Techniques (Dragon Ball 5E: Strongest Under The Heavens Supplement)

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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.

Ki Based Types[edit]

Basic-type[edit]

Energy gathered and then fired as an energy bullet.

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.

For 30 training points, you learn to make your kamehameha more powerful, its size becomes a 70 ft long, 5ft wide straight line and its damage increases to 10d10

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

Accumulation-type[edit]

Techniques where one borrows the ki of others and makes it into an energy attack.

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 targets 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.

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.

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.

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.

Photosphere-type[edit]

Techniques that fire a gigantic sphere of ki from both hands.

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 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.

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), 20 Wisdom and 28 Constitution, Be above 20th level.

Cost to Learn: 300 training points, 600 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.

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: 120 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.

Kick[edit]

Kicking techniques

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.

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

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.

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.

Merging-type[edit]

Techniques where the users fuse together.

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.

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.




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