Tien, 23rd Tenkaichi (Dragon Ball Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class and Adventurer (5e Background) background, and as such does not follow traditional CR.


Medium humanoid (Human), neutral


Armor Class 15 (Natural Armor)
Hit Points 161 (17d8 + 85)
Speed 55 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Con +11, Wis +8
Skills Arcana +6, Athletics +10, Insight +8, Intimidation +6, Perception +8
Senses passive Perception 18
Languages Common
Challenge 17 (18,000 XP)


Ki. Tien has 22 ki points which he can expend. All ki points are regained at the end of a long rest.

Endurance. When Tien is targeted by an area effect that lets him make a Constitution saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Unarmored Movement. Tien can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Tien makes three attacks with its unarmed strikes.

Ki Charge As a full turn action Tien regains 5 (1d10) Ki points.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage.

Flight (1 Ki Point). As a bonus action, Tien gains a flying speed equal to his movement speed.

Ki Blast (1 Ki Point). As a bonus action, Tien's unarmed strikes have their reach increased by +55 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Ki Sense (0+ Ki Points). As a free action, all creatures within 55 ft. are detected. Until the end of Tien's turn, creatures that were within the area can not be invisible to him. Additionally, he learns how many ki points and hit points the creature has, as well as its AC. Tien may spend 1 additional ki, increasing its range by 55 ft. each time. This can not sense creatures using a Godly Transformation.

Ki Suppression (0+ Ki Points). As a free action, bonus action, or reaction on Tien's turn, he may select up to 1/10th of his maximum hit points, ki points, and/or AC. These are put in a "pool" where they can not be accessed by him. He may remove up to up to 1/10th of his maximum hit points, ki points, and/or AC from the pool as a free action, bonus action, or reaction on his turn. Tien may spend ki points to increase the amount added or removed from the pool by the initial amount added or removed per ki point spent.

Solar Flare (2 Ki Points). As an action, every creature that is not blinded within 45 feet facing Tien must succeed a DC 20 Wisdom or Dexterity save. On a failure, they are blinded and stunned until the end of their next turn.

Tri-Beam (5 Ki Points). As an action, Tien makes a ranged attack against every creature in a 60ft cube with one edge within 5 ft. of him, dealing 10d10 radiant damage on a hit, and Tien takes 8d8 necrotic damage. If using this feature reduces Turn to 0 hit points, he automatically fails his first death saving throw.

Kiai (1+ Ki Points). As an action, everything within 10 feet must make a DC 20 Strength saving throw, or take 1d8 force damage and be pushed outside of this technique's range. For every additional 2 ki points Tien spends, the range increases by 10 feet and the damage increases by 1d8. Tien cannot increase the range past his Ki Sense technique's range. Tien may spend 4 extra ki points to use this as a reaction when an attack is made against him, This causes it to fail, but this technique does half as much damage as it would normally. Tien may also use it as part of a Ki Blast attack, making its range a line and forcing everything in range to make a DC 20 Strength save, or take the Kiai's damage + his constitution modifier or his unarmed strike damage and be pushed back half as much on a failure.

Stand Ground (1+ Ki Point). Tien takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Tien may use this as a bonus action for 1 additional ki point.

Multi-Form Technique (4 ki points). As an action, Tien creates up to three clones. Tien and the clones divide their hit points and ki points evenly across each other(as well as their maximums). The clones can take actions as normal, however they can not use Multiattack. They act on the same initiative as Tien. They last until they are reduced to 0 hit points, they expend all of their ki, Tien dismisses them at will, or he fallz unconscious. If the clone still has hit points or ki when it dissipates, it is divided across Tien and the other clones.

REACTIONS

Deflect Missile. When Tien is hit by a ranged attack, reducing its damage by 17 (1d10 + 12). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

TienVsTaoWMATSaga02.png
[Source].

After three years of grueling training, Tien joined the other other Z-Fighters in the 23rd World Martial Arts Tournament. In his first match, he was pitted against his old master, Tao, now bearing cybernetic upgrades. Despite what he felt toward Tao, Tien relented, defeating him in a single strike. However, he was completely outmatched in his next round against Goku, taking his defeat generously. Following the end of the tournament, Goku allowed King Piccolo's reincarnation to live, sensing some good in him just as Roshi had to himself. Trusting Goku, Tien still refused to let his guard down, training for the next five years to prepare for the next great threat.



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