Yamcha, Saiyan Saga (Dragon Ball Supplement)

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Caution - Here there be monsters!
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), chaotic neutral

Armor Class 16 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 60 ft.

20 (+5) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Str +11, Wis +8
Skills Arcana +7, Athletics +11, Deception +7, Intimidation +7, Perception +8
Senses passive Perception 18
Languages Common
Challenge 18 (20,000 XP)

Ki. Yamcha has 20 ki points which he can expend. All ki points are regained at the end of a long rest.

Brawn. When Yamcha is targeted by an area effect that lets him make a Strength 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. Yamcha can move along vertical surfaces and across liquids on his turn without falling during the move.


Multiattack. Yamcha makes four attacks with its unarmed strikes.

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

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) force damage.

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

Ki Blast (1 Ki Point). As a bonus action, Yamcha's unarmed strikes have their reach increased by +60 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 Yamcha'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. Yamcha may spend 1 additional ki, increasing its range by 60 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 Yamcha'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. Yamcha 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.

Massive Blow (1+ Ki Points). As a Free Action when Yamcha hits a creature with an unarmed strike, they must make a DC 19 Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a DC 19 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 hitpoints.

Laigiri (1 Ki Point). Once per turn when Yamcha hits a creature with an attack that can't be charged he deals twice the damage die of the attack. If the target hasn't taken a turn since rolling for initiative, this does not cost ki.

Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 17 Constitution saving throw. If they fail they take 60 (7d10+21) radiant damage, but if they succeed they take half damage. You can increase this damage by 22 (2d10 + 11) for every additional ki point spent, increase its length by 30 ft., and increase its width by 15 ft. Each additional ki increases its charge time by 1 round.

Spirit Ball (2 Ki Points). As part of a Ki Blast attack, its range becomes 120 and it becomes a line, it deals half as much damage, and all creatures within range must attempt an Intelligence saving throw, taking the ki blast's damage on a failure. Any number of times before it's range becomes 5 feet, you may half the current range of this technique, and cause any target in range to be targeted an additional time.

Afterimage Technique (2 Ki Points). As a bonus action, or as a reaction to being targeted by a saving throw or attack roll, Yamcha moves half his movement speed and forces any creatures that can see him to attempt a DC 19 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 19 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, you make 1 additional unarmed strike.

Perfect Dodge (1 Ki Point). As a bonus action Yamcha takes the dodge action.


Deflect Missile. When Yamcha is hit by a ranged attack, reducing its damage by 28 (1d10 + 23). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.


After training against illusions of saiyans from 100 years ago and his friends, Yamcha had surpassed Raditz, and was confident he could stop the saiyan invaders. In order to keep Krillin, who had already been wished back by Earth's Dragon Balls once, alive, Yamcha took his place in dueling one of Nappa's Saibamen. After a quick fight and a direct hit with a Kamehameha, Yamcha felt confident that he had killed the monster, only for it to spring back to life and take him out with a self-destruct, killing both fighters in the process, though this loss would give Krillin the rage necessary to single-handedly kill the remaining Saibamen. However, death is never the end, and his time in Otherworld allowed him to train with Piccolo and Tien under King Kai, making him as strong as Dr. Gero had predicted Goku would have become in the five-year interim.

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