Techniques (Dragon Ball: Further Beyond Supplement)
From D&D Wiki
The Strength Within[edit]
Every creature has a source of ki within themselves, and techniques are applications of this energy that can be concentrated and released to increase power in multiple ways. Techniques are classified into multiple types. They may also gain different benefits depending on their nature and your level of mastery with them. this is detailed in the Technique Mastery (Dragon Ball: Further Beyond Supplement) page
Ki Based Types[edit]
Basic-type[edit]
Energy gathered and then fired as an energy bullet.
Photon Bomber[edit]
Basic Type
Pre Requisites: 20 Wisdom
Cost to learn: 26 Training Points
Learning Time: 3.5 Weeks
As an action for 18 Ki, you create a condensed ball of ki on your hand and throw it at a creature within 100ft, make a ranged ki attack roll, dealing 10d10 force damage on a hit, the ball then explodes in a 40ft radius, forcing everyone in the range to make a dexterity saving throw or take 5d8 force damage, if the original target failed the save, it instead makes a constitution saving throw with disadvantage for the explosion. This technique will have a power level multiplier of 1.5 times.
Saturday Crush[edit]
Basic Type
Pre Requisites: 24 Wisdom
Cost to learn: 30 Training Points
PL Multiplier: 1.8
Learning Time: 5 Weeks
As an action for 18 Ki, you create a condensed ball of ki on your hand and throw it at a creature withing 100ft, make a ranged ki attack roll, dealing 18d10 force damage on a hit. This technique will have a power level multiplier of 1.5 times.
Power Ball[edit]
Basic Type
Pre Requisites: 24 inteligence, 26 Wisdom
Cost to learn: 32 Training Points
Learning Time: 3 Months
As a Bonus Action for 14 Ki, you create an energy sphere capable of replicating the Blutz Waves that the moon give off and throw it to the sky, making it so every tailed saiyan that looks at it transforms into an Oozaru. The sphere is capable of being destroyed and has 100hp, 10 AC and resistance to fire, cold, necrotic, acid and non magical physical damage, it is immune to poison damage and immidiately fails any saving throws.
Eraser Cannon[edit]
Basic Type
Pre Requisites: 38 Wisdom, 25 Constitution
Cost to learn: 54 Training Points
Learning Time: 5 months
As an action for 30 ki, you can gather ki into a condensed ball that you can fire out of your hand or expel out of your chest. When you throw this from your hand, you can launch it at a creature within 180 feet, the creature is forced to make a Dexterity saving throw, taking 15d12 force damage on failure or half as much on success. The ball then explodes in a 20 feet radius, forcing every creature in the range to make a Dexterity saving throw, taking 15d8 force damage on failure or half on a success. If the original target failed the first save, they will automatically fail the save against the explosion. When using this attack from your chest, its range changes to a 20 feet cone, forcing every creature in the range to make a Dexterity saving throw or take 30d12 force damage or half as much on a successful save. If you’re grappling a creature, you can do this attack as a bonus action and the creature will instead roll a Constitution saving throw with disadvantage, taking 36d12 force damage on failure or half as much on a success This technique will have a power level multiplier of 1.3 times.
Double Eraser Cannon[edit]
Basic Type
Pre Requisites: Eraser Cannon Technique with 5 mastery, 42 Wisdom, 28 Constitution
Cost to learn: 50 Training Points
Learning Time: 1 month
As an action for 60 ki, you can gather ki into two condensed balls that you can fire out of your hands. These projectiles have a range of 180 feet and you can choose a direction for each one, creatures targeted are forced to make a Dexterity saving throw, taking 15d12 force damage on failure or half as much on success. The ball then explodes in a 20 feet radius, forcing every creature in the range to make a Dexterity saving throw, taking 15d8 force damage on failure or half on a success. If the original target failed the first save, they will automatically fail the save against the explosion. When you target one creature with both balls, they make the saving throw from the second attack at disadvantage if they failed the saving throw from the first. This technique will have a power level multiplier of 1.3 times.
Crusher Ball[edit]
Basic Type
Pre Requisites: 30 wisdom, 26 dexterity
Cost to learn: Training Points
Learning Time: 2 months
As an action for 22 ki, you create a large sphere of energy on top of your hand and throw it like a baseball at a creature within 160ft, making a ranged ki attack roll, on a hit, the creature takes 26d12 force damage. This technique will have a battle power multiplier of 1.8 times.
Concentration-type[edit]
Techniques where the ki is concentrated into one part of the body and then fired.
Kamehameha[edit]
Concentration Type
Pre Requisites: Training from the turtle school or from someone who knows it, 16 Wisdom
Cost to learn: 25 training points
Learning Time: 3 Weeks
As an action for 12 Ki, you bring your hands together on your side, gathering ki in between them, releasing a beam of pure ki in a 60 ft long, 1 ft wide straight line, the target must make a dexterity saving throw or receive 8d10 force damage, half on a failure.
Dodon Ray[edit]
Concentration-type
Pre requisites: Training from Crane School or from someone that knows it, 15 Wisdom, 14 Dexterity
Cost to Learn: 20 training points
Learning Time: 1 Week
As an action for 10 Ki, you charge energy in the tip of your finger and let out a condensed beam of hot energy, make a ranged ki attack roll with the range of 60 ft, it is a 1 ft wide straight line that deals 6d10 force damage on impact.
Explosive Demon Wave[edit]
Concentration-Type
Prerequisites: Training from the Demon School or from someone who knows it, 18 Wisdom
Cost to Learn: 28 Training points
Learning Time: 3.5 Weeks
You support one arm with the other and unleash a large beam of energy. As an action for 14 Ki, you throw a wave of energy in a 60ft line, forcing everyone on it to make a Dexterity saving throw, dealing 8d10 Force Damage on a failure and half on a success. Upon hitting the end of its range,, the blast explodes into a 25ft radius forcing those in the area to make a Dexterity saving throw or take an additional 4d8 Force Damage. This attack deals double damage to structures and objects.
Masenko[edit]
Concentration Type
Pre Requisites: Training from the demon school or from someone who knows it, 14 Wisdom
Cost to learn: 15 training points
Learning Time: 1 Week
As a bonus action for 8 Ki, you bring your hands together on your forehead, gathering ki in their palms, releasing a beam of pure ki in a 60 ft long, 1 ft wide straight line, the target must make a dexterity saving throw or receive 4d10 force damage, half on a failure.
Devilmite Beam[edit]
Concentration Type
Pre Requisites: 18 Charisma, 20 Wisdom
Cost to learn: 66 training points
Learning Time: 6 Months
As an action for 30 Ki, you bring your fingers to the sides of your head and concentrate your ki, choosing a creature within 20 feet and firing the beam, the creature makes a Charisma saving throw, on a success taking half of the damage it would take based on the rules bellow:
Creatures of Lawful or Good alingment take no damage True Neutral creatures take 5d8 damage Neutral Evil creatures take 10d10 damage Chaotic Evil creatures take 20d12+20 damage
Double Sunday[edit]
Concentration Type
Pre Requisites: 28 Wisdom, 22 Dexterity
Cost to learn: 36 Training Points
Learning Time: 2 Months
As an action for 26 Ki, you charge energy in each of your hands and shoot a beam from each, the beams are 10ft wide and 100ft long lines, you may choose the direction of each beam, creatures in range make a dexterity saving throw, taking 10d10 on a failure and half on a success, if you shoot both at the same direction, creatures only make one saving throw but they have advantage.
Makankosappo[edit]
Concentration Type
Pre Requisites: Training From the Demon School of from someone who knows it, 34 Wisdom, 20 Constitution, 20 Dexterity
Cost to learn: 34 Training Points
Learning Time: 1 Year
As a Bonus Action for 24 Ki, you bring your middle and index fingers to your forehead and begin gathering energy, you are considered as concentrating and may not take any actions while charging, then the next turn, you may fire the beam as a full turnaction, targeting everyone in a 5ft wide 180ft long line, creatures in the range must make a Dexterity saving throw or take 18d12 magical piercing damage, this bypasses natural resistances and immunities, you may choose to spend anaditional number of turns charging up to your proficiency bonus, for every turn charging, you add 2d12 to the damage
Bomber DX[edit]
Concentration Type
Pre Requisites: 26 Wisdom
Cost to learn: 26 Training Points
Learning Time: 3 weeks
As an action for 16 Ki, you create a pulsating sphere of energy in one of your hands and thrusts it forward, forcing every creature in a 60ft long 40ft wide line to make a dexterity saving throw, taking 10d12 force on a failure and half on a success.
Break Cannon[edit]
Concentration Type
Pre Requisites: 36 Wisdom, 24 Constitution
Cost to learn: 38 Training Points
Learning Time: 3 Months
As an action for 30 Ki, you charge a huge amount of energy in your mouth and fire it in a direction of your choice, forcing every creature in a 100ft long 5ft wide line to make a dexterity saving throw or take 34d12 force damage.
Galick Gun[edit]
Concentration Type
Pre Requisites: 18 Wisdom
Cost to learn: 35 Training Points
Learning Time: 4 Weeks
As an action for 16 Ki, you curls your fingers and places both your hands together at chest level facing the same direction, gathering ki, once enough ki is gathered, you fire an 80ft long 5ft wide beam in a direction of your choosing, forcing every creature on the range to make a dexterity saving throw or take 10d10 force damage.
Self Destruction[edit]
Concentration Type
Pre Requisites: None
Cost to learn: None
Learning Time: None
As a full turn action, you may concentrate all of your energy in your entire body, creating an explosion with a 30ft radius, forcing every creature in the radius to make a dexterity saving throw, taking full damage on a failure and half on a success, this explosion deals a number of d12s equal to your ki pool. After using this technique, you instantly die as your body ceases to exist. Grappled creatures immediately fail the saving throw. This technique ignores the Evasion feature.
If you are an android, this damage is doubled.
Death Beam[edit]
Concentration Type
Pre Requisites: 35 Dexterity, 40 Wisdom
Cost to learn: 100 Training Points
Learning Time: 6 months
For 16 ki you may replace an attack with this technique, you fire a very thin super fast beam from your finger, make a ranged ki attack roll with advantage with a range of 80ft, dealing 5d10 magical piercing damage and 5d10 force damage on a hit. If used as an action, this technique will have a power level multiplier of 1.5 times, and will deal double damage.
Accumulation-type[edit]
Techniques where one borrows the ki of others and makes it into an energy attack.
Spirit Bomb[edit]
Accumulation Type
Pre Requisites: Training from King Kai or from someone who knows it, Good or Lawful alignment, 38 Wisdom
Cost to learn: 150 Training Points
Learning Time: 4 Months
As an action, you assume a stance, throwing your arms up as you begin to gather energy from life and objects, forming a sphere of energy, for every turn you charge, you add 5d12 to the damage and the sphere grows 2ft in width, while charging, you cannot move or take any type of action and you are considered as concentrating. Aditionally, you may receive energy from another willing creature, they may give you as much energy as they wish, for every 1 Ki, you add 1d12 and 1ft of width to the sphere, creatures with no energy based features can still give you energy, for every 1 CR or level they have, they can give you 2 Ki. When you decide to fire it, you may throw the sphere at any direction you wish within 120ft and everyone on range must make a dexterity saving throw with disadvantage, taking half damage on a success, this technique bypasses the Evasion feature. If a creature is of Good alignment, they may use their reaction to bounce the sphere to a direction they wish, if a creature is of the Chaotic Evil alignment, they take 2 times the damage.
Kiai-type[edit]
Techniques that cannot be directly seen through the naked eye.
Kiai[edit]
Kiai-Type
Pre Requisites: 18 Wisdom
Cost to Learn: 10 Training points
Learning Time: 4 Hours
As an action for 1 Ki, you infuse the ambient air with ki around you and release a powerful shockwave to push away foes. All creatures within a 5ft radius must make a Strength saving throw. On a failure, they take 2d6 Force Damage and are pushed backwards 15ft. On a successful save, they take half as much damage and are not pushed back.
Kikoho[edit]
Kiai Type
Pre Requisites: Training from the crane school or from someone who knows it, 24 Constitution, 18 Wisdom
Cost to learn: 50 training points
Learning Time: 4 Months
As an action for 25 Ki, you shape your hands in the form of a diamond and gather energy, firing a blast of energy anywhere within 80ft, forcing everyone in a 40x40 area to make a constitution saving throw, taking 20d12 damage on a failure and half on a success, being pushed back 80ft back on both. In addition, due to the heavy energy drain of the technique, you must succeed on a constitution saving throw yourself, taking 50 damage on a failure and 25 on a success. This destroys every structure on its way, including the ground.
Explosive Wave[edit]
Kiai Type
Pre Requisites: Kiai Technique with 5 levels of mastery, 24 Wisdom
Cost to learn: 20 Training Points
Learning Time: 4 days
You've learned an improved, more destructive version of the basic Kiai techinque, As an action for 10 Ki, you create an explosion of energy centered on yourself, all creatures within a 20ft radius must make a constitution saving throw, on a failure, they take 4d10 force damage and are pushed backwards 30ft, on a success, they take half as much damage and are thrown half the distance, you may pump extra ki up to double your proficiency bonus, increasing the damage and radius by 1d10 and 10ft for every point spent. Aditionally, you may use this as a reaction to a ranged, mellee or tangible AoE for 15 Ki You may not pump any extra ki when you use it like this for a mellee attack, and when used for a ranged attack or AoE, you reduce the damage of the attack by the damage you roll.
Super Explosive Wave[edit]
Kiai Type
Pre Requisites: Explosive Wave Technique with 10 levels of mastery, 38 Wisdom
Cost to learn: 80 Training Points
Learning Time: 4 weeks
You've brought the Exlosive Wave Technique to its peak, maximizing it's destructive capabilities and range, as an action for 25 Ki, you create a massive explosion centered on yourself, all creatures within a 60ft radius must make a constitution saving throw, creatures further than 60ft up to 160ft make a dexterity saving throw, on a failure, they take 24d12 force damage and are pushed back 80ft, half on a success, you may pump extra ki on this up to double your proficency bonus, increasing the damage and range by 2d12 and 20ft per ki point spent.
Giant Storm[edit]
Kiai Type
Pre Requisites: Super Explosive Wave Technique with 2 mastery
Cost to learn: 20 Training Points
Learning Time: 4 Weeks
You've created an alternative use of Super Explosive Wave, where you sacrifice the possibility of range and knockback to maximize damage and make it incapable of escape, as an action for 30 Ki, you extend your arm and point your index and middle fingers up, creating a massive explosion, every creature in a 120ft radius must make a constitution saving throw, taking 28d12 force damage on a failure and half on a success, you may pump extra ki up to double your proficiency bonus, adding 1d12 per ki spent.
Blazing Storm[edit]
Kiai Type
Pre Requisites: Explosive Wave with 15 mastery, 28 Wisdom
Cost to learn: 35 Training Points
Learning Time: 2 Months
You've figured out a way to use your explosive wave at a distance instead of centering it on yourself, as an action for 18 Ki you choose a point within 100ft and swipe your arm in that direction, creating an 80ft long 10ft wide line of explosions that may point whatever direction you wish, creatures in the range must make a dexterity saving throw, taking 18d10 force damage on a failure and being lauched 40ft backwards, half on a success.
Alteration-type[edit]
Techniques where the ki is manipulated to take on a certain form different from the traditional energy blast.
Thunder Shock Surprise[edit]
Alteration-Type
Pre Requisites: Training from the Turtle school, or from someone who knows it, 20 Constitution, 26 Wisdom.
Cost to Learn: 100 TP
Learning Time: 2.5 Months
You have learned a last-resort technique that involves transmuting your ki to mimic electric waves, and then arcing it towards an opponent in front of you, perpetually keeping them in a state of electrocution for the duration of the technique. As an action for 20 ki, you generate the thundershock and arc it towards a creature within 30 ft of you. They must make a Constitution throw, taking 15d10 lightning damage and becoming paralyzed until the end of their turn on a failure, making the same throw on the end of each of their turns, taking 5d10 lightning damage for each turn they are under this effect. Upon success, this technique will end. You must pay 5 ki for every turn after that it is active. You may not move or take actions while concentrating on this technique.
Electric Shock[edit]
Alteration-Type
Pre Requisites: 20 Wisdom.
Cost to Learn: 35 Training Points
Learning Time: 1.5 Months
As an action for 15 ki, you touch a creature within 5 feet and eletrocute them, the creature makes a constitution saving throw, taking 6d8 lightning damage and becoming stunned untill the start of your next turn on a failure and taking half damage and not becoming stunned on a success, in case of a failure, you may them spend 5 ki to keep the technique going, making the creature repeat the save for the damage and stunned condition, this may go on untill you run out of ki or the creature dies.
Kienzan[edit]
Alteration Type
Pre Requisites: Training from the Turtle School or someone who knows it, 32 Wisdom, 22 Dexterity
Cost to learn: 120 Training points
Learning Time: 7 Months
As an action for 30 ki, you put one hand open and create a disc of energy, firing it towards a creature within 120ft, make a ranged ki attack roll , dealing 20d20 magical slashing damage on a hit, this technique ignores damage reduction, resistance, immunity and temporary hipoints.
Kill Driver[edit]
Alteration Type
Pre Requisites: 28 Wisdom, 18 Intelligence, 22 Dexterity
Cost to learn: 45 Training Points
Learning Time: 1 year and 2 Months
As an action, you create a ring of energy in between your hands and launch it towards a creature within 160ft, the creature must make a dexterity saving throw, taking 30d12 force damage on a failure and half on a success, small or smaller creatures have advantage on this save and huge or larger creatures have disadvantage.
Rapid Fire-type[edit]
Techniques which rapid fire energy bullets, these attacks are very powerful and consume immense amounts of ki but leave no openings for counterattacks.
Lucora Gun[edit]
Rapid-Fire Type
Pre Requisites: 18 Wisdom, 20 Dexterity, Ki Blast Feature
Cost to learn: 25 Training Points
Learning Time: 1 week
As an action, you may spend 20 Ki to fire a barrage of ki blasts equal to double your total amount of attacks + your proficiency bonus, you make a separate attack for each and you have disadvantage on all of them.
Machine Gun Shot[edit]
Rapid Fire Type
Pre Requisites: Lucora Gun at 3 Mastery, Erases Cannon at 4 Mastery, 38 Wisdom, 20 Dexterity
Cost to learn: 24 Training Points
Learning Time: 1 month
As an action, you may spend 20 ki to fire a volley of low power Eraser Cannons from the palm of your hand. You fire an amount of blasts equal to double the amount of attacks you have, each with a range of 100 feet dealing 3d10 force damage on hit. These blasts then explode in a 10 feet radius after landing forcing every creature within the range to make a Dexterity saving throw, taking 5d12 force damage in failure or half as much on a successful save. You must make a separate attack for each blast and the attack rolls are made with disadvantage.
Eraser Shot Volley[edit]
Rapid Fire Type
Pre Requisites: Machine Gun Shot at 3 Mastery, Eraser Cannon at 10 mastery, 38 Wisdom, 20 Dexterity
Cost to learn: 50 Training Points
Learning Time: 3 Months
As an action, you may spend 40 ki to fire a volley of low power Eraser Cannons from both of your hands. You fire an amount of blasts equal to double the amount of attacks you have + your proficiency bonus, each with a range of 100 feet dealing 4d10 force damage on hit. These blasts then explode in a 10 feet radius after landing forcing every creature within the range to make a Dexterity saving throw, taking 5d12 force damage in failure or half as much on a successful save. You must make a separate attack for each blast and the attack rolls are made with disadvantage.
Guided-type[edit]
Techniques where the energy attack is freely manipulated by the user. The ultimate form of this type is where the technique is not merely manipulated by the user but rather possess its own consciousness and thus can act on its own, if necessary.
Spirit Ball[edit]
Guided-Type
Pre Requisites: 18 Wisdom, 20 Dexterity
Cost to Learn: 26 Training points
Learning Time: 2 Weeks
As a bonus action for 20 Ki, you open their palm to create a volleyball sized sphere of ki. As an action, the user can direct it with movements from their fingers to strike an enemy as many times as they can normally attack (such as with Extra Attack). On a hit, the sphere deals your Unnamed Strikes damage in one higher damage tier in Force Damage. This is a concentration technique that lasts for up to a minute or you dismiss it. When dismissed (not lost via losing concentration) the sphere explodes in a 10ft radius, forcing everyone in the range to make a Dexterity saving throw or take 8d8 force damage, half on a success. You may choose to also use your Flurry of Blows bonus action to attack with the sphere, but any bonus applying to it won’t apply here.
Blended-type[edit]
Techniques which are a blend of the above types as they use different properties from each.
Double Tsuibikidan[edit]
Blended Type(Concentration/Guided)
Pre Requisites: 22 Wisdom, 18 Dexterity
Cost to learn: 30 Training Points
Learning Time: 2 Months
As an action for 16 ki, you charge and fire two beams of energy towards a creature within 60ft, that makes a dexterity saving throw, taking 12d8 damage on a failure, on a success, you may spend 4 ki to make them re-roll it, you may do this a number of times equal to you proficiency bonus, in case they succeed on the save, they take no damage.
Scatter Blast[edit]
Blended Type(concentration/guided)
Pre Requisites: Double Tsuibikidan Technique with 8 mastery, 30 Wisdom, 28 Dexterity
Cost to learn: 25 Training points
Learning Time: 8 Months
As an action, you fire an energy wave into the sky and then separate it into smaller blasts that you may fire at any creature within 200ft, you may create a number of blasts up to your proficiency bonus with a minimum of 2, creatures target must succeed on a dexterity saving throw or take 36d10 damage, half on a success, they may not target the same creature.
Light Grenade[edit]
Blended Type(Concentration/Basic)
Pre Requisites: 38 Wisdom
Cost to learn: 64 training points
Learning Time: 3.5 months
As an action for 40 Ki you cuff your hands together near your stomach and charge a blast, and once you have charged enough Ki you fire the devastating blast. This move has a radius of 60ft x 60ft and any creature caught in this explosion will have to make a Dexterity saving throw. On a failure, they take 35d12 force damage. On a success, they take half damage.
Trap Shooter[edit]
Blended Type (Guided/Rapid Fire)
Pre Requisites: 30 Wisdom, 32 Dexterity
Cost to learn: 42 Training Points
Learning Time: 2.5 Months
As an action, you can charge a sphere of energy that disperses into multiple homing-projectiles. You can fire an amount of projectiles up to double your Wisdom modifier, each one costing 3 ki and forcing the enemy to make a Dexterity saving throw, taking 3d12 force damage on failure or no damage on a success. These orbs share your movement speed and they follow the targeted creature until they hit something or they’re destroyed, they have 1 hit point and their AC is equal to your Ki Effect Save DC, they automatically fail saving throws.
Blaster Meteor[edit]
Blended Type(Kiai/Rapid Fire/Attack Assisting)
Pre Requisites: Super Explosive Wave with 5 mastery, Machine Gun Shot with 10 Mastery, 40 Wisdom
Cost to learn: 150 Training Points
Learning Time: 5 Months
As an action for 60 ki, you can form a shield of energy around yourself and release many powerful energy blasts that home in on targets. Every creature of your choice within a 250 foot radius is forced to make a Dexterity saving throw, taking 60d12 force damage on a failed save or half as much on a successful save. You may pump extra ki up to double your proficiency bonus, adding 1d12 per ki spent.
Hellzone Grenade[edit]
Blended Type (Rapid fire/Guided)
Pre Requisites: Lucora Gun with 5 mastery, 32 wisdom and 26 Dexterity
Cost to learn: 60 Training Points
Learning Time: 2 Months
As a full turn action, you can spend 25 Ki to fire a number of Ki blasts equal to your Wisdom modifier into the spaces adjacent to your opponent. These Ki blasts occupy those spaces, and if any creature enters a space with a Ki blast, it explodes. The creature must make a Dexterity saving throw. On a failure, the creature takes your Ki blast damage. On a success, it takes half damage. Additionally, on your next turn, you can use your bonus action to direct all remaining Ki blasts to converge on a single target. The target must make a Constitution saving throw. On a failure, the target takes damage equal to the number of remaining Ki blasts. On a success, it takes half damage. This technique ignores the Endurance feature.
Milky Cannon[edit]
Blended Type (Basic/Guided)
Pre Requisites: 32 Wisdom, 24 Dexterity
Cost to learn: 65 Training Points
Learning Time: 2.5 Months
As an action, you fire a sphere of energy at a creature or space within 100ft, if you fire it at a medium space, the sphere will stop there for 3 rounds, any creature that enters that space takes 28d12 force damage, if you fire it at a creature, you make a ranged ki attack roll, dealing the same damage on a hit. This technique has a power level multiplier of 1.8.
Photosphere-type[edit]
Techniques that fire a gigantic sphere of ki from both hands.
S.S Deadly Bomber[edit]
Photosphere Type, Module Technique
Pre Requisites: Android, Download the Module
Cost to learn: None
Learning Time: 5 Months to download
As an action for 50 Ki, you form a giant growing ball of red ki with a crimson sphere in the center between your hands at your chest. When shot, this Ki blast homes in on the target forcing them to make a Constitution saving throw on impact. On failure, they take 50d10 force damage, on success they take half damage. This move has a blast radius of 20 ft and explodes into red sparks. Any creature (including the initial target who makes this throw with disadvantage, and takes half damage on success) caught in this explosion must make a Dexterity save. On failure, they take 25d10 force damage, on success they take no damage.
Death Ball[edit]
Photosphere Type
Pre Requisites: 45 Wisdom, 30 dexterity
Cost to learn: 100 Training Points
Learning Time: 6 months
As an action for 30 ki, you create a large sparkling sphere of energy, you fire it anywhere within 80ft, the sphere has a 65ft radius, any creature in the area must make a constitution saving throw or take 40d10 force damage, half on a sucess. This technique will have a battle power multiplier of 2 times.
Supernova[edit]
Photosphere Type
Pre Requisites: 50 Wisdom, Death Ball Technique with 20 mastery
Cost to learn: 300 Training Points
Learning Time: 2 years
As an action for 60 ki, you create an enourmous sun-like sphere of energy, you fire it anywhere within 500ft, the sphere has a 350ft radius, any creature in the area must make a constitution saving throw or take 80d12 radiant damage, half on a success, this ignores the resistant feature. This technique will have a battle power multiplier of 2.5 times.
Movement-type[edit]
Techniques which use ki to aid in the user's movement.
Flight[edit]
Movement-Type
Pre Requisites: Wisdom 20, Dexterity 14
Cost to Learn: 30 Training points
Learning Time: 1 Week
As a free action for 2 ki, you grant yourself a flying speed equal to your movement speed for 10 minutes.
Risking it All for a Friend[edit]
Movement-Type
Pre Requisites: Dexterity 18
Cost to Learn: 1 Training Point
Learning Time: None
As a Reaction, you rush a distance up to your movement speed to a space in front of an ally that was subjected to an attack. The target of the attack is transferred from the ally to yourself and if the attack hits you, you take half damage from the triggering attack. If the attack is an AoE and the ally is still within the area of effect, then they must still make the rolls as normal, with the exception being straight lines, as you shield the ally behind you.
Data Imput[edit]
Movement-type, Module Technique
Pre Requisites: Android, 3D Scan Mode, Download the Module
Cost to learn: None
Learning Time: 5 Months to download
As an action for 20 Ki you may download data on the fighting style of a creature you’re locked onto. For 1 minute after downloading this data that creature’s attacks have disadvantage against you and you have advantage on saves against physical saves they force you to do. A creature who understands how this technique works and knows their data has been downloaded may roll a deception check against your insight check at the beginning of your turn, if they win the download ends early and they become immune to this technique for 1 minute.
Attack Assisting-type[edit]
Techniques which aid the user in attacking.
Kaioken[edit]
Attack Assisting-type
Pre requisites: Training from the King Kai school or from someone with high mastery on it(can get to at least x15), 32 Wisdom and 38 Constitution, Be above 20th level.
Cost to Learn: 400 training points, 800 if not taught by King Kai.
Learning Time: 3 Months
As a bonus action for 20 ki, you may activate this technique, turning your aura bright red, you gain the following effects:
- Your Strength and Dexterity increase by 6
- Your Movement speed increases by half of its total
- The damage tier of your unarmed attacks increase by 2
- Your ki techniques gain an extra number of damage dice equal to 5 times your current stack
- You gain a +1 to AC
- You lose 20 hp at the end of every turn
You may stack this technique multiple times, but may only stack on one stack per turn as a free action when the technique is active. Stacking more levels of the technique when it is already active does not cost ki. When stacked, the stat increase is +2 per stack and the damage tier increase increases only 1 tier and only happens in even numbers, from 5x onwards, the damage increases by 30 instead of 20.
You may stack this once initially, you can dismiss this technique as a free action, but if you take any actions before doing it, you still take the damage. The amount of stacks you may use upon initial activation increases for every 100 training points you assign to this technique.
Taiyoken[edit]
Attack Assisting-Type
Pre Requisites: Training from the Crane School or from someone who knows it, Wisdom 18, Dexterity 14.
Cost to learn: 12 training points
Learning Time: 3 Days
As an action for 6 Ki, you position your hands on the side of your forehead and create a bright flash of blinding light, forcing every creature within 30 ft in front of you to make a dexterity saving throw, becoming blinded for 1 minute and stunned until the end of your next turn, repeating the save every start of their turns, on a success, they become blinded and can’t take reactions until the start of their next turn.
Four Witches Technique[edit]
Attack Assisting-Type
Prerequisites: Training from the Crane School or from someone who knows it, 20 Con
Cost to learn: 45 training points
Learning Time: 1 Month
The user grows two additional arms from their back. As a bonus action for 15 Ki, you gain the following effects for 1 minute:
- Whenever you make the attack action you may do one extra attack
- You have advantage on grappling and may grapple two creatures at once
- Your AC goes up by 2
- You count as one size larger for calculating the amount you can carry, push, drag and lift as well as for the size of a creature you can grapple, however you can only grapple one creature if the reason you can grapple it is this effect.
Ki Blade[edit]
Attack Assisting-Type
Prerequisites: 16 Wisdom
Cost to learn: 10 training points
Learning Time: 3 Days
As a Bonus Action for 5 ki, you channel your Ki into a limb, such as an arm and create a blade of energy to cut your foes. Unarmed Attacks now count as Ki Enhanced if they were not previously and deal Slashing Damage instead of Bludgeoning. Your Unarmed attack increases in damage by 1 Step (d4 -> d6, d8 -> d10, etc) while this is activated. This technique counts as concentration and lasts for one minute
Multi-Form Technique[edit]
Attack Assisting-Type
Prerequisites: 22 Wisdom
Cost to learn: 30 training points
Learning Time: 4 Months
As an action for 18 ki, you may make up to 3 clones, for each clone, you divide your ki and HP by the number of total bodies, you also lose 1 AC and lose 1 tier of unnarmed damage for every body.
Eraser Blow[edit]
Attack-Assisting Type
Pre Requisites: Eraser Cannon Technique with 5 mastery, 38 Strength, 28 Constitution
Cost to learn: 120 Training Points
Learning Time: 4 Months
As an action for 30 ki, you can form a condensed ball of unstable energy and slam it into an enemy. This has a range of 5 feet and forces the creature to make a Constitution saving throw, taking 40d12 force damage and being launched 80 feet back on failure. On success, the creature will instead take half damage and will only be knocked back 10 feet.
Energy Barrier[edit]
Attack-Assisting Type
Pre Requisites: 22 Wisdom
Cost to learn: 40 Training Points
Learning Time: 1 Month
As a bonus action for 10 ki points, you may create a 15ft wide, 10ft tall invisible barrier that surrounds you, the barrier has 50 hit points, you may spend extra ki up to double your proficiency bonus to grant it more hp, it gains 5 hp per ki point spent, aditionally, you may create it as a reaction to a ranged or AoE attack for 20 ki.
3D Scan Mode[edit]
Attack Assisting Type, Module Technique
Prerequisites: Android, Download the Module
Cost to learn: None
Learning Time: 5 Months to download
As a bonus action you can lock your sensors onto a particular individual. You learn if creature is a race you’re familiar with and their power level. Additionally while locked onto a creature they have disadvantage on physical saving throws you force them to do and you have advantage on attacks against them.
Ultra Sensitivity[edit]
Attack Assisting Type, Module Technique
Pre Requisites: Android, Download the Module
Cost to learn: None
Learning Time: 5 Months to download
You’re able to automatically sense everything in your environment, such as changes in the air, sound, vibrations, etc. You gain 120 feet of blindsight, cannot be surprised as long as you are awake, you have advantage on perception checks, and creatures don’t gain any benefits from being unseen by you. Finally, you may react to things you normally wouldn’t be able to. (Ex. If a creature disengages before exiting your range you can still make an opportunity attack against them as a reaction)
Android Barrier[edit]
Attack Assisting Type, Module Technique
Pre Requisites: Android, Download the Module
Cost to learn: None
Learning Time: 5 Months to download
As a bonus action or reaction to taking damage for 15 ki you surround yourself with a mighty 5 foot diameter barrier for 1 minute, its defensive capabilities are twice yours. The barrier has an amount of hit points equal to your maximum hit points and any damage that isn’t psychic or conditions you would take is taken by the barrier instead. Its power level is treated as double yours. Creatures cannot pass through the barrier unless you allow it and it is destroyed upon reaching 0 hit points.
Barrier Punch[edit]
Attack Assisting Type
Pre Requisites: Android Barrier Level 8 Mastery, 30 Wisdom, 20 Dexterity and 20 Strength
Cost to learn: 80 Training Points
Learning Time: 3 Weeks
You’ve learned to wrap your hands in your barrier when you punch, greatly increasing the power. When you would make an unarmed strike you can pay 25 ki for the attack to deal damage as if your power level was twice what it currently is.
Imprisonment Ball[edit]
Attack Assisting Type
Pre Requisites: Android Barrier Level 12 Mastery, 38 Wisdom, 24 Dexterity
Cost to learn: 85 Training Points
Learning Time: 1.5 Weeks
You’ve now learned you can wrap your barrier around not just yourself but others too. As an action for 20 ki you force a creature you can see within 60ft of you to make a dexterity saving throw. On a failure they are trapped in a 5 feet radius Android Barrier (as per the technique) for 1 minute centered on them which they can’t leave unless you allow so, on a success they’re pushed outside the barrier’s radius. While in this barrier they are protected by the barrier as you would be. A creature may choose to fail the dexterity save.
Grand Explode[edit]
Attack Assisting Type
Pre Requisites: Android Barrier Level 3 Mastery, 30 Wisdom
Cost to learn: 28 Training Points
Learning Time: 2 Weeks
A self sacrificing move that results in damaging oneself to magnify the damage on an enemy. As part of using a damaging technique with a radius for 30 ki a 15 feet radius Android Barrier (as per the technique) appears centered on you before the technique is fired. The technique’s radius is changed to hit all creatures within the radius of the barrier (including you) and no farther, creatures within the barrier automatically fail dexterity saving throws against the technique fired, and creatures cannot escape the technique by moving as they cannot leave the barrier.
Barrier of Hope[edit]
Attack Assisting Type
Pre Requisites: Android Barrier Level 20 Mastery, 44 Wisdom
Cost to learn: 120 Training Points
Learning Time: 3 Months
A massive wall of barriers layered over top of each other to block even the most massive attacks. As an action for an amount of Ki up to 15 times your proficiency bonus you erect an amount of 100 foot long, 100 foot high, 1 inch thick Android Barriers (as per the technique) in a row equal to the amount of ki spent divided by 15 (rounded down), which protect anything behind them and last for 1 minute. When one barrier is destroyed any leftover damage is transferred to the next barrier in the row.
Absorption Barrier[edit]
Attack-Assisting Type
Pre Requisites: Android Barrier Level 25 Mastery, Energy Absorption Model Android, 48 Wisdom, 30 Constitution
Cost to learn: 220 Training Points
Learning Time: 6 Months
You’ve learned the ultimate form of energy absorption, combining it with your Android Barrier. When you activate your Android Barrier you can choose to make it an Absorption Barrier. It no longer protects against physical attacks but any energy based attack will deal 0 damage to it. Instead when it is hit by an energy attack it absorbs it. Your ki maximum increases by the amount of ki (or other energy) spent on the attack, and for every 100 ki you gain from any Absorption Barriers your physical scores and Wisdom will increase by 1. You will become stunned until the start of your next turn after absorbing an energy attack.
Sealing-type[edit]
Techniques which seal the opponent away.
Mafuba[edit]
Sealing-Type, Magic(doesn’t require to have a magic feat but can benefit from anything that benefits magic)
Pre Requisites: Training from the Crane School, Turtle School or from someone who knows it, 22 constitution, 28 wisdom
Cost to learn: 160 Training points
Learning Time: 2.5 Months
You must have a container(can be anything that has an inside and can be closed) and a paper seal for this to work. After positioning the container with the seal(you may also put it immediately after the technique is used if possible) on the ground, you use a full turn action and all of your current ki to perform this technique, launching a green wave of energy into one creature within 100 ft of you, catching them in a green tornado of energy, you then must make a Wisdom saving throw to accurately launch the creature into the container, missing on a failure, if you succeed, the creature is sealed completely, they are unable to do anything while sealed and cannot escape unless the container is broken. As soon as you either seal the creature or miss the sealing, you must make a DC 30 constitution saving throw or immediately die, gaining 5 levels of exhaustion on a success.
Physical/Martial arts based types[edit]
Basic-type[edit]
Techniques which involve the user attacking with their fists or legs. Throwing techniques also come under the basic-type classification.
Punch[edit]
Punching techniques
Sledgehammer[edit]
Basic-Type(punch)
Pre Requisites: 18 Strength
Cost to Learn: 6 Training points
Learning Time: 1 Hour
Once per turn as part of an unarmed strike, you may expend 6 Ki to make it a Sledgehammer strike, you cup your hands together over your head and bring them down onto your opponents, dealing your normal unarmed damage, but forcing the target to make a Strength saving throw or be knocked prone and become stunned until the start of your next turn, if you and your opponent are currently flying or on the air, the opponent is launched to the ground and takes fall damage on a failure, even if they are immune.
Savage Strike[edit]
Basic-Type(Punch)
Pre Requisites: 24 Strength
Cost to learn: 35 Training Points
Learning Time: 1 month
Once per turn you can replace an attack action with a savage strike. This strike costs 20 Ki to do and you still must roll to attack, and if you hit it will deal 3 rolls of your unarmed strike and the person hit must make a strength saving throw. On a failure they are sent back a number of feet equal to the damage your rolled times 5, for every 10ft they traveled they take 1d8. On a success they are not moved.
Kick[edit]
Kicking techniques
Eagle Kick[edit]
Basic-Type(Kick)
Pre requisites: 26 Dex
Cost to Learn: 35 Training points
Learning Time: 1 month
Once per turn as an attack action for 12 Ki you can perform a rising kick against your opponent. You will still have to make an unarmed attack roll. On a hit the creature you kicked will have to make a strength saving throw. On a failure they take 2 rolls of your unarmed strike and you and the opponent are sent 60ft in the air and the rest of your unarmed attacks have advantage against that opponent on that turn. On a success they stay on the ground.
Charge[edit]
High speed ramming techniques
Cross Arm Dive[edit]
Basic-Type(charge)
Pre requisites: 18 Dex, 12 Con, 14 Strength
Cost to Learn: 18 Training points
Learning Time: 4 Days
You jump high into the air, crossing their arms in an "X" and slams down on an enemy. As an action for 10 Ki, you can move skyward for as high as the rest of your movement allows (this movement does not provoke attacks of opportunity) and fall back down, making an Unarmed Attack on a creature, who must succeed on a Constitution saving throw or take three times your Unarmed Damage + 1d8 damage per 10 ft of height fallen and be knocked unconscious for 1 minute, waking up if attacked or if succeeding on a constitution saving throw made at the end of their turns on a failure, taking half the damage and becoming unconscious for 1 turn on a success.
Rebellion Spear[edit]
Basic Type(charge)
Pre Requisites: Flight Technique, 24 Constitution, 20 Dexterity
Cost to learn: Training Points
Learning Time: 2 months
As an action for 14 ki, you cover yourself in a strong aura and fly forward at high speeds, you may move up to twice your movement speed, forcing anyone in the path to make a dexterity saving throw or take 18d8 force damage and be knocked away 60ft, half of both on a failure. This technique will have a battle power multiplier of 1.8 times.
Throwing[edit]
Throwing techniques
Dragon Throw[edit]
Basic-Type(Throwing)
Pre requisites: 16 Strength, 12 Dexterity
Cost to Learn: 10 Training points
Learning Time: 2 Days
Once per turn for 3 Ki, you attempt to Grapple an opponent, in which they can use either Athletics or Acrobatics(target's choice) to avoid. On a failed save, they are thrown in a direction of your choice with the distance being your Strength modifier x10. The target takes 1d8 per 5ft traveled.
Gigantic Spike[edit]
Throwing Type
Pre Requisites: 22 Strength, 18 Dexterity
Cost to learn: 22 Training Points
Learning Time: 2 Weeks
AS an action for 10 Ki, you grab a target and slam their head hard enough into the ground or wall strong enough to make a small earthquake. Make a grapple check against a target's Athletics or Acrobatics (Target's choice). On a hit they take 5d10 Bludgeoning Damage + 1 roll of your unnarmed strikes damage and have to make a Dexterity Save. On a failure they are knocked prone and no additional effects on a success. Additionally, all creatures within a 15ft radius must make the Dexterity Saving Throw or take half of the damage inflicted on a failure and none on a success. The effected area is now counted as difficult terrain for 5 turns.
Combination-type[edit]
Techniques which combine the different basic-types to continuously attack an opponent to leave no room for counterattacks.
Rock, Scissors 'N' Paper[edit]
Combination-Type
Pre Requisites: Training from the Turtle School or from someone who knows it, 14 Strength, 12 Dexterity or vice versa.
Cost to Learn: 10 Training points
Learning Time: 3 Weeks
Once per attack action, if you make an unarmed strike, you may choose to make it one of 3 options:
- Rock: By expending 5 Ki, you deliver a powerful punch, the attack will add your damage modifier twice and add your proficiency bonus in extra damage dice(applies only to the unarmed strike die)
- Scissors: By expanding 8 ki points, you poke your opponents eyes with your fingers, the damage of this attack will have their damage die tier reduced by 2, but the target is forced to make a constitution saving throw, on a success, the creature becomes blinded for one turn, on a failure, the creature is stunned for 1 turn and blinded for 1 minute, repeating this saving throw at the start of each of their turns.
- Paper: By expending 3 Ki, you deliver an open palm strike, this attack is made with advantage and if you hit, you may immediately make another strike as a reaction, also at advantage.
Wolf-Fang-Fist[edit]
Combination-Type
Pre Requisites: Training from the Turtle School or from someone who knows it, Dexterity 20, Wisdom 14
Cost to Learn: 15 Training points
Learning Time: 1 Month
Once per turn, when you take the attack action, you may expend 15 Ki to make a number of additional attacks equal to your proficiency bonus, additionally, the extra attacks are done with advantage and all of the attacks add your damage modifier twice.
Linking-type[edit]
Techniques where two people cooperate to perform an attack.
Form/Intent-type[edit]
Techniques where the user attempts to catch the foe off-guard by mimicking the movements of others.
Drunken Fist[edit]
Form/Intent-type
Pre Requisites: Dexterity 20, Wisdom 16, Charisma 14
Cost to Learn: 18 Training points
Learning Time: 1 Day
As a bonus action, you imitate the mannerisms of a drunken person, making your movements very difficult to predict, for 1 minute, every time you take the attack action, your target must make a perception check, on a fail, all of your attacks are done with advantage and double your proficiency, on a success, nothing changes, when a creature attacks you, they must also make a perception check, on a failure, all of their attacks are made with disadvantage, on a success, nothing changes.
Afterimage-type[edit]
Techniques where one fools their opponents eyes by leaving an afterimage.
Afterimage Technique[edit]
Afterimage-type
Prerequisites: 18 Dexterity score
Cost to learn: 30 Training points
Learning Time: 1.5 Weeks
You have learned how to dodge attacks perfectly while re-appearing in other places. As a reaction to a projectile, melee weapon attack, unarmed strike, or a line Dexterity saving throw, you can spend 1 ki point to take the movement action and move to another location, potentially making the attack miss. This movement does not generate attacks of opportunity. If the creature's attack roll was higher than not only your AC but also your Dexterity score, you take half as much damage from the attack and move half as much with this technique.
Secretion-type[edit]
Techniques where the user attacks by secreting viscous fluid from their body.
Detachment-type[edit]
Techniques where the user detaches part of their physical body to attack.
Rocket Punch[edit]
Detachment Type
Pre Requisites: Mechanical Type Android, 16 Dexterity, 20 Strength, Download the Module
Cost to learn: None
Learning Time: None
Once per turn for 12 Ki as part of the attack action, you may chose to make one attack a Rocket Punch, this attack has a range of 80ft but it's still rolled as a melee weapon attack, on a hit you deal 4 rolls of your unnarmed strikes damage and the target must make a Strength saving throw or be knocked prone, if you hit this attack before it reaches it's maximum range, the target is pushed back untill it hits the end of the range. You may use a free action to call your fist back, although it will count as a creature for the purpose of things like attacks of opportunity, although they are made with disadvantage.
Merging-type[edit]
Techniques where the users fuse together.
Namekian Fusion[edit]
Merging Type
Pre Requisites: Must be a Namekian, Have been told by a Namekain about this technique and 40 wisdom.
Cost to learn: none
Learning Time: none
You have told a Namekian about this technique and both of you have agreed for him to absorb you. The namekian that absorbed you will gain the following benefit's:
- The Namekian's ability scores increases by your ability score modifier’s.
- If you have any ki or technique feats the Namekian you are being absorbed by gains those feats.
- The Namekian learns every technique you know.
- The Namekian may pick 1 proficiency that you have proficiency in. Additionally if you have a expertise the Namekian can also pick that expertise.
- If you have a boon that was related to mental state or improving the mind in general then the Namekian also gains that boon.
- The Namekian gains additional movement equal to your movement speed.
- The Namekian's ki pool maximum increases by your ki pool maximum.
- Following this fusion, the Namekian's power level increases depending on the how many digits your battle power has (for example if you have BP of 400 than the multiplier the Namekian would get would be x3).
Unique Technique Types[edit]
To learn any of these techniques, you need the corresponding Feat or a feature that lets you do it, except for Psychic ones.
Hypnosis[edit]
Techniques where the user influences opponents through hand motions and speech.
Sleepy Boy Technique[edit]
Hypnosis-Type(basic)
Prerequisites: 16 Dex, 20 Wisdom, 14 Charisma
Cost to Learn: 20 Training points
Learning Time: 4.5 Days
For 10 ki, choose one creature within range that you can see, forcing it to make a Wisdom saving throw. On a failure, the target falls asleep and no effect on a success. Creatures effected by the technique fall unconscious until the technique ends, the target takes damage or someone uses an action to wake the creature up. At the end of the targets turn, they can repeat the save and end the effect early. The creature must be able to hear and see you for it to work, if it only meets one of the requirements, it has advantage on the saving throw, if it meets none, it's not affected
Sorcery[edit]
Techniques usable by wizards, unlike ki techniques, sorcery does not use up stamina, depending on the strength of the technique an incantation may need to be used.
Burning Hands[edit]
Sorcery-Type
Prerequisites: 18 Intelligence
Cost to Learn: 20 Training points
Learning Time: 2 weeks
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips for 4 ki. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
Arcane Shield[edit]
Sorcery-Type
Prerequisites: 18 Intelligence
Cost to Learn: 20 Training Points
Learning Time 2 weeks
As a reaction for 4 ki, an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a Bonus to your AC equal to Half Your Intelligence Modifier, including against the triggering attack.
Scorch-Blast[edit]
Sorcery-Type
Prerequisites: 20 Intelligence
Cost to Learn: 40 Training Points
Learning Time 4 weeks
As an action for 8 ki, a line of roaring arcane flame energy in a 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one.
Arcane Bind[edit]
Sorcery-Type
Prerequisites: 20 Intelligence
Cost to Learn: 40 Training Points
Learning Time 4 weeks
As an action for 8 ki, choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
Arcane Psychic Whip[edit]
Sorcery-Type
Prerequisites: 20 Intelligence
Cost to Learn: 40 Training Points
Learning Time 4 weeks
As an action for 8 ki, you psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 8d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Arcane Mind Pierce[edit]
Sorcery-Type
Prerequisites: 25 Intelligence
Cost to Learn: 40 Training Points
Learning Time 4 weeks
As an action, you unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
Arcane Cloak[edit]
Sorcery-Type
Prerequisites: 25 Intelligence
Cost to Learn: 100 Training Points
Learning Time: 8 weeks
As an action for 10 ki, you or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.
Far Seeing Arts[edit]
Sorcery-Type
Pre-requisites: be a diety of any kind or be granted it by one
Cost to Learn: none
Learning Time: none
You may, for no action required, see into any part of the world you're currently in you wish, you may instead use it as a bonus action to make the range of your ki sense the entire world you're currently in.
Kai Kai[edit]
Sorcery-Type
Pre-requisites: be a diety of any kind or be granted it by one
Cost to Learn: none
Learning Time: none
You may, outside of combat, teleport you and any amount of creatures you want that are within 30ft into any place you know the location of. In combat, you may use it as a bonus action for 10 ki to teleport to any place you know the location of, you may also use this as a reaction for 20 ki
Namekian Potential Unlock[edit]
Sorcery-Type
Pre Requisites: Grand Elder Boon
Cost To Learn: None
Learning Time: None
You have learned to unlock someone’s latent potential, as a full turn action you can touch a creatures head and unlock their potential, the creature gains the following benefits:
The creature gains a plus 6 in all there physical stats and wisdom The creature's movement speed increases by half their movement speed rounded down The creature's Ki pool increases by half their Ki pool rounded down The creature's battle power will increase by 50x over a short period of time determined by the GM, these boosts in the span of time can be as small as the GM wants to as big as the GM wants, just as long that in the end your battle power would have been multiplied by 50
Once a creature has had its potential unlocked by this technique they cannot get it unlocked again by this technique.
Basic Healing[edit]
Sorcery-Type
Pre Requisites: Namekian of the dragon clan or the healer feat, 26 wisdom
Cost To Learn: 45 Training Points
Learning Time: 3 Months
As an action, you can heal a creature within 5 feet of you. You may spend Ki up to your wisdom modifier; for every Ki point you spend, it will add 1d8 to the total healing.
Magic Materialization[edit]
Sorcery-Type, expert magic
Pre-Requisites: Namekian of the Dragon Clan, Expert Magic feat or be a diety
Cost to Learn: 30 training points for Dragon clan namekians, 120 for Expert magic, none for dieties
Learning Time: 2 weeks for Dragon clan namekians, a month for Expert Magic, none for dieties
If Dragon Clan Namekian: As an action for 5 ki, you may create any set of clothing, any non-magical weapon or piece of furniture you wish
If Expert Magic feat: As an action for 5 ki, you may create any set of clothing, any non-magical weapon, piece of furniture or non magical object you wish, these objects may be of any material you know the compostion of, you may create things such as walls and spikes, and you may control all objects you create as if using the Telekinesis technique. You can create 1 gargantuan object, 2 huge objects, 4 large objects, 8 medium objects, 16 small objects and 32 tiny objects, but only one set of each size per usage. the damage of each object is as follows:
Size | Damage Dice |
---|---|
Tiny | 1d6 |
Small | 1d8 |
Medium | 1d10 |
Large | 1d12 |
Huge | 2d8 |
Gargantuan | 2d10 |
The damage increases by 1d8 for every 5 feet the object travels before hitting the target to a maximum of 16d8, the material of the object may increase its damage as well, the damage in the table is for a standard material such as stone, stronger material increases the damage tier at your DMs discretion and weaker material decreases it also by your DMs discretion.
If Diety: As an action, you may create any object of any material you desire, including non-unique magical items(unique items are things like dragon balls or the Z-Sword, the DM decides what else counts), you may also create the material Katchin, the strongest material in the universe, any item created using it is indestructible by non-gods, Dieties may also create objects to sizes up to Ginourmous, however they may not manipulate any object of a bigger size than Titanic, they follow this table for damage:
Size | Damage Dice |
---|---|
Tiny | 1d6 |
Small | 1d8 |
Medium | 1d10 |
Large | 1d12 |
Huge | 2d8 |
Gargantuan | 2d10 |
Colossal | 4d10 |
Titanic | 8d10 |
If created using Katchin, the damage is increased by 10 tiers.
Psychic[edit]
Techniques that utilize your mental powers to manipulate objects and people, as well as things like reading minds.
Psychic Eyes[edit]
Psychic-Type
Prerequisites: 20 Dex, 20 Wisdom, 18 Charisma
Cost to Learn: 36 Training points
Learning Time: 2 Months
Your eyes meet with another's you can see, you use your psychic power to render them immobile. As an action for 8 Ki, you glare into a creature’s eyes, the target must succeed on a Charisma saving throw or become Paralyzed for as long as you maintain concentration on the technique and they fail the saving throw. Flying and airborne creatures proceed to fall and take fall damage. The target can repeat the save at the start of each of their turns or when they receive any damage(not counting the fall damage if they were in the air). You may also use this as a reaction to an attack, instead paying 10 Ki to cancel the attack as opposed to the normal effect.
Telepathy[edit]
Psychic-Type
Prerequisites: 20 Wisdom
Cost to Learn: 12 Training points
Learning Time: 1 Week
As an action for 4 ki, you touch a willing creature's head, being able to read their thoughts and memories, you may attempt to do this with an unwilling creature, in that case, the creature makes a Wisdom saving throw to avoid having their mind read.
Telekinesis[edit]
Psychic-Type
Prerequisites: 22 Wisdom
Cost to Learn: 18 Training points
Learning Time: 3 Weeks
As an action for 8 ki for objects and 14 for creatures, you utilize your mental power to manipulate creatures and objects by simply moving your hands, you may lift and manipulate a number of objects equal to your Wisdom modifier, their weight must not exceed 1000x your Wisdom score and their size must not exceed huge, you are capable or manipulating them as if you were using your hands(so you may do things such as tying a rope). You may try to levitate a creature, who must do a Strength saving throw to try to resist it, if they fail, they are considered restrained you can move them in any direction you choose, with the range being the same as your ki sense range, if you slam the creature against any surface, they take 2d8 bludgeoning damage per 10 feet travelled. You can maintain your control over the currently controlled objects for 1 ki, if it is a creature, it costs you 5 ki per round and the creature repeats the saving throw every turn. A willing creature does not have to do the save.
Back to Main Page → 5e Homebrew → Campaign Settings → Dragon Ball: Further Beyond (5e Campaign Setting) → Character Creation (Dragon Ball: Further Beyond Supplement) → Techniques (Dragon Ball: Further Beyond Supplement)
Back to Main Page → 5e Homebrew → Campaign Settings →