Items (Dragon Ball: Further Beyond Supplement)

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Items[edit]

Throughout Dragon Ball, many items are unique to the world. From the revolutionary hoi poi capsules, to the mystical dragon balls themselves. Consider using these in any Dragon Ball Campaigns.

Consumables[edit]

Senzu beans[edit]

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Senzu Bean, [1]

Wonderous Item (Consumable), Rare

When consumed, a Senzu Bean provides the following effects:

  • Healing: Instantly restores all hit points. This effect also cures the following conditions: blinded, deafened, paralyzed, poisoned, and stunned. They cannot cure sickness or diseases.
  • Restoration: Replenishes all spent hit dice, clears all levels of exhaustion, restores Ki, and removes the need for food and drink for 24 hours.
  • Limbs: Can restore limbs as long as they are not scarred.
  • The bean must be eaten as an action; if used to stabilize an unconscious creature, it requires an action to feed it to them.






PP Candy[edit]

PPCandy.png
PP Candy, [2]

Wonderous Item (Consumable), Uncommon

When a creature eats this candy, the person who fed it to them gains temporary control over their bladder for 1 hour, unless the eater succeeds on a Dc 20 Constitution saving throw. If the saving throw is failed the creature must obey the bladder-related whims of the feeder. The feeder can use a bonus action to choose one of the following effects (no saving throw):

  • Release: The creature uncontrollably urinates, becoming incapacitated for 1 round and suffering disadvantage on Charisma ability checks for the next 10 minutes.
  • Hold: The creature feels an unbearable urge but is unable to relieve themselves, suffering disadvantage on all Dexterity checks and saving throws until this effect is lifted.
  • If the saving throw is successful, the candy has no effect beyond causing minor discomfort, and the creature is immune to further PP Candy effects for 24 hours. If the creature doesn’t expel waste, the candy will be ineffective against them.






Ultra Divine Water[edit]

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Ultra Divine Water, [3]

Wonderous Item (Consumable), Legendary

When a creature drinks the Ultra Divine Water, they must make a DC 24 Constitution saving throw. On a success, the water permanently enhances the drinker's abilities:

  • Power Level Increase: Your power level is multiplied 1,4x.
  • Attribute Increase: Increase one ability score (Strength, Dexterity, or Constitution, chosen by the creature) by 4, to a maximum of 24.
  • Resistance: Gain permanent resistance to one damage type of the creature's choice (acid, cold, fire, lightning, or thunder).
  • Enhanced Vitality: The creature’s hit point maximum increases by 15.
  • Damage: They will still take half of the damage they would have taken if they failed.

On a failure, the water's power is too great for the drinker to handle:

  • The creature takes 12d10 necrotic damage, ignoring resistance and immunity.
  • If this damage reduces the creature to 0 hit points, they die instantly and their soul is consumed by the water. Only a wish from the dragon balls can bring them back.

Special Properties

  • A creature can only benefit from the Ultra Divine Water once in their lifetime. Subsequent attempts provide no benefits and result in automatic failure.
  • Creatures with celestial ancestry make the saving throw with advantage, while undead and fiends make it with disadvantage.






Fruit of the Tree of Might[edit]

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Fruit of the Tree of Might, [4]

Wonderous Item (Consumable), Legendary

Immediate Effects: When consumed, the Fruit of the Tree of Might grants the following effects:

  • Power Level Increase: The creature who eats the fruit will have their power levels increased by x15.
  • Ability Score Increase: Your Strength, Dexterity, or Constitution score increases by 2 (to a maximum of 24).
  • Hit Points: You gain 20 temporary hit points that last for 1 hour.
  • Exhaustion Recovery: You immediately recover from all levels of exhaustion.
  • Energy Surge: You gain one additional Action on your next turn, which can be used to Attack, Dash, Disengage, Hide, or Use an Object.

Lingering Power For the next 7 days, you benefit from:

  • Enhanced Vitality: Your maximum hit points increase by 10.
  • Superior Strength: Your unarmed strikes deal an additional 1d6 damage.
  • Quickened Reflexes: You gain a +2 bonus to initiative rolls.

World Draining Aura

  • The fruit’s connection to the Tree of Might comes with a cost. Consuming it accelerates the decay of the surrounding environment. Over the next 24 hours, plant life within a 1-mile radius withers and dies, and water sources stagnate unless protected by powerful magic or divine intervention.

Curses and Risks Corrupting Greed: If a creature consumes more than one fruit within a day, it must succeed on a DC 18 Constitution saving throw or take 8d10 necrotic damage as the overwhelming power ravages its body. On a success, the creature takes half damage. Bane of the Land: Each time the fruit is consumed, there is a 10% chance that nearby wildlife becomes hostile to the consumer, viewing them as a threat to nature itself. Crafting and Acquisition: Creating a Fruit of the Tree of Might requires planting the mythical Tree of Might, which can only grow in the presence of massive amounts of life force (e.g., the death of a planet or the sacrifice of a powerful creature). The process is highly dangerous and often results in the destruction of planets.







Weapons[edit]

Power Pole[edit]

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Power Pole, [5]

Weapon (Quarterstaff), Legendary (20 strength)

When attacking with the Power pole, it gains a +4 to attack and damage rolls and does 1d10+Strength and Wisdom one handed and 1d12+Strength and Wisdom two handed.

As a bonus action, you can command the Power Pole to extend. Choose a point you can see. The Power Pole stretches instantly in a straight line toward that point. Any creatures in its path must make a Dexterity saving throw against the user’s DC or take 3d10 bludgeoning damage and be pushed 10 feet away from the staff. The staff remains extended until you command it to retract (no action required). While extended, the staff can serve as a makeshift bridge or pole up to ∞ feet in length, capable of supporting up to 1,000 pounds.

As a bonus action, you can summon the Power Pole back to your hand, provided it is within 500 feet. If it is restrained or held, the creature holding it must succeed on a Strength saving throw VS your Wisdom check or be forced to release it. The Power Pole is indestructible by non-magical means and highly resistant to magical destruction. It has immunity to all damage except force damage.

When extended, the Power Pole grants you reach up to ∞ feet for melee attacks. However, while extended, the staff cannot be used without two hands and a strength score of 25 or higher and can deal only 1d10 bludgeoning damage on a hit.







Bansho Fan[edit]

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Bansho Fan, [6]

Wonderous (Quarterstaff), Very Rare

The Bansho Fan has 5 charges and regains 1d4+1 expended charges daily at dawn. While holding it, you can expend charges to use the following abilities:

  • Gale Force (1 charge): As an action, you can create a powerful gust of wind. This effect replicates the gust of wind spell (DC 18).
  • Torrential Rain (2 charges): You can use an action to summon a torrential downpour in a 60-foot radius centered on you for 1 minute. This effect extinguishes non magical fires, dampens flames, and causes the area to be lightly obscured. Any creature not attuned to the item with resistance or immunity to fire damage loses those benefits while in the rain.
  • Cyclonic Blast (3 charges): You unleash a devastating wind blast in a 30-foot cone. Each creature in the area must make a DC 18 Strength saving throw, taking 6d10 bludgeoning damage on a failed save or half as much on a success. Creatures that fail are also pushed 30 feet away and knocked prone.
  • Flood of the Heavens (5 charges): As an action, you summon a flood of water in a 100-foot radius centered on a point you can see within 120 feet. All creatures in the area must make a DC 18 Strength saving throw or be swept away by the rushing water. The area becomes difficult terrain for 1 minute, and creatures must succeed on a DC 18 Strength (Athletics) check to move more than half their speed while in the area. The water dissipates after 1 minute unless a larger body of water absorbs it.

Elemental Harmony: While attuned to the Bansho Fan, you gain resistance to fire and cold damage.

Cursed Legacy: The Bansho Fan is a relic tied to nature's wrath. Each time you use the Flood of the Heavens ability, roll a d20. On a roll of 1, the fan becomes uncontrollable, summoning the flood centered on you instead, affecting allies and enemies alike.







Vehicles[edit]

Attack Ball[edit]

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Attack Ball, [7]

Wonderous (Vehicle), Rare

The Space Pod can travel through the atmosphere and into space. It has a flying speed of 500 feet on planet and is faster than light off planet and can sustain travel for up to a year on a single charge. The pod is a Large object and can hold one Medium creature comfortably. It has enough space for personal belongings weighing up to 500 pounds. Operating the pod requires a creature to have access to the remote. The user can issue commands to the pod, including its destination using said remote. A creature inside the pod can see outside using a display that provides a 360-degree view. While sealed, the pod generates an atmosphere inside, allowing the occupant to survive in the vacuum of space or underwater for up to 3 years. When descending at high speeds, the pod generates a protective barrier. If it crashes into the ground (speed of 500 feet or more), it takes damage as per standard falling rules, but the occupant takes no damage. Upon landing, the area within a 40-foot radius is treated as difficult terrain due to the impact. The pod will blow up if someone presses the self-destruct button, making each creature within 20 feet of the pod make a DC 15 dexterity saving throw, taking 6d12 force damage on a failure and half as much damage on a success, doubling the damage for anyone within the pod; objects within the area that aren’t worn or carried take this damage as well. The pod will then be unrepairable afterwards. The pod requires 8 hours of recharging to regain functionality. Alternatively, it can absorb energy from the sun or a similar source.

Durability:

  • AC: 20
  • HP: 160

Immunities: Poison, Psychic, and Nonmagical Damage When the pod's HP drops to 0, it becomes inoperable and requires significant technical repairs (cost: 500 gp and a week's work repair by a skilled Mechanic).






The Dark Nimbus[edit]

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The Dark Nimbus, [8]

Wonderous (Vehicle), Very Rare (Chaotic Alignment)

The Dark Nimbus is a sentient item with an Intelligence of 12, a Wisdom of 14, and a Charisma of 16. It can telepathically communicate with its attuned user within a range of 60 feet. The Dark Nimbus is chaotic neutral and often tempts its rider to take reckless actions for the thrill of danger. The Dark Nimbus has a flying speed of 300 feet and can hover. The Nimbus can be summoned or dismissed as a bonus action, appearing beneath the rider or vanishing into a swirling mist. While riding the Dark Nimbus, you can stand or lie prone on its surface as if it were solid ground. You are immune to falling damage while mounted on the Nimbus. While riding, the Dark Nimbus shrouds you in dim light for a radius of 10 feet. This light does not reveal your location to creatures relying on darkvision. Additionally, ranged attacks made against you are at disadvantage due to the swirling shadows. The Dark Nimbus allows you to cast misty step (self only) up to 3 times per day, regaining expended uses at dawn. When you use this ability, the Nimbus vanishes and reappears at your new location. The Dark Nimbus's chaotic nature sometimes conflicts with its rider's intentions. When rolling initiative, roll a d6: On a 1, the Dark Nimbus rebels, dissipating for 1d4 rounds before it can be summoned again. On a 6, the Dark Nimbus becomes enshrouded in malevolent energy, causing creatures within 5 feet of you to take 2d8 necrotic damage at the start of their turns for 1 minute. During this time, you must succeed on a DC 15 Wisdom saving throw at the start of each turn to remain in control of the Nimbus. The Dark Nimbus can only be destroyed by channeling radiant energy into it equal to 100 hit points in a single day. Upon destruction, it dissipates into an ominous mist and lets out a final wailing gust.







Nimbus Cloud[edit]

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Wonderous (Vehicle), legendary (Good Alignment)

Flight: While mounted on the Nimbus Cloud, you gain a flying speed of 400 feet. The cloud hovers in the air, supporting your weight as long as you are not incapacitated. Only creatures of good alignment can attune to and use the Nimbus Cloud. If a creature of any other alignment attempts to mount the cloud, they pass through it as if it were intangible. The Nimbus Cloud can be summoned to your location from miles away as a bonus action. It travels at a speed of 800 feet per round to reach you. The Nimbus Cloud is exceptionally maneuverable, allowing you to hover in place, make tight turns, and perform complex aerial maneuvers. As an action, you can command the Nimbus Cloud to surge with speed. For 1 minute, its flying speed doubles, and it leaves a glowing trail of golden light in its wake. During this time, opportunity attacks made against you are made with disadvantage. The Nimbus Cloud is a semi-sentient entity and can communicate with you empathically. It can sense your emotional state and will avoid dangerous areas unless you compel it to do so.

Durability: 100 Hp, 20 Ac







Hover Pod[edit]

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Hover Pod, [9]

Wonderous (Vehicle), Very Rare

The hover pod allows the attuned user to hover and fly at a speed of 60 feet. It can move vertically or horizontally and hovers stably even in rough terrain or turbulent air. While in the hover pod, the user gains a +3 bonus to AC. Additionally, the pod has 100 hit points and an AC of 20. If the pod’s hit points are reduced to 0, it becomes non-functional until repaired (requiring 8 hours of work and 1,000 gp in materials). As an action, the user can channel the pod’s energy to make a ranged Ki attack against a target within 120 feet. On a hit, the target takes 4d8 radiant damage. While piloting the hover pod, you exude an aura of authority. You gain advantage on Charisma (Intimidation) checks, and creatures within 30 feet of you that can see you must succeed on a DC 19 Wisdom saving throw or become frightened until the end of their next turn. Once a creature has been affected by this ability, it has disadvantage against the ability the next time its used against them.







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