Trunks (Dragon Ball Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class and Adventurer (5e Background) background, and as such does not follow traditional CR.


Medium humanoid (Human-Saiyan), chaotic good


Armor Class 25 (Natural Armor)
Hit Points 187 (25d8 + 75)
Speed 65 ft.


STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 17 (+3) 14 (+2) 10 (+0) 10 (+0)

Saving Throws Str +15, Dex +11, Con +11, Int +6, Wis +4, Cha +4
Skills Acrobatics +11, Athletics +15, Deception +8, Intimidation +8, Performance +16
Senses passive Perception 10
Languages Common
Challenge 25 (75,000 XP)


Ki. Trunks has 28 ki points which he can expend. All ki points are regained at the end of a long rest.

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

Toned Body. Trunks counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. Additionally, he adds half his proficency bonus (4) to all strength checks.

Saiyan Power. If Trunks is reduced to 0 Hit Points and isn't stable after utilizing the Further Beyond feature, he can permanently increase one Ability Score by 1 to a maximum of 20 after regaining at least 25 hit points, he can only do this eight times (Two instances included in strength and constitution, redistribute or remove as appropriate).

Brawn/Endurance. When Trunks is targeted by an area effect that lets him make a Strength or Constitution saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Unarmored Movement. Trunks can move along vertical surfaces and across liquids on his turn without falling during the move.

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

Enhanced Charging. Trunks has techniques labeled 'Charging' when Trunks charges or begins charging any of those techniques he may spend the technique's base cost an additional time to consider it already charged for one round, he may do this up to two times per turn, if such a technique has a charging time of half a round, it doesn't gain his attack modifier to damage per round considered charged in this way.

ACTIONS

Multiattack. Trunks makes four attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 7) force damage.

Ki Charge As a full turn action Trunks regains 9 (2d8) Ki points.

See Trunk's known Techniques

  • DC - 23
  • Attack bonus - +15
  • Technique slots - 8

REACTIONS

Deflect Missile. When Trunks is hit by a ranged attack, reducing its damage by 33 (1d10 + 28). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Deflect Energy. When Trunks takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, the damage is reduced by 1d10 + his Attack bonus.

TrunksWorldTSaga.png
[Source].

Description



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