Daikaiju (Kaiju No.8 Supplement)
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Work In Progress |
Kaiju
Kaiju are colossal monsters that devastate cities and villages with their immense strength and power. Originating from the anime "Kaiju No. 8", these creatures are a blend of monstrous beings and powerful warriors. These legendary creatures of immense power and colossal size dominate the battlefield with their brute strength and devastating abilities, feared by all who cross their path.
Daikaiju
Among the Kaiju, there are the Daikaiju, which are humanoid in size but more powerful and intelligent than normal Kaiju. Some Daikaiju can also increase their size whenever they want. Not all Daikaiju are Kaiju from the start, some may have a base race and can transform into Kaiju.
Creating a Daikaiju
A Kaiju Human in its Kaiju Form, Naoya Matsumoto |
When creating a Daikaiju, consider the following questions to help develop your character:
- What is your Daikaiju's origin? Was it created by a scientific experiment or is it a primordial being? - What is your Daikaiju's motivation? Does it seek revenge, destruction, or something else?
- Quick Build
You can create a Daikaiju quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Transformed into Kaiju or the Soldier background. Third, choose the Kaiju Human or Human.
Class Features
As a Daikaiju you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Daikaiju level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Daikaiju level after 1st
- Proficiencies
Armor: Light and Medium Armor.
Weapons: Simple Weapons, Martial Weapons.
Tools: None.
Saving Throws: Strength or Dexterity and Constitution.
Skills: Choose three between Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Stealth and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Melee Simple Weapons or (b) 1 Melee Martial Weapon
- (a) An explorer's pack or (b) An ancient amulet
- If you are using starting wealth, you have 5d4 x 10 gold pieces in funds.
Daikaiju Identification
Starting at 1st level, every Kaiju has one codename, wich usually is a number, and you also have to. You must choose one Daikaiju Identification, all detailed under Daikaiju Identification. Your choice grants you features at 1st, and again at 3rd, 6th, 10th, and 17th level.
- Fortitude
Every Kaiju has an estimated Fortitude level wich indicate how much power and energy they have. Your access to this energy is represented by a number of Fortitude points. Your level determines the number of points you have, as shown in the Fortitude Points column of the Daikaiju's table. You can spend these points to power some Daikaiju's features. You recover all the points spent at the end of a short or long rest, and half within 30 minutes.
Some of these features require your target to make a saving throw to resist the effects of the feature or make a spell attack. The spell attack and the DC of the saving throw is calculated as follows:
Fortitude Save DC = 8 + proficiency bonus + your Constitution modifier.
Fortitude Attack Roll = proficiency bonus + your Constitution modifier.
Base Kaiju Form
At 1st level, you have access to Kaiju Human main ability, which is the ability to transform into a Kaiju. As a bonus action and 3 fortitude points, you enter your Kaiju Form for 1 minute or until you decide to revert it as a free action. While in this form, you gain the following benefits:
- Your Strength, Dexterity and Constitution scores increase by your proficiency bonus, including their maximums.
- Your speed increase by +10 feet.
- You gain temporary hit points equal to your Daikaiju level + your constitution modifier during this form or until the temporary hit points are reduced to 0.
- Your AC becomes equal to 10 + your Strength or Dexterity modifier + your Constitution modifier.
- You gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.
- You have natural weapons and treat them as if you were proficient (they are also Daikaiju weapons), they are the following: claws (slashing damage) and bite (piercing damage).
- You have a +2 bonus in all your attacks and damage rolls with unarmed strikes and Daikaiju weapons.
- Armored Skin
When you reach 6th level, your skin becomes stronger than ever. Even when you are not in your Kaiju Form, your AC is equal to 10 + your Strength or Dexterity modifier + your Constitution modifier.
Natural Combat
Starting at 1st level, you have a combat style that combines your immense strength and your natural weapons. You have the following benefits while not wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and Daikaiju weapons and on any Strength (Athletics) checks for grappling contests.
- You can roll 1d6 instead of the normal damage of your unarmed strikes and Daikaiju weapons; that is weapons that you have proficiency. This die changes as you gain Daikaiju levels, as shown in the Natural Combat column of the Daikaiju table. Your unarmed strikes and natural weapons deals double damage to objects and structures.
- When you use your action to make an attack with your unarmed strike or Daikaju weapons on your turn, you can make one attack with unarmed strike or natural weapon as a bonus action, assuming you haven't already used your bonus action this turn.
Unarmored Movement
Beginning at 2nd level, your speed increases by 20 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain levels of Daikaiju, shown in the Daikaiju table.
In addition, you gain the ability to move and run along vertical surfaces and across liquids on your turn without falling during the move.
Body Improvements
At 2nd level, your body starts to change, adapting to your new Kaiju nature. You gain the following benefits:
- Colossal Strength
As a Kaiju, you possess immense strength and you are capable of carrying and dragging up to twice the weight normally allowed for your size. You also can grapple creatures up to Huge size and you don't suffer movement penalties from carrying or dragging creatures you has grappled.
In addition, you gain proficiency in Athletics skill. If you are already proficient in this skill, you add double your proficiency bonus to its checks. Your jump distance is doubled.
- Enhanced Senses
Your superior Kaiju instincts warn you of imminent danger. You gain proficiency in Perception checks. If you are already proficient in this skill, you add twice your proficiency bonus to checks made with this skill. In addition, you have advantage on Perception checks that rely on sight, hearing and smell, and you can't be surprised.
- Special Senses
You gain sensorial capabilities beyond normal. You have tremorsense of 60 feet and you can see in magical darkness. You also gain proficiency in Insight checks. If you are already proficient in this skill, you add twice your proficiency bonus to checks made with this skill. In addition, you have advantage on Insight checks.
Kaiju Training
At 2nd level, you train to improve your capabilities as a Kaiju. You gain one Uni-Organ Feat or Kaiju Form Feat of your choice that you meet requirements of. In addition, you will gain one of the following feats that you meet the requirements of:
- Body Feats
Additional Movement Type, Extra Limbs, Enormous Resilience or Shockwave
- Fortitude Feats
Immense Fortitude Level or Fortitude Level Tracker
- Uni-Organ Feats
Ranged Attack or Energy Generator
Monstrous Combat Style
Starting at 3rd level, your combat techniques are improved, allowing you to execute several complex movements. You can now do any of the following Monstrous Combat Style:
- Explosive Blast of Blows
Immediately after taking the Attack action on your turn, you can spend 2 Fortitude point to perform two unarmed strikes as a bonus action. You can use also use this with your natural weapons.
- Improved Dodge
You can spend 2 Fortitude point to take the Dodge action as a bonus action on your turn.
- Monstrous Step of the Wind
You can spend 2 Fortitude points to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled until the end of your turn.
- Exchange Scam
When you are attacked, you can spend 2 fortitude points as a reaction to make an unarmed strike or natural weapon attack against the attacker.
- Iron Fist
When you hit a creature with an unarmed strike or natural weapon, you can spend 2 fortitude point to roll your Natural Combat die twice and choose the highest one. You deal damage equal to twice the result on that damage die.
Partial Transformation
At 3rd level, you learn how to partially transform parts of your body into parts of your Kaiju Form. For 1 minute, or until you reverse as a free action, you gain one of the following benefits, depending on the partial transformation you choose:
- As a bonus action, by spending 1 Fortitude point, you can cast your natural weapons of your Kaiju Form, you gain the benefits provided by your Kaiju Form to your Strength modifier and the bonus to your attacks and damage rolls with unarmed strikes and Daikaiju weapons. You also gain the additional damage die from Advanced and Ultimate Kaiju Form, when you unlock them.
- As a bonus action, by spending 1 Fortitude point, you can choose to transform your legs, gaining the benefits provided by your Kaiju Form to your Dexterity modifier and speed. You also gain the additional reaction from Advanced and Ultimate Kaiju Form, when you unlock them.
- As a bonus action, by spending 1 Fortitude point, you can choose to transform your torso, shoulders, and back, gaining the benefits provided by your Kaiju Form to your Constitution modifier, the temporary hit points and the AC bonus. You also gain the resistance and immunities from Advanced and Ultimate Kaiju Form.
- As a free action, by spending 1 fortitude point, you can choose to transform your eyes, gaining the benefits provided by your Ultimate Kaiju Form to your vision. You can't use this until you unlock the Ultimate Kaiju Form.
You can only activate one partial transformation at a time. At 6th level, you can choose up to two partial transformations at a time (this limit not include your eyes transformation), spending the points necessary to activate each of the transformations you choose. At 12th level, you can activate any benefit of this feature as a free action and you no longer have a time limit.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, 18th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
You may also ignore this increase to instead gain a Feat.
Deflect Missiles
At 4th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Daikaiju level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 fortitude point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a Daikaiju natural weapon for the attack.
Slow Fall
At 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to 5 times your Daikaiju level.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increase to three at 11th level and four at 17th level.
Stunning Strike
Starting at 5th level, you can interfere with the flow of energy in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 fortitude point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Devastating Attacks
Starting at 6th level, your unarmed strikes and natural weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You may also add an extra damage dice to the total damage of your choice depending on your Constitution modifier.
Devastating Attack | Damage Dice |
---|---|
If you have a +1 in Constitution | d4 |
If you have a +2 in Constitution | d6 |
If you have a +3 in Constitution | d8 |
If you have a +4 in Constitution | d10 |
If you have a +5 in Constitution | d12 |
Resistant
At 7th level, your strength as a Kaiju allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:
- Brawn - Strength.
- Evasion - Dexterity.
- Endurance - Constitution.
- Discernment - Intelligence.
- Intuition - Wisdom.
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores except Constitution are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 12th and 17th level, you can choose one additional saving throw.
Advanced Kaiju Training
At 7th level, you seek to further increase your strength and Kaiju powers. You gain one more Uni-Organ Feat or Kaiju Form Feat of your choice that you meet the requirements of but excluding their level requirements if any. In addition, you gain one of the following feats that you meet the requirements of but excluding their level requirements if any:
- Body Feats
Additional Movement Type, Extra Limbs, Enormous Resilience, Wing Mastery or Shockwave
- Combat Style Feats
Kaiju Knowledge or Improved Combat Style
- Fortitude Feats
Immense Fortitude Level, Overflowing Fortitude Level, Fortitude Level Tracker or Dense Energy
- Uni-Organ Feats
Ranged Attack, Energy Generator, Energy Beam, Energy Explosion or Gigantification
- Kaiju Form Feats
Endless Transformation or Kaiju Hunter
Fortitude Enhancements
Starting at 8th level, you begin to use your fortitude to improve your body. You gain the following benefits:
- Protective Skin
On your or another creature's turn, and for an amount of fortitude points up to your Constitution modifier (no action required), you can surround yourself with a dense skin for one minute. You gain temporary hit points equal to the amount of fortitude points spent times 5 for the duration. You can only benefit from this feature again after 1 minute or having your temporary hit points reduced to 0. If you cannot take actions due to a condition or effect you cannot use this enhancement.
The temporary hit point value becomes 10 instead of 5 at 12th level.
- Enhanced Strikes
When making an attack action with unarmed strike or natural weapon, you can spend 1 fortitude point up to your Constitution modifier to add 1d8 per point spent. This additional damage type can change depending on your Energy Generator feat, if you have.
At 12th level, you can spend fortitude points up to twice your Constitution modifier on this feature.
- Focused Aim
When you miss with an attack roll, you can spend 1 to 5 fortitude points to increase your attack roll by 2 for each of these fortitude points you spend, potentially turning the miss into a hit.
- Weakening Touch
You can spend 1 fortitude point to try to weaken your opponent with a unarmed strike or natural weapon. On a hit, instead of causing damage, your target has disadvantage on Strength checks and saving throws, and deal half damage with weapon attacks using strength until the end of its next turn. You can spend 1 additional fortitude point to make the effect last for 1 minute, or 2 additional fortitude points to also add your unarmed strike or natural weapon damage.
Monstrous Mind
At 8th level, not only does your body evolve, your mind becomes stronger too. You have advantage against the charmed condition and you are immune to frightened condition.
Advanced Kaiju Form
Starting at 9th level, your Kaiju Form becomes more powerful. As a bonus action and 10 fortitude points, you enter your Kaiju form for 1 minute or until you decide to reverse it as a free action. During this form, you gain the following benefits:
- Your Strength, Dexterity and Constitution scores increase by twice your proficiency bonus, including their maximums.
- Your speed increase by +15 feet and you gain an additional reaction.
- You can become Large when you enter this Kaiju Form or whenever you use a free action to increase in size. You may also decrease in size up to your base size, as a free action. The range of your unarmed strikes and Daikaiju weapons increase by 5 feet for each size above medium you reach.
- You gain temporary hit points equal to your Daikaiju level + twice your Constitution modifier and +4 to your AC.
- You have a +4 bonus in all your attacks and damage rolls with unarmed strikes and Daikaiju weapons.
- You gain immunity to bludgeoning, piercing and slashing damage from nonmagical weapons.
- Your attacks with unarmed strikes and Daikaiju weapons deals 1 additional damage die of your Natural Combat.
- You gain an additional action on each of your turns. That action can be used to take the Dash, Disengage, Dodge, Attack or Use an Object actions.
After transforming, you must wait 1 minute and 5 rounds to transform again.
Fortitude Recovery
At 9th level, as a Kaiju, you have an extraordinary recovery ability that allows you to regain your fortitude. While in combat, you regain half your constitution modifier in fortitude at the beginning of your turns, up to your maximum (minimum of 1). The combat must be one where your life is at risk.
Regeneration
At 10th level, your kaiju powers allow you to quickly recover your vitality. As a bonus action, you can spend 1 fortitude point up to your Constitution modifier, you regain 1d8 hit points per point spent + your Constitution modifier. You can instead regrow one severed body part of yours, spending 5 fortitude points for each one. You also become immune to disease and poison.
At 13th level, your regeneration becomes even more powerful. You no longer have a limit of fortitude points to spend on this feature.
Augmented Critical
Starting at 11th level, the impact of your blows becomes even greater. Your attacks score a critical hit on a die roll of 19-20,
At 14th level, the critical hit becomes 18-20 and on a critical hit you roll damage dice three times, instead of twice.
Form Exchange
Also at 11th level, your connection with your monstrous power becomes so strong that you are able to evolve from one form to another, spending half of fortitude points (rounded up) for forms above the one you are currently in. You do not spend fortitude points to return to forms inferior to the one you are in.
Limit Break
At 12th level, your fortitude level grows to an absurd and terrifying level, surpassing your natural limits. Your Strength, Dexterity, Constitution, Wisdom and Charisma scores increase by +2 and the maximum of all your abilities scores increases to 24. This maximum becomes 26 at 14th level, 28 at 16th level and 30 at 18th level and on each of these levels you gain +1 to one of your ability score of your choice.
Fast Recharge
At 13th level, you understand how to hold more energy within your own body. As a bonus action, you can regain a number of fortitude points equal to your Constitution modifier x 3.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.
Berserker Mode
At 13th level, after several transformations, your Kaiju nature began to stand out even more, causing you to lose control if you are badly damaged. While in any Kaiju Form, whenever you take damage from one instance of damage above your Daikaiju level + twice your Constitution modifier (minimum of 2), you must make a DC 20 wisdom saving throw.
On a success, you can handle yourself in the fight and don't let your fury blinds you. On a failure however, you gain the berserk condition, switch to the strongest Kaiju Form you currently have, and the duration of your Kaiju Form is extended until the condition is removed. During this mode, you gain the following additional benefits:
- You have advantage in all your attacks and they deal additional damage equal to twice your Strength or Dexterity modifier.
- Your size growth in one category. If you become Gargantuan by this feature, your speed is halved, the range of your unarmed strikes and Daikaiju weapon increase by 10 feet, and you gain temporary hit points equal to three times your Daikaiju Level + three times your proficiency bonus, in addition to the temporary hit points granted by the Kaiju Form you entered.
- You have resistance to all damage type but psychic.
- On a critical hit you roll your damage dice four times.
On each of your turns, as a bonus action, you can make a DC 20 wisdom check against it (you don't have advantage on this check, even if you have advantage against the charmed condition or resistance to psychic damage), on a success you regain control of your kaiju form, on a failure you continue with the berserk condition. If you succeed in the check and at least 1 minute has passed, you receive one level of exhaustion, you receive one more level of exhaustion for every 1 additional minute you spent transformed into the berserk condition up to five exhaustion levels.
- Controlled Fury
At 16th level, you better understand your Kaiju instincts and have better control over them, although not completely. The wisdom check is lowered to a 15 (you now have advantage on this check, if you have advantage against the charmed condition or resistance to psychic damage), you can make this check as a free action, and the total exhaustion levels you receive reduce to 3 exhaustion levels.
Primal Body
At 15th level, your body reaches a higher state than the average mortal. You don't suffer from the frailties of old age and can't be aged magically. In addition, you no longer need food or water.
You also have resistance to bludgeoning, piercing and slashing damage from non-magical weapons even when you aren't in your Kaiju Form.
Ultimate Kaiju Form
Beginning at 16th level, you reach an extraordinary transformation potential, reaching the level of a powerful Daikaiju. As a bonus action and 20 fortitude points, you enter your Kaiju Form for 1 minute or until you decide to reverse it as a free action. During this form, you gain the following benefits:
- Your Strength, Dexterity and Constitution scores increase by twice your proficiency bonus, including their maximums.
- Your speed increase by 20 feet, you gain 2 additional reaction.
- You can become Huge when you enter this Kaiju Form or whenever you use a free action to increase in size. You may also decrease in size up to two categories (up to your base size) as a free action. The range of your unarmed strikes and Daikaiju weapons increase by 5 feet for each size above medium you reach.
- You have Superior Darkvision, and also have blindsight with a range of 30 feet.
- You gain temporary hit points equal to twice your Daikaiju level + twice your Constitution modifier and +6 to your AC.
- You gain immunity to bludgeoning, piercing and slashing damage from non-magical weapons.
- You have a +6 bonus in all your attacks and damage rolls.
- Your attacks with unarmed strikes and Daikaiju weapons deals 2 additional damage die of your Natural Combat feature.
- Your melee attacks have become so powerful that they knock back your opponents. Whenever you hit an unarmed strike or Daikaiju weapon attack, the target must succeed on a Strength saving throw or be knocked back by 20ft.
- You gain an additional action on each of your turns. That action can be used to take the Dash, Disengage, Dodge, Attack or Use an Object actions.
After transforming, you must wait 2 minutes to transform again.
The Highest Fortitude Level
At 20th level, you reach unimaginable power that is difficult to find even among the powerful Daikaiju. All your abilities scores increase by +4, to a maximum 30. Once on each of your turns you can use one fortitude feature that costs 1 fortitude point without spending point.
Additionally, you gain one Feat of your choice ignoring its requirements if any. When you enter your Ultimate Kaiju Form, you can choose to also gain the benefits provided by your Berserker Mode for half the transformation time limit.
Daikaiju Identification
Kaiju No. 8
- Energetic Body
Starting at 1st level, you demonstrate that you are different from other Kaiju, possessing advanced capabilities at such a basic stage. You gain the Energy Generator feat ignoring its level and ability score requirements, and its damage type is lighting.
- Prodigious Mastery
At 3rd level, your control over your Kaiju powers is so extraordinary that it seems like you've been using them forever. You can already choose 2 Partial Transformation at a time and the time limit is 2 minutes instead of 1.
At 6th level, you no longer have a time limit for it.
- Energy Attacks
At 6th level, you are able to power up your body with electrical-like energy that flows through your body and use it to make some of your attacks more powerful. You gain the following benefits while in Kaiju Form:
- Energy Roar. By concentrating the energy you generate and opening your mouth wide, you are able to release a powerful energy roar that can easily neutralize powerful attacks. As a reaction for being targeted of a ranged attack, by spending 1 fortitude point up to your Constitution modifier, you can add +1 in your AC per point spent, until the beginning of your next turn.
- Energy Boost. You can use your energy manipulation to enhance the strength and speed of your attacks. You can spend 1 fortitude point to add +1 in your attack rolls until the beginning of your next turn. Additionally, when you hit a creature with an unarmed strike or Daikaiju weapon, you can immediately spend 1 fortitude point up to your Constitution modifier to add additional damage equal to twice fortitude points spent. You can freely use this feature along with the Enhanced Strikes feature.
- At 10th level, you can spend up to twice your Constitution modifier on this feature.
- Jaw Lock
Also at 6th level, having more fine control over your transformations, you are able to block weapons by changing any area of your body into a jaw to grab hold onto melee attacks. As reaction to being targeted to a melee weapon attack, you can spend 2 fortitude point to morph the targeted area into a jaw, blocking and grabbing the weapon. The weapon wielder must make a Strength saving throw, recovering the weapon on a success. On a failure, you have advantage on your next attack against the weapon wielder ignoring any reaction to evade it.
- Kaiju Terminator
Starting at 10th level, your knowledge of Kaiju along with your powers makes you a living weapon to be feared. You gain the Kaiju Knowledge and Kaiju Hunter feats.
- Transformation Under Control
At 17th level, you gain more refined control over your transformations. When you enter your Ultimate Kaiju Form, you can choose to also gain the benefits provided by your Berserker Mode for half your Kaiju Form duration. At 20th level, you gain the benefits for 1 minute instead and you can also use it with your Advanced Kaiju Form.
Multiclassing
Prerequisites. To qualify to the multiclass into Daikaiju, you must meet the following prerequisites: Strength of 18 and Constitution of 16.
Proficiencies. When you multiclass into Daikaiju, you gain proficiency with one melee martial weapons.
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