Battle Jacket (Dragon Ball Supplement)
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Huge construct (Robot), unaligned Armor Class 16 (Natural Armor)
Saving Throws Str +10, Con +10 Energy. The Battle Jacket has 20 Energy points which they can expend. All Energy Points are regained at the end of a long rest. Damage Threshold. The Battle Jacket has a damage threshold of 10. Endurance. When Battle Jacket is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, such as Kamehameha, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save. This also allow Battle Jacket to use it's Constitution Modifier to it's Techniques. Pure Machine. Battle Jacket is not a living being and don't produce Ki, for this reason is impossible to be sensed by Ki Sense. While if a creature it's inside of it and said creature can be sensed by Ki Sense, it still can be sensed as normal. Mecha: The Battle Jacket is no normal creature that will fight against someone, this "Creature" is more like a "Armor" to other, as Full Turn Action a creature can got inside one Battle Jacket and take control of it, spending the Pilot's Actions to use the Mecha Actions. Without a Pilot, the Battle Jacket is completely inactive, unable to use anything on its Sheet until a creature pilots it. Any Damage dealt to the Battle Jacket, will be not dealt to the Pilot, unless is a area of effect where if Battle Jacket takes damage, the Pilot recieve half of the damage dealt to Battle Jacket. Both Battle Jacket and the Pilot are counted as being one single creature, until the Pilot use a Full Turn Action to get outside of it. Also, the Battle Jacket does not have a mind of its own, making that any Inteligence, Wisdom or Charisma related Skill and Saving Trows, must be made as the Pilot it's the target. if theres no one inside the Battle Jacket, nothing happens to it. Custom Model. As the Creative Potential for a Machine in the world of Dragon Ball is massive and only is limited to it's creator mind. At the GM's choice, a Battle Jacket can have some changes to its Sheet, if the GM wants, he can give a feat of his choice to it, but reducing the Strength Score and/or Constitution Score to a maximum of 2 to give 1 feat (this can be done 3 times). Furthermore, the GM can change any technique described here for Battle Jacket. ACTIONSMultiattack. When Battle Jacket take the Attack Action, it can make three attacks. Also it can make one attack as a Bonus Action, but only Unarmed Strike can be done as a Bonus Action. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) Bludgeoning damage (Or Force Damage if has atleast 1 Energy Point).
REACTIONSDeflect Missile. When the Battle Jacket is hit by a ranged attack, they reduce its damage by 20 (1d10 + 17). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet. |
The Battle Jacket (バトルジャケット Batoru Jaketto) is a super-powered mechanized suit used by ranking officers of the Red Ribbon Army and evildoers like the Pilaf Gang. The Battle Jacket is powerful enough to bring chaos to the world in the right hands, possessing complex and massive bombs, destructive lazer beams and an extraordinary Strength, it makes the least prepared suffer at the hands of those who use such a machine |
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