizard)
d4 Fusion Mishap Casting Time: 1 action
Range: Self (15-foot cone)
1 The fusion was nearly successful, yet unstable. The Components: V, S
resulting fusion separates in only half the time. Duration: Instantaneous
2 Your fingers failed to match perfectly. The resulting fusion As you spread your fingers across your forehead you close your eyes
is obscenely large, slow, and heavy. You suffer and release a flash of solar wind that threatens to blind your foes. Each
disadvantage on all Strength checks and Strength saving creature in a 15-foot cone that can see you must make a Constitution
throws. Your movement is reduced by half. saving throw or be blinded for 1 minute. A creature blinded by this
spell makes another Constitution saving throw at the end of each of its
3 Your final alignment was completely off. The resulting
turns. On a successful save, it is no longer blinded.
fusion is severely underweight. You suffer disadvantage on
all Constitution checks and Constitution saving throws.
Your total hit points are reduced by half. Spirit Ball
2nd-level conjuration (sorcerer, wizard)
4 Both you and the other creature are expelled 30 feet apart
from one another. The spell fails to trigger and you cannot Casting Time: 1 action
attempt it again for 30 minutes, but no spell slots are Range: Self (15-foot lines)
consumed. Components: V, S
Duration: Instantaneous
The fusion has your current hit points + the current hit points of the
other creature. The fusion knows all the abilities you and the other You create a palm-sized ball of force that can be directed through the
creature have, and knows or has prepared any spells you or the other air within pinpoint precision. The ball travels in four 15-foot lines in
creature possesses. Likewise, all feats, racial abilities, and class features directions of your choice, one after another, starting within 5 feet of
are pooled together (if you both possess the same ability, the fusion you. Every creature of your choice along the ball’s path must make a
gains it only once). For each ability score the fusion’s score is the Dexterity saving throw. They take 6d4 force damage on a failed save,
higher of yours and the other creature’s, and the fusion also takes the or half as much on a success. A creature can only be affected by this
higher hit dice or character level. spell once per casting.
The fusion is provided with a standard set of magical garbs. You At Higher Levels. When you cast this spell using a spell slot of 3rd
decide what equipment is absorbed into the fusion and what level or higher, the damage increases by 1d4 for each spell slot level
equipment remains available for use. These items are restored once the above 2nd.
spell ends. When the spell ends, the fusion separates. The other
creature appears in an area adjacent to you that you determine. If
separation occurs in a cramped space, the other creature is safely
ejected to an unoccupied space.
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Spirit Blast Environment
Evocation cantrip (cleric, sorcerer, wizard) Environment Base Damage Limit
This spell’s damage increases by 2d4 when you reach 5th level (4d4),
11th level (6d4), and 17th level (8d4). Population Bonus
Population Bonus Damage Limit
Spirit Bomb Dense (Large City) +40d6
9th-level conjuration (bard, druid, sorcerer, wizard)
Casting Time: 1 action Moderate (Town) +30d6
Range: Self
Components: S, M (a flower, gem, or vial of water from the Sparse (Village) +20d6
upper planes, which this spell consumes)
Limited (Caravan) +10d6
Duration: Concentration, special
By harnessing the life energy of the world, you create a well of power Uninhabited —
that surpasses the limits of any mortal spellcaster. The damage dealt by
this spell, as well as its area of effect, is determined by the environment
and population within 50 miles of you. If there are several distinct Spirit Saber
environments within this area, use whichever is most powerful. 3rd-level evocation (cleric, paladin, sorcerer)
The spell's base damage is 10d6 Once when you cast this spell and Casting Time: 1 bonus action
again on each of your turns before the spell ends, you can use your Range: Self
action to gather energy from your surroundings. Doing so increases Components: V, S
the damage of the Spirit Bomb by 10d6, up to a maximum determined Duration: Concentration, up to 10 minutes
by the sum of the Spirit Bomb tables. The spirit bomb forms in the
space directly above you, and reaches a total diameter (in feet) equal to Shaping your energy through your hand, you evoke a piercing,
half the number of d6s it can deal in damage at that time. As it spiritual blade in your free hand. This magic blade lasts for the
expands, it pushes away any terrain, objects, or creatures within its duration. You are proficient with this weapon and you cannot be
space. In order to derive energy from the population, they must be disarmed of this weapon. It deals 3d8 force damage on a hit and has
willing to contribute to it. The population is not innately compelled to the heavy, reach, and thrown properties (range 30/120). Once thrown,
contribute, nor are they automatically made aware of the casting of the the blade reappears in your hand at the start of your turn.
spell The DM may determine that a population would be unwilling or At Higher Levels. When you cast this spell using a spell slot of 5th level
reluctant to do so, there-fore reducing the effectiveness of the spirit or higher, the damage increases by 1d8 for every two slot levels above
bomb. In these cases, a Charisma (Persuasion) check would be 3rd.
appropriate provided that you are capable of communicating with
them. To contribute, a creature must use their reaction when you use
your action to gather energy.
Once the Spirit Bomb has reached its maximum power, you can use
your action to throw it to a point within 1 mile of you that you can see.
Every creature within a sphere equal to twice the spirit bombs's size
centred on that point must make a Dexterity saving throw. They take
an amount of force dam-age equal to the spell's accumulated damage
on a failed save, or half as much on a success. Evil-aligned creatures
have disad-vantage on this saving throw, while good-aligned creatures
have advantage and resistance to the spell's da-mage. The spell ends
when you throw the bomb, if you don't use your action to gather
energy or throw the bomb on your turn, or if you move more than 30
feet away from the Spirit Bomb. If the spell ends before the Spirit Bomb
is thrown, the accumulated energy harmlessly fades back into the
world.
Once you have successfully derived energy from a population or
location, you cannot do so again for 30 days.
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Tri-beam Wolf Fang Fist
5th-level necromancy (sorcerer) 1st-level transmutation (druid, ranger, sorcerer)
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet (20-foot cube) Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You create a devastating wave of energy that surpasses normal spells You dash forward, moving a distance equal to half your speed, and
at the cost of your vitality. You gain two levels of exhaustion, or only unleash a whirlwind of claws. Every creature of your choice within 5
one if you already have at least one level Additionally, you take an feet of you must make a Dexterity saving throw, taking 3d4 slashing
amount of necrotic damage equal to twice this spell's level. damage on a failed save or half as much on a success.
Every creature within a 20-foot cube originating from a point you
At Higher Levels. When you cast this spell using a spell slot of 2nd
choose within range must make a Dexterity saving throw. On a failed
level or higher, the damage increases by 1d4 for each slot level above
save, they take 5d10 + 20 force damage and are pushed 20 feet away
2nd.
from you. A pushed creature that impacts a solid surface is stunned
until the end of your next turn. On a success, they take half as much
damage, are not pushed, and can instantly use their reaction to move
up to their speed to the nearest unoccupied space outside of the spell's
area.
Any terrain, structures, or non-magical objects that aren't being
worn or carried within the spell's area are reduced to dust by this spell
If the terrain below a creature is destroyed, they fall.
At Higher Levels. When you cast this spell using a spell slot of 6th level
or higher, the damage increases by 1d10 for each slot level above 5th.
Unleash Potential
7th-level transmutation (wizard)
Casting Time: 8 hours
Range: 10 feet
Components: V, S, M (a magic longsword or greatsword of very
rare quality or higher, which the spell consumes)
Duration: Until dispelled
By performing a series of complex movements and incantations, you
unlock the latent power buried deep within a willing creature that has
an Intelligence of 6 or higher, is not an undead or construct, and has
been within range for the duration of the spell's casting time.
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Optional Afterlife Rules Expanded Rules
The world of Dragon Ball is no stranger to battle and at times the death This section provides new options for overhauling unarmed combat
of a player character can slow or even halt the progress of an epic encounters. They can be added as a group or individually to your
adventure. At higher levels, players have many spells available to game. When used in conjunction, they provide an epic experience that
them that can return the fallen to life and the magic of the Dragon Balls opens new possibilities for battles.
themselves is always a solution to this trouble. If you wish to give
fallen characters a new journey or provide options for their
resurrections, consider introducing any of these rules.
Thematic Alterations
The following options provide suggestions that alter the thematic
choices made within your games.
An Otherworldly Journey
Falling in battle does not mean certain end for your character, but Damage Scaling
rather a chance to grow stronger for your ultimate return to life. This The most common protest made against adapting the world of Dragon
rule is most applicable if a player character chooses to remain in the Ball is the scaling of damage. Leading characters are often seen
afterlife for good, or has no other option but to remain there for an performing feats of unimaginable strength, something that is not often
unspecified amount of time. This is designed to add an element of present in most DUNGEONS & DRAGONS campaigns. This option
roleplay and narrative for the fallen character, though it could also be makes it easier to put this scaling into perspective.
used if your player wishes to create a new character during this time. The scale of damage is wholly determined by your Dungeon Master.
Options do await adventurers who choose to remain in the afterlife, At any point in time, they may decide to increase or lower this scale.
so long as they are deemed worthy enough. As long as the player Any amount of damage that was once nothing more than a scratch can
character is of a certain level or their deeds done while on adventures transform into a strike of epic proportions. Mechanically, this alters
have been judged legendary and plentiful enough, they will be given nothing. Thematically, it places characters into roles as incredible
the option to keep their bodies in the afterlife. mythic figures who possess untapped power. The same can be applied
to contests of strength or speed. In a traditional game, a mediocre roll
Resurrection Challenge of strength may lead to no results. In the world of Dragon Ball
Upon their impromptu arrival within the afterlife and promptly however, where characters possess a new level of strength, a mediocre
exiting through the gateway beyond the physical plane of existence, a roll may be sufficient to lift a large boulder. As the Dungeon Master,
character finds themself within the transcendental dimension known you can easily simulate this by describing each attack in more detail.
as the Heavenly Realm. Though they are no longer living and the flow How does the surrounding environment react with each action? You
of time is a concept irrelevant, their immaterial form can still be could also consider lowering the difficulty class of certain tasks that
improved upon. All of history's greatest heroes exist within this realm, seem rather trivial, favoring a much higher difficulty class for truly
but the journey to seek them out may prove demanding. mythic feats.
Should a character ever be brought back to life whilst having
continued their training throughout the Heavenly Realm, they return Alterations to Magic
to life in their previous, living body. Any additional character levels or The world of Dragon Ball is no stranger to magical incantations and
traits gained during their time within the Heavenly Realm are sorcery, but magic as portrayed in DUNGEONS & DRAGONS, is only
preserved when the character is returned to life. used by a set few powerful wizards and witches. The source of power
The Heavenly Realm and its various celestial planes are described in drawn upon the remaining amount of time is more often than not ki, a
detail within a previous section (see chapter 2). mystic energy that suffuses the multiverse—specifically, the element
that flows through living bodies. Ki is a core feature provided by the
One-Day Revival monk class, but those who wish to utilize ki instead of magic may find
interest in these alternate rules.
A once in a life-time opportunity is given to all those who perish, When you build a spellcasting character, take a moment to decide if
regardless of alignment or how long ago they may have died. Within you want their powers to come from their own life force energy or if
this rule, the process of your resurrection is handled by an you're satisfied with them being a traditional spellcaster. If you would
otherworldly being or similar magical character. When a player rather your spellcaster draw their power from ki, consider using the
character returns to life via magic, they are still considered undead as optional spell point rules found on page 288 of the Dungeon Master’s
they explore the land of the living once more. When this time expires, a Guide. Instead of gaining a number of spell slots to cast your spells
character is immediately returned to Other World by whatever from the Spellcasting feature, you gain a pool of points instead. You
otherworldly being resurrected them in the beginning. This one-day expend a number of points to create a spell slot of a given level, and
revival method can only be used once per character. then use that slot to cast a spell. You can’t reduce your point total to
less than 0, and you regain all spent points when you finish a long rest.
Resurrection Challenge While using ki as your primary method of spellcasting, consider
The magic needed to temporarily resurrect a fallen character is kept by how it may change or warp your spells. Ki is often described as
powerful otherworldly beings or other magical NPCs whose interests invisible, but can become visible in high concentrations. When visible,
may not coincide with that of the players. Consider what intentions it comes in a variety of colors. As you prepare to cast a particularly
this witch or wizard may hold and what contracts can be struck in powerful spell, perhaps a semi-translucent aura springs to life around
exchange for their magical goodwill. you and your body begins to discharge sparks of electricity. What does
your aura look like? If your character is of a lawful alignment, perhaps
you emit a calming blue aura that washes over itself like the waves on
a beach. If your character is of an evil alignment, perhaps you emit a
violent red aura that lashes out at nearby living creatures.
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While using points instead of spell slots, characters who receive Hero Points (DMG, p264)
spells from deities or otherworldly patrons continue to do so. Hero points work well in epic fantasy and mythic campaigns in which
However, you may decide that instead of being granted a magical the characters are meant to be more like superheroes than the average
spell, your deity or otherworldly patron has simply gifted you the adventurer is. With this option, a character starts with 5 hero points at
knowledge of a new technique or special fighting form. 1st level. Each time the character gains a level, he or she loses any
At your discretion, a spell can be modified cosmetically to enhance the unspent hero points and gains a new total equal to 5 + half the
new origin for your powers. Here are examples: character's level.
A player can spend a hero point whenever he or she makes an
Blur: The caster rapidly excites their ki, allowing them to move so attack roll, an ability check, or a saving throw The player can spend the
swiftly that an image of the caster is left behind hero point after the roll is made but before any of its results are
Counterspell: The caster harmlessly deflects the creature's spell before applied. Spending the hero point allows the player to roll a d6 and add
it can be completed, causing it to fire aimlessly into the distance. it to the d20, possibly turning a failure into a success. A player can
Cure Wounds: Instead of simply healing a creature, the caster is spend only 1 hero point per roll.
sharing some of their life force with the wounded creature.
In addition, whenever a character fails a death saving throw, the player
Detect Evil and Good: The creatures emit a unique aura visible only to
can spend one hero point to turn the failure into a success.
the caster that reveals their origin.
Earth Tremor: By violently expanding their own ki, the caster shakes
the nearby ground in a burst of light. Seismic Damage
Flame Blade: The blade itself is made from ki so intense that it can Dragon Ball is well known for its cataclysmic clashes that shake the
spontaneously generate fire. very earth. This optional rule introduces the opportunity to send your
Fly: The caster pushes their ki underneath them, allowing them to fly. foes flying when they take massive damage, destroying structures and
Hold Person: The caster binds the creature with a powerful lasso made building climatic battles.
from ki, preventing them from moving. It’s up to your Dungeon Master to decide when to implement
Locate Creature: The caster locates the creature by tracking down and seismic damage. A creature might be affected by seismic damage
locking on to their own unique ki signature under the following circumstances:
Spirit Guardians: The summoned guardians are manifestations of the • When it takes a critical hit
casters own aura which protect them from harm. • When it fails a saving throw by 5 or more
Web: The web’s strings are constructs made from the casters own ki. • When it drops to 0 hit points but isn’t killed outright
Zephyr Strike: The caster leaves behind multiple afterimages of
To determine the pattern of the damage, roll on the Seismic Damage
themself as they strike forward with a burst of speed.
table. This table assumes a vast battleground, but can be adapted for a
variety of combat locations.
Optional Variant Rules
Variant and optional rules provide new and creative ways to alter your Seismic Damage Table
gameplay. The following list of rules have been compiled to implement d8 Effect
within your games at your DM’s discretion.
1 Sent Flying. The creature is sent flying vertically up to 100
Resting: Epic Heroism (DMG, p267) feet, creating ripples that part the clouds.
This variant uses a short rest of 5 minutes and a long rest of 1 hour.
This change makes combat more routine, since characters can easily 2 Major Location Damage. Your strikes create massive ripples
recover from every battle. You might want to make combat encounters which cause major damage to nearby objects and structures,
more difficult to compensate. collapsing buildings and upheaving magma from the earth.
Spellcasters using this system can afford to burn through spell slots
quickly, especially at higher levels. Consider allowing spellcasters to 3 Minor Location Damage. Your strike creates ripples which
restore expended spell slots equal to only half their maximum spell cause minor damage to nearby objects and structures,
slots (rounded down) at the end of a long rest, and to limit spell slots shattering glass and breaking through solid rock.
restored to 5th level or lower. Only a full 8-hour rest will allow a
spellcaster to restore all spell slots and to regain spell slots of 6th level 4 Struck Through Wall. The creature is blasted through the
or higher. nearest vertical surface and continues for up to 60 feet, or
until it impacts with another surface.
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Additional Combat Options
This section provides new combat options for your game and can help
you better define earth shattering battles.
Refooting
At the beginning of every future round, any character may reroll their
initiative in an attempt to improve it. However, they must keep the
new result, regardless of whether it is higher or lower than before.
Defending
Once per round, when a character is targeted by an attack, the player
can make a defense roll. A defense roll has a bonus equal to the
character's AC — 10. If the result is higher than the character’s attack
roll, the attack misses because it was dodged, absorbed by the
character's armor, and so on. If a character fails a defense roll, the
attack still hits.
If the attacker would normally have advantage on the attack roll,
you instead apply disadvantage to the defense roll, and vice versa if
the attacker would have disadvantage. If the defense roll comes up as a
1 on the d20, then the attack is considered a critical hit.
Recovering
You can spend your turn gathering your strength. As an action, you
recover yourself. This could be represented as simply gathering your
courage, increasing your fighting spirit, and so on. A creature who
spends their turn recovering regains a number of hit points equal to
twice their character level and removes one level of exhaustion. Once
this ability is used, it can’t be used again until initiative is rolled at the
start of combat or until after a short or long rest is completed.
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Transformations
Awakening Origin
d6 Origin
His clenched fists dripping red ichor, a saiyan unleashes a fierce roar
1 You’ve honed your strength to near perfection. Now all
that shakes the ground beneath his feet. Bolts of lightning plummet
that’s left is to apply it in battle.
down to Earth as he launches at the time breaker, exchanging a barrage
of punches that sends them both reeling backwards. 2 You were always blinded by rage in the heat of battle, until
Relaxing his muscles, a lone frieza clansmen reaches his arms one day you decided to open your eyes to reality.
toward the heavens. A brilliant light now threatening to swallow his
inky form. The night sky now engulfed in flames, the clansman stands 3 A dark spirit inhabits your body, hungrily begging to be set
before the horde with a smirk across his face. free in exchange for power. You’ve always struggled with
Dark magic twists and churns like smoke. The majin’s eyes seem this choice.
focused, remorseful, now deranged. An ancient evil burns in her
blood, one which yearns to be unleashed upon the world. A maniacal 4 You’ve always sought to aid the weak, poor and oppressed,
until one day you gruesomely failed.
laugh echoes from the tower.
Transformation is the ability to change one’s body in order to tap 5 After years of holding back your true potential, you’ve
into even greater stores of power. Undergoing a transformation is finally decided to unleash your true self.
powerful, emotional, and the highlight of every players’ story. The
philosophy of this approach is not to be used lightly, as it grants 6 Your trustworthy and kind, forging great friendships with
players temporary—yet absolutely immense—strength, power, and others. Now that friendship has been wiped out, and their
unique abilities for them to utilize in combat. blood is on your hands.
We’ve crafted these new options to work seamlessly within your
already existing worlds. All that is needed to proceed is a strong story Transformation Overview
and the resolve to transform so that you may keep fighting. There are two types of transformations: base transformations and
The options given can be used unaltered, or you can use the transformation ascensions. These two forms serve as the basis for all
material presented here to inspire your creation of new transformation options provided in this section.
and transformation ascension options. Base transformation offer a wide range of core features that can be
used for the duration of the transformation. Most transformations
Awakening Your Power require you to expend a number of spirit points to transform, but some
may have alternative transformation methods. Examples of base
Transformations expand upon the racial abilities each character has
transformations include the kaio-ken, super saiyan, and demonic will.
been provided with. Much like magic, transformations have rarities.
The second type of transformations are transformation ascensions.
Look to page 135 of the Dungeon Master’s Guide to determine what
These transformations are unique in that they provide few new
levels might be appropriate for each transformation to be awarded. Do
features. Instead, ascensions build upon a previous base or ascension,
keep in mind that not all transformations are solely based on power.
improving old features in addition to granting you new ones. Stronger
Some forms, such as the saiyans great ape and the frieza clansman's
transformations require you to spend higher stores of spirit points. Out
suppressed augmentation, may be awarded much earlier, but might be
of combat, if you were to dismiss any given transformation within
restricted by other rules at your Dungeon Master’s discretion. In
several seconds of ascending, no spirit points are expended.
context, it may feel most worthwhile for a player to transform in the
heat of battle, or after a particularly intense and epic action. No two
transformations should ever be the same. Some may transform out of Preparing Transformations
grief or sorrow, while others need only to overcome a particular fear Every transformation you achieve is forever burned into your soul and
that holds them back. These blocks are added as personal flavor, but cannot be forgotten. However, you may only have a number of
the emotions behind them can result in legendary moments that will transformations prepared at a time that are readily available to you.
be remembered in your campaigns for years to come. Adding a transformation to your available awakening slots can be
Once this particular block is surpassed, the user is capable of done during a short rest. Likewise, you can also exchange one
unleashing great stores of power. As you adventure, work alongside transformation for another during this time. You can have no more
your Dungeon Master to build upon your character and the than three transformations prepared at a time. Ascended
weaknesses that they must face and eventually overcome. transformations do not count as individual forms and instead exist
How might you awaken your hidden potential? The Awakening within the same slot as the base transformation.
Origin table offers you several possibilities.
Transformation Development
Transformations are a spectacle. Consider how the environment itself
reacts to the players’ new found powers. Does the sky darken with
storm clouds and the ground begin to shake, causing difficult terrain
for those around them? Do they engulf the plains with a pristine light
that is visible from miles away? Does a creeping feeling of dread hang
in the air as ominous chanting seems to echo from the sky itself?
Once transformed, how is their personality affected? Perhaps they
grow more violent and reckless? Do they get drunk off their newly
acquired transformation? Shifts in personality can better help define a
transformations’ creative spirit. Some options provide characters with
temporary z-souls to encourage these changes in personality.
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As transformations increase in rarity, so too do the scale of the
battles. Transformed characters may notice more force behind their
Demonic Will
attacks that increases as they power up. They may find previously Transformation (makaio), rare (requires mastery)
difficult tasks now far easier. Transformation Time: 1 Action
Spirit Cost: 10
Transformation Mastery Duration: Up to 1 Minute
Some transformations are incomplete and require further mastery Prerequisite: None
before they can be utilized to their absolute fullest. If a transformation
By syphoning demonic energy from the dark realms, you’ve achieved
requires mastery, you must spend an adequate amount of time training
a dark transformation that draws out your full dormant power and
to unlock its full potential. See page 127 of the Dungeon Master’s
invigorates your fiendish magic. This demonic energy naturally
Guide for the rules training.
endures within the dark realms, but can also be emitted by a passing
Your mastery of any given transformation only extends to that form
makyo star. This power may be awakened by...
alone. For example, if you were to activate an ascended form, the
mastery effects of the previous form no longer apply. • Absorbing a surplus of demonic energy.
• Suffering a mortal injury at the hand of a demonic creature.
Creating a Transformation • Residing within the demon realm for an extended period of time.
The following transformations are but a few of the forms that As an action while invoking this demonic energy, you can spend 10
characters can awaken during their adventures. If your players are spirit points to awaken your power for 1 minute. For the duration, you
seasoned veterans and you want to surprise them, you can either gain the following benefits:
modify an existing transformation or come up with something new. Unhallowed Aura. You are shielded against any divination magic that
would be used to scry upon you or your location. The instant you
Modifying a Transformation transform, other creatures within 10 feet of you that can see you must
The easiest way to invent a new transformation is to tweak an existing each succeed on a Charisma saving throw or become frightened of
one. A transformation born out of rage could be tweaked to be born you until the end of your next turn.
out of tranquility. Phantasmal Armaments. The weapons created by your phantasmal
You can also modify a transformation by fusing it with properties arsenal trait count as magical for the purposes of overcoming
from another transformation. For example, you could combine some of damage resistance and immunity. Additionally, when you hit a
the effects from the demonic will form with that of a super saiyan, creature with a weapon created by your phantasmal arsenal trait, you
creating a more demonic saiyan form. This makes the transformation roll one additional damage die and take the highest result. If both
more powerful (and probably increases its rarity), but it won't break results are the same, you add them together.
your game. Demonic Wizardry. The instant you transform, you learn the crown of
Finally, remember that minor properties and quirks given to madness, darkness, and spiritual weapon spells. You can cast each
transformations can alter its flavor significantly, and possibly of these spells without expending a spell slot. Once you cast any of
foreshadow additional aspects players may achieve in the future. these spells in this way, you can’t cast that spell in this way again
until you transform again or finish a long rest. You can also cast these
Creating a New Transformation spells using spell slots you have of the appropriate level. Intelligence
If modifying a transformation doesn't quite do the trick, you can create is your spellcasting ability for these spells.
one from scratch. A transformation should either let a character do
For the duration of your super saiyan transformation, you gain the
something he or she couldn't do before, or improve the character's
following new z-soul option: "Someone, satisfy me..."
ability to do something he or she can do already.
The simpler your approach, the easier it is for a character to use the Transformation Mastery. It takes a minimum of 250 days of training to
form in play. Requiring the form to consume spirit points is fine, master the demonic will transformation, and requires access to the
especially if it has several abilities, but simply deciding that a form is proper tools and environment. Take into account you can complete this
always active or can only be used a number of times per day might be training during multiple periods of downtime.
easier to manage. Until then, immediately after this transformation ends, you must
succeed on a DC 8 Wisdom saving throw or be unable to cast spells
Transformation Descriptions until after your next turn, as the dark energy soothes within your body.
Once this transformation is mastered, you may transform and
The following transformations are presented in alphabetical order. If a immediately cast a spell as a part of the same action.
transformation has a prerequisite, you must meet it before you can
attain the form.
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Grand Elder Great Ape
Ascension (namekian), very rare Transformation (saiyan or half-saiyan), common (requires mastery)
Transformation Time: 1 Action Transformation Time: 1 Reaction, which is involuntarily taken in
Spirit Cost: 15 response to observing a full moon or similar celestial body
Duration: Up to 1 Minute Spirit Cost: None
Prerequisite: Super Namekian Duration: Special
Prerequisite: Clever Tail Trait
Through one form or another, you’ve refined the power gifted to you
upon becoming a super namekian. Now realized, you're capable of While in the presence of a full moon or similar celestial body, a saiyan
unleashing this power in short bursts. This transformation may be savagely transforms into a monstrous giant ape. Once awakened, this
awakened by... mindless beast embarks on a barbarous rampage. Saiyans who are
temporarily blinded are immune to this transformation. This
• Fusing with a namekian of importance to you.
transformation may be awakened by...
• Devote training to uncover the secrets behind super namekians.
• Staring enviously into the brilliance of a full moon.
As an action while focusing on your transcendental powers, you can
• Absorbing a sufficient amount of artificial celestial light.
spend 15 spirit points to transform for 1 minute. For the duration, you
gain the following benefits: You continuously maintain this transformation for as long as a full
moon or similar celestial body is within your sight. During this time,
Imperturbable Spirit. You heal the maximum number of hit points
you lose almost all control over your actions. On your turn, you must
possible when you expend a regeneration point.
move directly towards the nearest creature to you and take the Attack
Omnipathic Sage. You can speak telepathically to any creatures you
action against that creature. If there is more than one possible target,
can see within 120 feet of you that can understand a language.
roll to randomly determine the target. Over this period of feral rage,
Awaken Fighting Spirit (Dragon Clan Only). When you expend a
you gain the following benefits:
regeneration point as a part of your divine healing trait, the creature
also gains the effects of the enhance ability spell, without requiring Untold Mass. You begin to expand in size as you adopt the visage of a
your concentration, in addition to the bless spell. great ape. Your size quadruples in all dimensions, and your weight is
Namekian Colossus (Warrior Clan Only). When you cast the multiplied by thirty two. This growth increases your size three
enlarge/reduce spell as a part of your great namekian trait, you can categories. If there isn't enough room, you attain the maximum
increase your size by one further category, to a maximum possible size in the space available.
of gargantuan. Savage Power. You gain a number of temporary hit points equal to
Demonic Dominus (Dark Namekian Only). The range of your breath your hit point maximum. While you are not wearing armor, your
beam increases to (50/100). In addition, the line can be broken into Armor Class equals 10 + your Constitution modifier. You deal double
two lines instead. The second line must begin where the first one damage against objects and structures.
ended. The combined length of both lines cannot exceed 100 feet. Unleashed Saiyan Impulse. Your great ape form may possess
incredible power, but you suffer a major vulnerability. Your saiyan
For the duration of your grand elder transformation, you gain the
tail is open to attack. Your tail has an AC of 12 and 50 hit points. It is
following new z-soul option: "Time to show you my true power."
vulnerable to slashing damage and it is immune to all conditions. If it
If your Dungeon Master uses the optional rules for namekian fusion is forced to make a saving throw, treat its ability scores as 10 (+0).
and your character has attained traits from more than one clan, your This transformation and all of its benefits end early once your saiyan
character gains the bonus from each clan feature they possess. tail has been severed.
For the duration of your super namekian transformation, you gain the Although powerful, the savage mind of the great ape can be lethal on
following new z-soul option: "Feel the wrath of a Namekian!" the mind and should only be used as a last resort. Even experienced
True Namekian Fusion. If you’ve obtained this form from fusing with saiyan warriors generally avoid transforming unless absolutely
one or more willing namekians, you gain this additional trait. You’ve necessary, especially if they lack complete control over it.
learned to grasp aspects from the namekians you’ve fused with. As Transformation Mastery. It takes a minimum of 250 days of training
an action on your turn, you can perform any action that was known to master the great ape transformation, and requires access to the
to a namekian you have fused with in the past. Any prerequisites proper tools and environment. Take into account you can complete this
that would normally be required for the action are waived when you training during multiple periods of downtime.
use this feature, unless it is a spell which requires the use of a spell Until then, immediately after this transformation ends, you fall
slot, in which case you must still expend the relevant spell slot. Once unconscious. Once this transformation is mastered, you are capable of
you use this ability, you cannot use it again until you complete a maintaining a degree of control over the feral great ape. On your turn,
long rest. you can choose to direct your rampage towards a specific creature.
When this transformation ends, you no longer fall unconscious.
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Kaio-Ken Maximum Power
Transformation, rare Transformation, uncommon
Transformation Time: 1 Bonus Action Transformation Time: 1 Bonus Action
Spirit Cost: 10 Spirit Cost: None
Duration: Concentration, Until Dismissed Duration: Until Dismissed, up to 6 rounds
Prerequisite: Constitution 13 or higher Prerequisite: Strength 13 or higher
You magnify your power for a heartbeat. You may spend 10 spirit This state causes the user to surge through energy and stamina at a
points to transform as a bonus action on your turn. You can dismiss rapid rate in exchange for increased power. You may transform as
this transformation as a bonus action. While transformed, your body is a bonus action on your turn. Whenever you begin your turn
enveloped in a sweltering, crimson haze. This transformation may be transformed, you gain one level of exhaustion. This transformation
discovered by... may be discovered by...
• The teachings of a Kaio or other celestial figure. • Learning from an ancient master.
• Careful mimicry of another utilizing the kaio-ken technique. • Desperately grasping for power in the midst of a battle.
You gain the following benefits for as long as you continue to maintain During this time your strenuous transformation takes a toll on your
the kaio-ken transformation: body. Your speed is halved until you dismiss this transformation as a
bonus action. You gain the following benefits for as long as you
Shattering Limits. The crimson aura of the kaio-ken significantly
continue to maintain this vigorous transformation:
intensifies your power, speed, and even your senses. You have
advantage on Strength and Dexterity ability checks, your speed Shackle Released. Your transformation requires immense physical
increases by 10 feet, and you have advantage on Wisdom effort and yields little control. You can no longer choose to deal
(perception) checks involving your hearing or vision. non-lethal damage or reduce the damage of your attacks in any way.
Strenuous Gambit. You can take a number of additional reactions each Concentrated Power. Once on each of your turns when you hit a target
round at the cost of a number of hit points equal to one roll of your with melee weapon attack, you can choose to maximize the damage
Hit Dice (maximum of +5). You take this damage at the start of your dice rolled, including any extra dice rolled as part of a critical hit or
next turn. You can only use one reaction per trigger. In addition, Your from other sources.
weapon attacks score a critical hit on a roll of 19 or 20. Masterful Physique. You count as one size larger when determining
Fist of the King. Once on each of your turns when you hit a target your carrying capacity and the weight you can push, drag, or lift.
with a melee attack or with a spell, you can deal extra damage to the You have advantage on Strength checks and Strength saving throws
target equal to one roll of your Hit Dice. but suffer disadvantage on Dexterity checks and Dexterity saving
throws.
Immediately after this transformation ends, you must succeed on a
Constitution saving throw with a DC equal to 8 + the number of If you use this transformation in conjunction with another, you
rounds you maintained the kaio-ken transformation. On a failed save, automatically fail any saving throw to resist exhaustion or other
you fall unconscious. detrimental effects.
The kaio-ken requires meticulous bodily control to handle it properly.
As a result, using this transformation alongside another is almost
impossible or rather lethal. The super saiyan transformation, for
example, would not allow for the precise control to survive the
technique. Only a fully controlled and calm transformation could be
combined with the kaio-ken.
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No Ego Zone Purification
Transformation, uncommon (requires mastery) Transformation (majin), very rare (requires mastery)
Transformation Time: 1 Action Transformation Time: 1 Action
Spirit Cost: 5 Spirit Cost: 15
Duration: Up to 1 Minute Duration: Up to 1 Minute
Prerequisite: The ability to cast at least one spell Prerequisite: None
You’ve undergone extensive training to master the flow of energy Through a process of purification, you release the deranged and
throughout your body. Once you transform, you can’t do so again until demonic power of your progenitor. This transformation comes at a
you finish a long rest. This transformation may be awakened by... great risk of losing your heart, unchaining the next evil incarnation of
• Careful management of your expended magic. Kid Buu. This transformation may be awakened by...
• Extensive study of proper energy suppression and self control. • The shattering of one’s own identity.
As an action while focusing the magic within yourself, you can spend 5 • Suffering from the effects of chaotic madness.
spirit points to transform. You gain the following benefits: As an action while harnessing this destructive spirit, you can spend 15
Arcana Reserves. The instant you transform, you can regain one spirit points to awaken your power for 1 minute. For the duration, you
expended spell slot of 1st level. gain the following benefits:
Arcane Immersion. Your focus has expanded, allowing you to Nightmare Redux. You take on the appearance and mannerisms of the
concentrate on two spells at the same time. majin progenitor, whilst still retaining splinters of your former self.
Arcana Perfection. You’ve learned to conserve excess mana whenever You choose whether your equipment falls to the ground in your
you start casting a spell of 1st level or higher. You can choose to cast space, merges into your new form, or is worn by it. The instant you
the spell using a spell slot a single level lower than what it was transform, other creatures within 10 feet of you that can see you must
originally cast at, with no additional limitations. each succeed on a Charisma saving throw or become frightened of
Transformation Mastery. It takes a minimum of 250 days of training to you until the end of your next turn.
master the no ego zone transformation, and requires access to the Invincible Mystic Body. You have resistance to bludgeoning, piercing,
proper tools and environment. Take into account you can complete this and slashing damage. In addition, you can move through a space as
training during multiple periods of downtime. narrow as 1 inch wide without squeezing, though any objects you’re
Until then, immediately after this transformation ends, you must carrying or armor you’re wearing may not.
succeed on a Constitution saving throw against your Spell Save DC or Demonic Slumber. Your destructive rage is only repressed by your
be unable to cast spells until after your next turn. Once this lethargic ancestry. As a bonus action, you may enter a deep slumber,
transformation is mastered, you have advantage on this saving throw. falling unconscious until you waken on your turn as a bonus action,
you take damage, or someone uses an action to shake or slap you
awake. At the start of each turn you are asleep, you remove one
level of exhaustion and regain hit points equal to 5 times your
Constitution modifier or your Charisma modifier (your choice).
For the duration of your super saiyan transformation, you gain the
following new z-soul option: Origin of Despair.
Transformation Mastery. It takes a minimum of 500 days of training to
master the purification transformation, and requires access to the
proper tools and environment. Take into account you can complete this
training during multiple periods of downtime.
Until then, immediately after this transformation ends, you must
succeed on a DC 10 Charisma saving throw or immediately roll on the
long term madness table. Once this transformation is mastered, you
have advantage on this saving throw to resist madness. In addition, if
you are ever knocked unconscious your transformation does not end
early.
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Super Namekian Super Saiyan
Transformation (namekian), rare Transformation (saiyan or half-saiyan), rare (requires mastery)
Transformation Time: 1 Action Transformation Time: 1 Action
Spirit Cost: 10 Spirit Cost: 10
Duration: Until Dismissed Duration: Up to 1 Minute
Prerequisite: None Prerequisite: None
Namekians who obtain a higher level of consciousness and unlock The ability to become a super saiyan was once considered to be
their limits are referred to as super namekians, achieving seemingly nothing but a legend. An ancient power used only by the strongest of
insurmountable powers. Once you transform, you can’t do so again saiyan warriors. While transformed, you constantly radiate rapturous
until you finish a short or long rest. This transformation may waves of golden energy. This transformation may be awakened by...
be awakened by...
• Battling against a sinister villain.
• Fusing with one or more willing namekians. • Witnessing the death of a loved one.
• Unlocking a higher level of consciousness within yourself. • Overcoming your own vulnerabilities.
• Reading the secrets from the namekian book of legends.
As an action while recalling the rage of the saiyan race, you can spend
By spending an action of uninterrupted focus, you can spend 10 spirit 10 spirit points to transform for up to 1 minute. You may deactivate
points to awaken your true namekian potential. You can maintain your and reactivate the super saiyan form during this time period with no
transformed state indefinitely. The effect ends immediately if you are additional costs. For the duration, you gain the following benefits:
unconscious or if you use an action to dismiss it. For the duration, you
Shining Soul. Your hair stands on end and changes to a shade of gold.
gain the following benefits:
In addition, you glow faintly, producing dim light within 10 feet
Imperturbable Regeneration. You gain two additional regeneration around you. You can suppress this light as a bonus action.
points. In addition, you are no longer limited to wholly regenerating Raging Counterattack. As a reaction when you are struck by a melee
lost limbs. You can regenerate any part of your body. weapon attack that would not reduce to 0 hit points, you can make
Telepathic Sage. You can magically communicate simple ideas, one unarmed strike attack in retaliation.
emotions, and images telepathically with any willing creature within Unwavering Conviction. You can’t be charmed or frightened. If you
60 feet of you that can understand a language. are charmed or frightened when you transform, the effect is
Bolster Fighting Spirit (Dragon Clan Only). When you expend a suspended for the duration.
regeneration point as a part of your divine healing trait, the creature Savage Strikes. Your unarmed strikes count as magical for the
also gains the effects of the bless spell, without requiring your purposes of overcoming damage resistance and immunity.
concentration. Additionally, when you hit a creature with an unarmed strike, you
Namekian Goliath (Warrior Clan Only). When you cast the roll one additional damage die and take the highest result. If both
enlarge/reduce spell as a part of your great namekian trait, you can results are the same, you add them together.
increase your size by one additional category.
For the duration of your super saiyan transformation, you gain the
Demonic Successor (Dark Namekian Only). You are capable of firing
following new z-soul option: Awakened by Rage.
waves of dark energy from your mouth. Your breath beam is a
natural weapon, which you can use to make attacks with a range of Transformation Mastery. It takes a minimum of 250 days of training to
(25/50). If you hit with it, you deal necrotic damage equal to 1d6 + master the super saiyan transformation, and requires access to the
your Charisma modifier. proper tools and environment. Take into account you can complete this
training during multiple periods of downtime.
For the duration of your super namekian transformation, you gain the
Until then, immediately after this transformation ends, you must
following new z-soul option: "Stop trampling on Namek's peace!"
succeed on a DC 8 Constitution saving throw or suffer one level of
If your Dungeon Master uses the optional rules for namekian fusion exhaustion. Once this transformation is mastered, you have advantage
and your character has attained traits from more than one clan, your on this saving throw to resist exhaustion. In addition, the
character gains the bonus from each clan feature they possess. transformations’ duration extends up to 1 hour.
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Super Saiyan II Super Saiyan III
Ascension (saiyan or half-saiyan), very rare Ascension (saiyan or half-saiyan), legendary
Transformation Time: 1 Action Transformation Time: 1 round to gather energy, and 1 action to
Spirit Cost: 15 ascend at the start of your next turn.
Duration: Up to 1 Minute Spirit Cost: 35
Prerequisite: Super Saiyan Transformation (mastery) Duration: Until Dismissed, up to 6 rounds
Prerequisite: Super Saiyan II Ascension
You’ve broken past a seemingly unbreakable limit, ascending beyond
your previous power. This ascension may be awakened by... You’ve discovered how to extract every drop of potential from your
saiyan blood, ascending even further beyond what was once thought
• Experiencing a powerful emotional upheaval.
possible. Once you transform, you can’t do so again until you finish a
• An instinctual desperate need to save a loved one.
long rest. This ascension may be awakened by...
• Rigorous and harsh physical training.
• Receiving instruction from another powerful saiyan.
As an action you can spend 15 spirit points to transform for up to 1
• Prolonged training under unnatural or otherworldly conditions.
minute. You may deactivate and reactivate the super saiyan II form
during this time period with no additional costs. For the duration of As an action you can spend 35 spirit points to ascend for up to 6
your ascension, you gain the following benefits in addition to those rounds. For the duration of your ascension, you gain the following
provided by your super saiyan transformation: benefits in addition to those provided by your previous forms:
Electrifying Aura. Your radiant aura becomes invigorated with Seismic Awakening. Your ascension radiates immense seismic power.
lighting. When you use your reaction to strike a creature as a part of For the round required before you ascend, your furious wails echo
your raging counterattack feature, the target suffers the attack's across the realm creating untold effects, as shown on the table below.
normal effects, and lightning leaps from the target to a different The Dungeon Master determines the effect.
creature of your choice that you can see within 5 feet of it. The
second creature takes lightning damage equal to one roll of your Environment Effect
unarmed strike dice + your Constitution modifier.
Arctic Your radiant aura lashes out at the frozen tundra.
Boundless Potential. When you move on your turn, you can teleport Ice vaporizes, transmuting the wintry wasteland
an additional distance equal to half your movement speed. into a raging torrent.
Furthermore, when you hit a creature with an unarmed strike, you
roll two additional damage dice and take the highest result. If Desert Your wails whip up a forceful tempest,
multiple results are the same, you add them together. ever-increasing until it becomes an inferno.
Indomitable Fighting Spirit. Your saiyan spirit bolsters the resolve of
your allies. Friendly creatures within 30 feet of you can't be charmed Grassland Your aura shatters the surrounding earth like a
falling star, reducing the landscape into a
or frightened while you are conscious.
discontinuous wasteland.
For the duration of your super saiyan ascension, you gain the
following new z-soul option: “I'll never forgive you....” Mountain The geography erupts into the skies like an
impetuous volcano, dispatching debris across the
Immediately after this transformation ascension ends, you must upper atmosphere.
succeed on a DC 10 Constitution saving throw or suffer one level of
exhaustion. Ocean Your overwhelming spirit rapidly atomizes the
surrounding waters, leaving you in a
brackish abyss.
Rule Tip: Additional Z-Souls Don’t Stack
When a transformation or transformation ascension gives you more Underdark Seismic tremors ravage the hollow caverns,
than one new z-soul option, you can only benefit from the most resulting in the caverns ultimate collapse.
recent transformation or transformation ascension option.
Urban Glittering shards of broken glass levitate around
your golden form, amassed by the city's ruination.
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Suppressed Augmentation True Final Form
Transformation (frieza clansman), uncommon (requires mastery) Ascension (frieza clansman), rare
Transformation Time: 1 Action Transformation Time: 1 Action
Spirit Cost: 5 Spirit Cost: 10
Duration: Until Dismissed Duration: Until Dismissed
Prerequisite: None Prerequisite: Suppressed Augmentation (mastery)
By growing and altering your biological armor, you’ve developed You’ve honed your repressed power to a fine point. Until now you’ve
multiple keratinous exoskeletons that serve as restraints for your merely been augmenting your biological armor. Now you're capable of
innate power. Through a nightmarish process, you’ve learned to shed shedding it, revealing your true form. Once you transform, you can’t
these suppressing biosuits as you see fit. Once you transform, you do so again until you finish a short or long rest. This ascension may be
can’t do so again until you finish a short or long rest. This awakened by...
transformation may be awakened by...
• Refining your self suppression to the point of mastery.
• The teachings of a parental figure. • Being unwillingly strained to reveal your subconscious power.
• Calm mental training and self suppression.
Using your action, you can spend 10 spirit points to shed your
Using your action, you spend 5 spirit points to spontaneously augment biological exoskeleton that once restrained your true self. You can
your biological armor to awaken your power. You can maintain your maintain your ascended state indefinitely. The effect ends immediately
transformed state indefinitely. The effect ends immediately if you are if you are unconscious or if you use an action to dismiss it. While
unconscious or if you use an action to dismiss it. For the duration, you ascended, you may not augment your form. For the duration, you gain
gain the following benefits: the following benefits:
Inherent Power Unleashed. Once you transform, you gain temporary Emperor’s Expertise. Your ominous form only furthers your skills.
hit points equal to three times your Charisma modifier. Whenever you make a check with the skill chosen from your
Nightmare Transformed. Your biological armor shifts, increasing or emperor’s skillset trait, treat a roll of 7 or lower on the d20 as an 8.
decreasing your size by one category (your choice). The instant you Shattered Limitations. You count as one size larger when determining
transform, other creatures within 10 feet of you that can see you must your carrying capacity and the weight you can push, drag, or lift. In
each succeed on a Charisma saving throw or become frightened of addition, you can no longer choose to deal non-lethal damage or
you until the end of your next turn. reduce the damage of your attacks in any way.
Biological Shifter. You’ve learned to reshape a portion of your Unfeigned Supremacy. You can add half your Charisma modifier
biological armor into natural weapons. When you do so, choose one (minimum of 1) to all saving throws you make against magic.
of the below natural weapons to manifest. Coldhearted Excellence. Once per turn, when you hit a creature with
an attack, you can cause the attack to deal an additional amount of
• Claws. Your claws deal 1d4 slashing damage. Your attack and
damage equal to your Charisma modifier.
• damage rolls are based on Dexterity instead of Strength. If you hit
• with this attack, you can use your bonus action to attack with it For the duration of your true final form ascension, you gain the
• again, but you do not add your Dexterity bonus to that attack’s following new z-soul option: "You must die by my hand!"
• damage roll. This counts as Two-Weapon Fighting.
Immediately after this ascension ends, you must succeed on a DC 10
• Hooves. Your hooves deal 1d6 bludgeoning damage, or 1d8
Constitution saving throw or suffer one level of exhaustion.
• damage if the target is prone. In addition, your movement speed
• does not provoke opportunity attacks.
• Horns. Your horns deal 1d6 bludgeoning or piercing damage, or Forms of a Frieza Clansman
• 1d8 damage when you move at least 10 feet in a straight line Frieza Clansman are born in their true forms, and naturally possess
• before attacking. a wellspring of untapped power. It is almost customary for them to
Transformation Mastery. It takes a minimum of 250 days of training to develop a multitude of keratinous exoskeletons that serve as
master the suppressed augmentation transformation, and requires restraints for their abundant power. Once a clansman has come to
access to the proper tools and environment. Take into account you can master their power it is not uncommon for them to throw aside
complete this training during multiple periods of downtime. their restraints, in favor of their more natural true form.
Until then, immediately after this transformation ends, you must
succeed on a DC 8 Constitution saving throw or suffer one level of
exhaustion. Once this transformation is mastered, you have advantage
on this saving throw to resist exhaustion. In addition, when you
transform, you may select two natural weapons to assume
simultaneously.
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Ultimate Evolution
Transformation (frieza clansman), very rare (requires mastery)
Transformation Time: 1 Action
Spirit Cost: 15
Duration: Up to 1 Minute
Prerequisite: None
Burning through power with a glorious display, this form was
originally conceived by a regal, interstellar emperor. While
transformed, the coloration of your biological armor changes and
wreaths you in an opaque flame-like aura. This transformation may
be awakened by...
• Intense physical and mental training.
• Relinquishing lust or an overburdening obsession.
• Acute mental focus and proper control over your own power.
As an action while flaunting this lustrous power, you can spend 15
spirit points to transform for 1 minute. You may deactivate and
reactivate the ultimate evolution form during this time period with no
additional costs. For the duration, you gain the following benefits:
Almighty Light. You glow brightly, shedding bright light in a 40-foot
radius and dim light for an additional 40 feet. Any magical darkness
created by a spell of 5th level or lower within this area is dispelled.
Any creature within 5 feet of you must make a Constitution saving
throw (DC 8 + your proficiency bonus + your Charisma modifier) or
become blinded until the end of your next turn.
Sovereigns' Defense. Your burnished carapace provides you with
additional protection. While you are wearing no armor, you gain
a bonus to your biological armor equal to half your Charisma
modifier (minimum of 1).
Emperor's True Splendor. You add your Charisma modifier to the
damage you deal with your Sorcerer cantrip. Whenever you cast this
cantrip, fiery radiance erupts from you. This eruption causes
creatures of your choice that you can see within 10 feet of you to take
radiant damage equal to your Charisma modifier.
Emperor’s Edge. Your lashing tail counts as magical for the purposes of
overcoming damage resistance and immunity. Additionally, when
you hit a creature with your lashing tail, the target takes an extra 2d6
radiant damage.
For the duration of your ultimate evolution, you gain the following
new z-soul option: "I could crush the Universe with my bare hands!"
Transformation Mastery. It takes a minimum of 500 days of training to
master the ultimate evolution transformation, and requires access to
the proper tools and environment. Take into account you can complete
this training during multiple periods of downtime.
Until then, immediately after this transformation ends, you must
succeed on a DC 10 Constitution saving throw or suffer one level of
exhaustion. Once this transformation is mastered, you have advantage
on this saving throw to resist exhaustion. In addition, if you are ever
knocked unconscious your transformation does not end early.
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The Dragon Balls
The Dragon Balls were intended to be a thing of extraordinary magic
and power, something to be revered, not for the ease of their method,
but for the dream of never having to use them. The Dragon Balls are a
set of seven mystical orbs that can grant anything the heart desires. A
single ball is about 3-inches in diameter cut from gleaming orange
crystal, weighing 2 pounds. Floating at the core of each ball is a series
of five-pointed stars, ranging from one to seven.
According to myth and legend, In the beginning there was only one
Dragon Ball which held all of the mystical energies of the multiverse. A
powerful cleric in the form of a dragon would continuously divide this
ball. In time the people of Namek would shave off pieces to make their
own Dragon Balls and at some point the Dragon Balls of Earth were
inspired by those. Each set watched over by their own eternal
guardian.
Individually, the Dragon Balls possess no magical power. United,
they gain the ability to call forth the eternal dragon and the promise of
a miraculous wish. They’ve played a vital role in almost every conflict
across Earth’s history and continue to do so to this very day. The
Dragon Balls are currently aimlessly scattered across Earth's
geography. While within 15 feet of one another, the Dragon Balls give
off a faint golden glow.
Summoning Shenron
Once all seven Dragon Balls are gathered, a creature may use their
action to summon the eternal dragon Shenron from the plane of
dreams. Shenron is a monumental, serpentine-like dragon with green
scaly skin, piercing red eyes, and large brown antlers protruding from
his skull. Shenron appears in an unoccupied space within 500 feet of
the Dragon Balls. He remains to an extent of 1 hour, until provoked, or
until all wishes have been properly expended, after which Shenron
returns to his native plane. While Shenron exists on the material plane,
the sky becomes consumed in total darkness, regardless of the sun's
placement.
Granting Wishes
Upon being summoned, Shenron offers to grant a single wish to
anyone who desires. After hearing out any desire, Shenron can then
cast the wish spell on the creature’s behalf to bring about the effect.
Unlike other wish granting creatures of legend, Shenron will not
attempt to pervert the intent of the wish for his own benefit.
Cosmic Restrictions
Although powerful, Shenron’s wishes come with a set of restrictions
that each desire must follow. If a wish is beyond Shenron’s power, the
wish is not expended and can be restated to comply with Shenron’s
limitations. If the cause of death was completely natural, such as
disease or old age, that person cannot be revived. If a person had been
revived once before by Shenron’s power, Shenron cannot revive them
for a second time.
Eternal Quest
After Shenron departs, each Dragon Ball is reduced to stone and
scattered at random across the material plane. For 1 year, the Dragon
Balls are considered nonmagical and Shenron cannot be summoned
until this time passes. The Dragon Balls become nonmagical
permanently if Shenron were to perish.
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Magic Items Dynocaps Contents
d100 Contents
The world of Dragon Ball is filled with vast sources of magic, science,
1-40 Empty
and some knowledge that belongs to both. All of which have produced
numerous special items with strange and unique properties which you 41 Electric Rice Cooker
may come across in your travels. 42-44 Small Capsule Shelter
45 Wardrobe containing various outfits
Magic Item Descriptions 46-48 Hover Car
This chapter presents a selection of magic items in alphabetical order. 49 Hydro Jet
See the Dungeon Master’s Guide for the rules of using magic items. 50 Battle Jacket
51-53 Fishing Boat
Bansho Fan
Wonderous item, rare (requires attunement by a druid or wizard) 54-56 Capsule Motorcycle
57 Nonmilitary Submarine
This ornate fan is of mystical origins. The fan has 6 charges. While
holding it, you can use an action to expend 1 or more of its charges to 58-59 Large Capsule Shelter
cast one of the following spells from it, using your spell save DC: gust 60-62 Gasoline Engine Car
of wind (1 charges), control winds (2 charge), or control weather 63 Nonmilitary Aircraft
(3 charges).
64-66 Hover Boke
The fan regains 1d4 + 2 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the fan shatters and is 67 Hot Air Balloon
destroyed. 68-71 Military Aircraft
72-74 Small Military Shelter
Champion’s Belt
75-77 Large Military Shelter
Wonderous item, uncommon
78 Hover Board
This large masterfully crafted belt was given as a reward to martial art
champions. While wearing the belt you have advantage on Charisma 79-81 Fully Stocked Solar Powered Fridge
checks made to interact with martial artists. 82-84 House Wagon
When you make an unarmed attack while wearing this belt, you 85-87 Military Gasoline Engine Car
gain a +1 bonus to the attacks damage roll.
88 Military Armoured Tank
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Ocarina of Heroism Scouter
Wonderous item, very rare (requires attunement) Wonderous item, uncommon (requires attunement)
This woodwind instrument bestows a magical enchantment upon the An earpiece used to measure a lifeform's power level, which is then
musician, regardless of their skill at play. If you’re a bard, you can use displayed on the across the eye lens in a language of your choice.
this musical instrument as a spellcasting focus. While wearing this scouter, you can cast the message cantrip, sending a
For the time you spend playing this musical instrument, you are short communication to another scouter within range.
constantly under the effect of the beacon of hope spell (as if As a bonus action on your turn, you can scan another creature you
concentrating on a spell). This property fades the moment you stop can see within 120 feet of you. The scouter then displays information
playing the instrument. about two of the following capabilities of your choice:
• The creatures type
Potara Earrings • Its highest or lowest (your choice) statistic out of Strength,
Wonderous item, legendary • Dexterity, or Constitution
Potara earrings come in pairs, with each piece of jewelry crafted to • Its highest or lowest (your choice) statistic out of Intelligence,
match the other so the pairing is easily recognized. While wearing one • Wisdom, or Charisma
earring, you can cast metamoran’s fusion dance at will from it. The target • The highest level of spell the creature can cast
is the wearer of the second earring. If no creature wears the other • Whether the creature has greater than, fewer than, or exactly half
earring, you know that fact as soon as you use this property and don't • its maximum hit points remaining
cast the spell. Casting the spell in this way fuses you and the target • Its total number of spirit points, if any
instantly without needing to perform a combined check, and extends This property can’t be used again until the next dawn.
the spell's duration up to a maximum of 1 hour.
Once this spell is cast through the earrings, they can’t be used again
until the next dawn. If one of the earrings in a pair is destroyed, the Potions of Healing on Earth
other becomes nonmagical. The traditional vials of glimmering red liquid common across most
campaign settings are completely unknown to planet Earth. There
Power Pole are still rumors of ancient witches who brew potions, however most
Weapon (quarterstaff), rare (requires attunement) healing has evolved into modern medicine. If you wish to include
potions of healing within your games, you may find your answer in
This ornate staff is made from a mystical red wood. You gain a +1
the many alien visitors who bring with them an unknown green
bonus to attack and damage rolls made with this magic weapon.
liquid that, when applied to wounds, heals them almost instantly.
You can use a bonus action to speak this magic quarterstaff’s
command word, causing it to transform into a climbing pole up to 50
feet long, as you specify. The pole can bear up to 4,000 pounds. More Senzu Bean
weight causes the power pole to revert to its normal form. This last Wonderous item, rarity varies
until you use a bonus action to speak the command word again
These dry beans contain magical properties. When consumed you
regain a number of hit points. The number of hit points depends on the
Saibamen Set bean’s size, as shown in the Senzu Bean table. If you are exhausted,
Wonderous item, uncommon paralyzed, poisoned, or stunned, the condition ends.
This capsule contains an amount of green seeds semi-submerged in an
unknown liquid. When found, it contains 1d4 seeds. When planted in Senzu Bean
fertile soil, the seeds will begin to sprout after a set amount of time, Bean Size Rarity HP Restored
usually 1 to 6 rounds, into a fully grown saibaman. Tiny Common 1/4 Hit Point Maximum
The creature is friendly to you and your companions. Roll initiative
Small Uncommon 1/3 Hit Point Maximum
for the creature. It obeys any verbal commands that you issue to it (no
action required by you). If you don't issue any commands to the Medium Rare 1/2 Hit Point Maximum
creature, it defends itself from hostile creatures but otherwise takes no Large Very Rare Full Recovery
action.
Zeta Sword
Weapon (longsword), legendary (requires attunement by a fighter or paladin)
This magical sword hails from the sacred realm of the kais. It has a
noticeable crack running through the blade. You gain a +3 bonus to
attack and damage rolls made with this magic weapon.
This sword contains 8 charges. While holding it, you can use an
action and expend 1 charge to release a wave of mystic energy. Each
creature of your choice in a 40-foot cone extending from you must
succeed on a DC 20 Dexterity saving throw, taking 3d12 force on a
failed save, and half as much damage on a successful one. When you
hit a majin or makai with this ability, that creature takes an extra 1d12
force damage.
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