Variant Rules (Dragon Ball Supplement)
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Variant Rules[edit]
The following are writeups and links to various variant rules this campaign should use.
Attack Clashes[edit]
When a creature is targeted by a spell, technique, or similar harmful effect that deals damage, they may use their reaction to initiate an attack clash. They make the same type of attack against them(melee weapon, ranged spell, so on), so long as they are within range of this attack, and instead of rolling to hit, both contestants immediately roll damage. Whoever rolled higher deals damage equal to the amount they rolled minus the failing roll. If they both deal the same damage, nobody takes any damage. If they were charging something, they may instead use this technique for the purposes of their attack so long as it is ready to be used. In that case, both users must make a d20 roll using their spellcasting modifier, with advantage to the attack causing higher damage, if one of the attacks deal less than half of the other attack it automatically fails, in the case of a tie, both users increase the damage of their attacks by half its total and roll again if possible. On the case that a user wins they use it as normal as if they were to succeed so long as the triggering creature is within the area or directly targeted by it. Additionally, if it requires a saving throw, the loser automatically fails.
For example, creature A makes an unarmed attack against creature B, and B initiates an Attack Clash. B also makes an unarmed strike. A deals 9 damage, and B deals 28, thus, B wins the clash, dealing 19 damage to A. Additionally, B turns it into a Massive Hit, and knocks them back 15 feet.
Another example. Creature A is currently charging a Spirit Bomb, and Creature B makes a ki blast attack against them, turning it into a Death Beam. A uses their reaction to initiate a Attack Clash, and instead of making a ki blast attack, they use their currently charging Spirit Bomb. A deals 70 damage, and B deals 30, less than half of A's Spirit Bomb causing A to win. They must now use their Spirit Bomb, with B being in the radius.
Otherworldly[edit]
Dying usually isn't the end of things here, as there are various ways to return to life, to be brought into the living world for short periods of time, or even enjoy your time in the otherworld with an actual physical body. That put aside, that body is not as limited as you would otherwise be when in your live body. When in an otherworldly body, you gain an additional number of ki points equal to your ki point maximum which you can expend, although they cannot be regained in any other way unless you take a short or long rest, where they are replenished. Furthermore, your Constitution is reduced by 4.
Power Beyond Mortality[edit]
From level 21, any character of any class gains half proficiency (rounded down) on all saving throws that they're not proficient on.
Beam Jumps[edit]
When firing a beam at something, instead of dealing damage, you can instead propel yourself. When doing so, they move a number of feet in any direction equal to (the beam’s length × its width) ÷ 10, rounded down to the nearest 5. When attempting to land or grab onto an object, even if it would not incur falling damage, they must succeed a DC 12 Dexterity or Wisdom saving throw. On a failure, they fall prone or fail to grab the object.
One Currency System[edit]
While ki acts in a vacuum mechanically in 5e, in canon it's something of a universal lifeforce. This variant rule is intended to bring that concept into reality.
- Reiki and soul points are equal to ki points.
- Chakra points, mana points, huntsman aura points, ice points, and fire points are worth half as many ki points.
- nen user aura points are worth one fifth as many ki points.
- reishi, reiryoku, and psychic power are worth a quarter as many ki points.
- RC cells and alchemical stamina are worth two fifths as many ki points.
- hardening uses and Mystic Eyes points are worth twice as many ki points.
- Wish points are worth one sixth as many ki points.
- Ki points to spell slots ratio is equal to 6 per spell slot level.
- While spell slots to ki points ratio is as follows:
Spell Slot Ki Cost 1st level 1 ki 2nd level 2 ki 3rd level 3 ki 4th level 4 ki 5th level 5 ki 6th level 8 ki 7th level 10 ki 8th level 12 ki 9th level 15 ki
Further Beyond[edit]
Player Equivalent CR[edit]
Armor Modification[edit]
Weapon Modification[edit]
Tiered Weapon Weight[edit]
Additional Status Conditions[edit]
Drinking[edit]
More Actions[edit]
Fair Critical Hits[edit]
Partial Armor[edit]
Optional Rules[edit]
Classic Martial Arts Die[edit]
This variant rule is intended for DMs who just want their players to hit a little harder without using techniques at higher levels. Whenever your Martial Arts die increases, instead of changing the size of the die used, you instead roll 1 additional d4.
Cooperation Technique[edit]
With this optional rule, multiple creatures can use a single non-Transformation technique that they know. One willing creature uses their action, and any other willing creatures within 5 feet use their reactions. All creatures must spend 2/3 of the technique’s initial and charging cost (rounded up). Each creature using a technique after the first adds an additional 1/3 of the technique’s damage die to the final attack. If the technique requires charging, all creatures must concentrate on charging. The Ki attack bonus and DC used for this technique is the average of all creatures involved. If one creature loses concentration, the technique fails for all creatures.
Moving on Another Creature's Turn[edit]
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