Yamcha, 21st Tenkaichi (Dragon Ball Supplement)
Medium humanoid (Human), chaotic neutral Armor Class 15 (Natural Armor)
Saving Throws Str +7, Wis +5 Ki. Yamcha has 6 ki points which he can expend. All ki points are regained at the end of a long rest. Damage Threshold. Yamcha has a damage threshold of twice his Strength modifier (8). Human Potential. Yamcha gain the True Warrior and Evolved Warrior feat. Allowing Yamcha to when would roll a 1 or 2 on an attack roll, he can reroll it and use the new roll instead, on a hit, Yamcha's next attack before the end of his next turn has advantage. he can do this a number of times equal to his proficiency bonus per long rest, only hits are counted Human Determination. Yamcha once per long rest, can give himself advantage when rolling a d20 or give a creature disadvantage in a d20 roll of any kind, that is caused by him. Focused Ki Control. If Yamcha is atleast with half his maximum Ki Points, he gains +1 bonus to Initiative Rolls, Armor Class, and have a damage reduction of 1. Techniques. Yamcha has the following for any of his techniques from the Martial Artist Class:
ACTIONSMultiattack. Yamcha makes two attacks with its unarmed strikes. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage. Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a Constitution saving throw or be stunned until the end of Yamcha's next turn. Yamcha may only make one sledgehammer attack per turn Flurry of Blows (1 Ki Point). As a bonus action immediately after Yamcha takes the Attack action on his turn, he makes two unarmed strikes. Wolf Fang Fist (2 ki points). When Yamcha makes an unarmed strike, he can make 1 additional unarmed strike. Yamcha can add a number of additional unarmed strikes equal to the amount of unarmed strikes that he can make that turn (not counting ones added by this Technique). Stand Ground (1+ Ki Point). Yamcha takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Yamcha may use this as a bonus action for 1 additional ki point. Perfect Dodge (1 Ki Point). As a bonus action Yamcha takes the dodge action. REACTIONSDeflect Missile. When Yamcha is hit by a ranged attack, reducing its damage by 11 (1d10 + 6). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet. |
Despite having fought so hard to get with Bulma and being enthusiastic about the fact, Yamcha returned to the wilderness, though this time those around West City, to train for the 21st World Martial Arts Tournament. By the time he returned, Bulma barely even recognized him; unwaveringly confident, cut like a gem, and sporting striking new facial hair, all while stopping a truck from hitting her with a single hand, to both her pleaser and displeasure. After a much-needed bath, haircut, and shave, he breezed through the preliminaries just like Goku, but was quickly struck down by the mysterious Jackie Chun without landing a single hit, much to his dismay. Despite both Goku and the newcomer Krillin having trained under Master Roshi, Yamcha was the only one able to see that he and Jackie Chun were one in the same, at least before Nam repaid the geezer by throwing him off the train by using the same disguise. Despite having won, he was satisfied at having proven his strength to be above the rabble, and greatly enjoyed a meal on Roshi's tab. While he spent plenty of time training before his next big showing, he made sure to make time for Bulma, only really testing his strength against Fangs, See-Through, and Bandages in order to prove himself a worthy student to Roshi. Despite training under the hermit, however, he was still utterly jobbed by Tien Shinhan, and later Tambourine, though he survived thanks to Tambo going after Drum's killer. |
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