Vegeta's Techniques (Dragon Ball Supplement )

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Vegeta's Techniques[edit]

The following is a list of every technique Vegeta can use. Attack bonuses, DCs, and the maximum number of techniques he can have at a given time should be specified on his page and are not included here. Any listed DCs remain constant across versions. Headers indicate the CR version of Vegeta that gains a technique, with higher CR versions able to use any techniques available to lower CR versions (unless otherwise stated).

Vegeta, Saiyan Saga[edit]

Flight (1 Ki Point)/(Half Technique slot). As a bonus action, Vegeta gains a flying speed equal to his movement speed for 1 minute.

Flurry of Blows (1 Ki Point)/(Half Technique slot). As a bonus action immediately after Vegeta takes the Attack action on his turn, he make two unarmed strikes.

Perfect Dodge (1 Ki Point)/(Half Technique slot). As a bonus action, Vegeta takes the dodge action.

Ki Enhanced Movement (1 Ki Point)/(Half Technique slot). As a bonus action, Vegeta takes the disengage or dash action and his jump distance is doubled until the end of their turn.

Stand Ground (1+ Ki Point)/(Half Technique slot). Vegeta takes half as much damage from all sources, but cannot willingly move until the beginning of his next turn. he may use this as a bonus action for 1 additional ki point.

Sledgehammer (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed on a Constitution saving throw or be stunned until the end of Vegeta's next turn. Vegeta may only make one sledgehammer attack per turn.

Ki Blast (1+ Ki Point)/(Half Technique slot). As a bonus action, Vegeta's unarmed strikes have their range increased by his movement speed until the end of his turn. Vegeta may spend 1 additional ki point to use this as a free action.

Lucora Gun (1 Ki Point, Must have Ki Blast). As part of making a Ki Blast attack, Vegeta choose a point within range of his Ki Blast, in a 10ft cube with the centre being the point he chose, creatures within range must attempt a Dexterity saving throw, taking the ki blast's damage on a failure.

Full Power Blow (1+ Ki Points)/(Half Technique slot). As a bonus action or Reaction, when Vegeta makes an attack action, he may combine two of the attacks he can make into one attack, adding the damage die and the modifier to damage from attacks beyond the first. Vegeta may add one more attack they can make per additional ki point spent.

Massive Blow (1+ Ki Points)/(Half Technique slot). As a Free Action when Vegeta hits a creature with an unarmed strike, the target must succeed on a Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. the target can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hit points.

Ki Infused Strike (1 Ki Point)/(Half Technique slot) Once per turn when Vegeta hits with an unarmed strike, he may spend 1 ki point to roll one more of the attack's damage, adding the rolls together and dealing an equal amount of damage. If the target hasn't taken a turn since rolling for initiative, he does not need to spend ki.

Power Ball (5+ Ki Points). As an action, Vegeta throw a ball of energy that is a Small object with hit points equal to three times the amount of ki spent and AC equal to his ki save DC, which automatically self-destructs after 1 minute. This ball replicates the Blutz waves that a full moon emits, granting every creature within 120 ft. the effects of being under the full moon, the range of this effect increases by 20 feet for each additional ki point spent.

Dirty Fireworks (7 Ki Points). When Vegeta deals force damage that's not from a technique that requires charging, and that is more than half of the target's maximum hit points, They must make a Constitution saving throw on a success their current hit points are halved, on a failure the target is instantly killed, reducing their body to ash. Creatures killed by this can not be resurrected by any means other than True Resurrection or Wish.

Galick Gun (4+ Ki Points)/(Charging) Vegeta prepare a purple ki wave passed down through Saiyan royalty for generations. After 1.5 Rounds, all creatures in a 60-ft. long, 20-ft. wide line must make a Constitution saving throw. If they fail, they take 6d10 force damage. On a success, they take half as much damage. Vegeta can increase this damage by 1d10 for every additional ki point spent, increase its length by 30 ft., and increase its width by 10 ft. Each additional ki increases its charge time by 0.5 rounds.

Galaxy Breaker (3+ Ki Points)/(Charging) Charging Ki in his body and preparing a massive ki wave, ready to end his enemies with a Ki Wave pillar to the sky, along with a sphere of destruction around him. When unleashed after a 0.5+ charge, Vegeta create a 60-ft high and 5-ft wide pillar of Ki with himself being the center, every creature within range must make a Constitution saving throw. they take 3d6 force damage, but if they succeed they take half as much.

Vegeta can spend 5 additional Ki Points that does not count toward extra charging and if a creature is under the Grappling/Grappled condition caused by Vegeta, can be thrown to any point within range of Galaxy Breaker, they must make a second Constitution saving throw suffering the effects a second time. Vegeta can increase this damage by 1d6 for every additional ki point spent, increase its height by 10 ft., and increase its width by 5 ft. Each additional ki point increases its charge time by 0.5 round.

Explosive Wave (2+ Ki Points)/(Charging) By expanding his Ki and releasing it all at once, Vegeta extinguish everything around him. After 0.5 charge, all creatures in a 20-foot radius around Vegeta must make a Dexterity saving throw, on a fail they take 2d6 force damage, on a success they take half of that damage. Vegeta can add an additional 2d6 force damage and increase the radius by 5 feet for 1 additional ki point by charging for 0.5 a round.

Reactions[edit]

Exchange Blows (2 Ki Points)/(Half Technique slot). When an attack roll is made against Vegeta, he make an unarmed strike against the attacker.

Vegeta, Namek Saga[edit]

Ki Sense (0+ Ki Points). As a Free Action Vegeta senses the location every creature within his movement speed. Until the end of his turn, creatures that were within the area can not be invisible to Vegeta. He learn how many ki points and hit points the creature has, as well as its AC. He may spend ki increasing its range by his movement speed each time. This can not sense creatures using a Godly Transformation.

Ki Surge (10 Ki Points). Vegeta makes one action as a Free Action.

Arm Break (2 Ki points). Once per turn when Vegeta makes an unarmed strike, if his attack roll equals the target's AC + 10 it gains the benefits of being a critical.

Ki Suppression (0+ Ki Points). As a Free Action bonus action, or reaction on his turn, Vegeta may select up to 1/10th of his maximum hit points, ki points, and/or AC. These he selects are put in a pool and cannot be accessed by him. He may remove from the pool up to to 1/10th of his maximum hit points, ki points, and/or AC from the as a free action, bonus action, or reaction on his turn. He 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.

Vegeta, Android Saga[edit]

'Super Saiyan (1 Ki Point).' As an action, Vegeta's Strength, Dexterity, and his Constitution scores increase by +4, his AC increases by +4, his DCs, attack, damage bonuses by +2 and damage threshold by +4, his maximum and current hit points increase by twice his CR, his maximum ki points by 2, and his movement speed by 10 feet, his aura radiates bright light for 10 feet and dim light for another 10 feet. Vegeta can't use Ki Suppression and must spend 1 Ki Point at the end of each of his turns to maintain this effect.

Big Bang Attack (10 Ki Points). As an action every creature in a 30 foot radius up to 120 feet from Vegeta must make a Constitution saving throw. On a failure they fake 12d10 force damage. On a success, they take half as much damage. This damage decreases by 2d10 for every 5 feet away from the initial target they are.

Vegeta, Cell Games[edit]

Final Flash (1+ Ki Points)/(Charging). After charging for 1 round, all creatures in a 120 ft. long, 60 ft. wide line must make a Constitution. On a failure, they take 1d20 force damage for every ki point spent. On a success, they take half the damage. This circumvents features that reduce all/half effects to half/none.

Super Saiyan Grade 2 (1 Ki Point). When Vegeta transforms into Super Saiyan or as a bonus action while in it, his Strength increase by +4, His AC, DC, Attack and Damage bonus increase by +2 and damage threshold by +4. Also, Vegeta must spend 2 Ki Points at the end of each of his turns to maintain this effect.

Vegeta, Buu Saga[edit]

Final Explosion (1+ Ki Points). After charging for 1 round, all creatures in a 240+20 per additional point of ki foot radius. must make a DC 27 Constitution saving throw. On a failure,they take 2d20 force damage for every ki point spent, and Vegeta takes an equal amount of damage, on a success they take half as much damage. Creatures can not have immunity, resistance, or vulnerability to this damage. If this reduces Vegeta to 0 hit points, he dies instantly

Super Saiyan 2 (2 Ki Points). As an action, or as a bonus action while Super Saiyan is active Vegeta's Strength, Dexterity, and his Constitution increase by +4, his AC, DCs, Attack and Bonus increase +2 and damage threshold by +4, his maximum hit points increase by twice his CR, and his maximum ki points by 2 and his movement speed by 10 feet, his aura radiates bright light for 20 feet and dim light for another 20 feet. Vegeta can't use Ki Suppression and must spend 2 Ki Points at the end of each of his turns to maintain this effect.

Majin's Awakening (15 Ki Points). As a bonus action Vegeta's Strength and Dexterity increase by +2, his DCs, attack, damage bonuses by +2 and damage threshold by +4, and his movement speed by 10 feet, his alignment moves one step towards evil until this transformation ends. Any ki maintance cost is reduced by -2, while Vegeta is in this transformation.

Vegeta, GT[edit]

No other versions of Vegeta have access to these techniques.

Final Shine (5 Ki Points). When Vegeta uses a Technique that deals damage that does not require charging, including Ki Blast, or when he begins charging a Technique that does require charging, if it did not require charging and was an action, he may use it as a bonus action or reaction. If it did require charging, he may make 1 bonus action or reaction on each of his turns without needing to make a concentration check

Super Saiyan 3 (5 Ki Points). As an action while Super Saiyan is active, or as a bonus action while Super Saiyan 2 is active, Vegeta gains this in addition to the benefits of Super Saiyan 2: Vegeta's Strength, Dexterity scores increase further by +4, his AC increases by +4, his DCs, attack, damage bonuses by +2 and damage threshold by +4, and his movement speed by 10 feet, his aura now radiates bright light for 30 feet and dim light for another 30 feet. Vegeta can't use Ki Suppression, Ki Charge grants half as many Ki Points, and he must spend 5 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan 4 (5 Ki Points). As an action, or as a bonus action while Super Saiyan is active, he gains this in addition to the benefits of Super Saiyan 3: Vegeta's Strength and Dexterity increase further by +2 and his Constitution score increases further by +6, his AC increases by +2, his DCs, attack, damage bonuses by +1 and damage threshold by +2, his maximum and current hit points increase by thrice his CR, his maximum ki points by 3, and his movement speed by 5 feet, his aura now radiates bright light for 40 feet and dim light for another 40 feet. Vegeta can't use Ki Suppression and must spend 2 Ki Points at the end of each of his turns to maintain this effect.

Vegeta, Blue[edit]

Vegeta, Blue Evolved[edit]