Wonder Majin (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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 (Majin), chaotic neutral


Armor Class 14 (Natural Armor)
Hit Points 133 (14d8 + 70)
Speed 55 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 20 (+5) 8 (-1) 8 (-1) 14 (+2)

Saving Throws Con +10, Wis +4
Skills Acrobatics +6, Arcana +4, Athletics +8, Performance +7
Senses passive Perception 9
Languages Common
Challenge 16 (15,000 XP)


Multiclassing. The Majin has 14 levels in the Martial Artist class and 2 levels in the Sorcerer class, as such they have 2d6 extra hitdie and 17 extra hit points.

Ki. The Majin has 19 ki points which they can expend. All ki points are regained at the end of a long rest.

Font of Magic. The Majin has 2 sorcery points which they may spend to regain one 1st level spell slot.

Rubber-Gum Body/Childlike Wonder. The Majin has the following:

  • They have +10 feet of reach (included in unarmed strike).
  • They have advantage on saving throws against being Poisoned.
  • They have advantage on saving throws against being Frightened, as they don't fully comprehend fear.

Magical Fortitude. When the Majin benefits from the effects of the dodge action or stand ground technique, they can spend 1 hitdie, adding their constitution modifier to the roll and regaining hit points equal to the total.

Enduring Physique. The Majin has the following:

  • They have 32 extra hit points.
  • Whenever they regain hit points by spending hit dice the result is doubled.
  • They have advantage on saving throws against exhaustion and its effects.

Inherent Magic. The Majin's innate spellcasting ability is Charisma (spell save DC 15) it can innately cast the following spells.

At will: prestidigitation, resistance, friends, thunderclap
3/day each: bless
1/day each: bane

Spellcasting. The Majin is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Majin knows the following spells:

Cantrips (at will): fire bolt, gust, lightning lure, mage hand
1st level (3 slots): sleep, shield, absorb elements

The Majin can convert an equivalent amount of ki into into spell slots for the spellcasting feature or vice versa.

Wild Magic Surge. When the Majin casts a 1st level or higher spell, they must roll a d20, on a 1. Roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos (1/Day). When the Majin makes an attack roll, ability check or saving throw, they can make it with advantage, they regain a use of this feature if subjected to a magic surge table roll.

Endurance. When the Majin is targeted by an area effect that lets them make a Constitution saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fails the save.

Unarmored Movement. The Majin can move along vertical surfaces and across liquids on their turn without falling during the move.

ACTIONS

Multiattack. The Majin makes three attacks with its unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) force damage.

Ki Charge. As a full turn action The Majin regains 4 (1d8) Ki points.

Elongate Limb. As a bonus action the Majin increases their reach by 10 feet until they use a bonus action to return it to its normal length, while their limbs are elongated, they have disadvantage on any attack with a heavy weapon.

See the Wonder Majin's known Techniques

  • DC - 18
  • Attack bonus - +10
  • Technique slots - 5

REACTIONS

Deflect Missile. When the Majin is hit by a ranged attack, they reduce its damage by 22 (1d10 + 17). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

Magic Regeneration (1+ Ki Points). When the Majin is reduced to 0 hit points but not killed outright, they may spend a number of ki points up to the number of hit dice they have, rolling each hit dice chosen and regaining hit points equal to the result of the hit dice.

Food Transfiguration. When the Majin reduces a creature to 0 hit points they may turn them into a piece of food for up to 5 hours, if the Majin eats them anytime within those 5 hours they are instantly killed and the Majin regains ki equal to their CR or level or twice as much hit points.

Image
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