Professional Documents
Culture Documents
DBD&D 5e (Volume Two) - Chapter One
DBD&D 5e (Volume Two) - Chapter One
0
Android Traits
Your android character has the following traits.
0
★ Character Creation
0
Until the end of your next turn, you and your allies have Beast Speech. You have the ability to communicate in a limited
advantage on all attack rolls against any of those enemies who manner with beasts. They can understand the meaning of your
could hear the fighting roar. You can use this trait a number of words, though you have no special ability to
times equal to your proficiency bonus, and you regain all understand them in return.
expended uses when you finish a long rest.
MONSTER-TYPE EARTHLING
HUMAN-TYPE EARTHLING Impish humanoids of the Meshikiya people. You are unfamiliar
Whether living a peaceful life within Satan City or foraging across and uncompromising, accustomed to life in the harsh wastelands
the expansive Western Verge, human-type earthlings are the of the mushroom forests.
most well-rounded and diverse people on earth.
Nimble Escape. You can take the Disengage or Hide action
As a human-type earthling, you gain the variant human traits
as a bonus action on each of your turns.
as printed in the Player’s Handbook.
Unsettling Visage. When a creature you can see makes an
attack roll against you, you can use your reaction to impose
ANIMAL-TYPE EARTHLING disadvantage on the roll. You must use this feature before
Those who chose to partake in animorphaline, an old and highly knowing whether the attack hits or misses.
experimental narcotic, were permanently transformed into Once you use your unsettling visage, you cannot use it again
humanoids with a myriad of unique animal aspects. until you finish a short or long rest.
0
★ Character Creation
The very act that would bring about the rise of the mutant Cold Social giras are widely considered peaceful, using their adhesive
Dynasty. Giving the appearance that history began with their saliva as a building material. On the other hand, wild dongiras are
reign. Even with the famed dynasties’ fate now uncertain, the act violent, actively spending their time hunting for prey.
of erasing an entire culture can never be undone, leaving the
species and their heritage forever left frozen in time. Giras Traits
| Examples: Chilled, King Cold, Kuriza, Frost Your giras character has the following traits.
0
you alone. An unparalleled fusion of two mortal species. Don’t stop Amorphous. You can squeeze through a space as narrow as
at just physical characteristics. Consider how your characters 1 inch wide, provided you are wearing and carrying nothing. You
earthling personality might develop when contrasted with also have advantage on ability checks you make to
another of alien or otherworldly origin. initiate or escape a grapple.
Buu Buu Gum. When you take damage, you can use your
reaction to roll one of your unspent Hit Dice and regain a number
Origin Origin Type Excluded Traits
of hit points equal to the roll.
Boulean Alien Additional Eyes You can use this trait a number of times equal to your
Brench-Seijin Alien Unearthly Endurance proficiency bonus, and you regain all expended uses when
you finish a long rest.
Cerealian Alien Cerealian Senses
Create Candy. You can use goodberry without expending any
Core People* Offworlder Darkvision Battle Points, and you must finish a long rest before you can use it
Glass Tribe Alien Radiant Resistance this way again. When you use this variation of goodberry, you can
choose to have candy, cookies, donuts, chocolate, or various other
The Heeters Alien Surprise Attack
treats appear in the palm your hand, rather than berries.
Kanassan Alien Telepathy
Konatsian Alien Mental Discipline MIGHTY MAJIN
Majin* Offworlder Amorphous Referred to as mighty, this majin confection often takes up roles as
hardy warriors and head cooks, utilizing their larger size and
Pomelo-Seijin Alien Elegance
culinary skill to the natural limit. They’ve spawned traditions
Battle Maniac or which incorporate martial combat and cookery.
Saiyan Alien
Saiyan Tail These grand chefs take up culinary challenges across the world
Trainee Angel* Offworlder Temporal Power and have since passed down their traditions to many
non-majin practitioners.
* Majins reproduce asexually through magical ways
* Core People are born from the fruit of the kaiju tree | Examples: Mani Mani, Mr. Buu, Titima
* It is unknown how angels reproduce
Miraculous Body. You have advantage on saving throws against
techniques. Moreover, your hit point maximum increases by two,
MAJIN and it increases by two every time you gain a new level.
Magical and childish by nature, majins are a race of magically
spawned djinn. Initially born from the majin progenitor Buu, WONDER MAJIN
majins now exist in abundance following the unforeseen reading Skilled in bizarre magic that hails from their djinn lineage,
of Hercule Satan’s Bob and Margaret: the Forbidden Games. wonder majins have inherited an inkling of Buu’s arcane aptitude.
Curious about the contents of this obscene novel, Buu would seek Though not as physically stout as their mighty cousins, they more
to emulate it himself. Consequently leading to the creation of a than compensate with an array of mystical charms.
majin partner. Over many years, the two majins would develop Bending fate in their own favor, they hold a fierce and mostly
additional children, their power weakening as a consequence, harmless rivalry with their mighty siblings, challenging them to
resulting in equally weaker offspring and the eventual all manner of games and competition. Be that as it may, these
passing of their renowned progenitor Buu. contests of skill often amass spectators from around the world,
with the greatest of games raising entire carnivals around
their childish conflicts.
1d6 Eccentricities
Majins could’ve never have been evil like the legends | Examples: Kabra, Miss Buu, Ninny
1
tell. We’re far too colorful and fun loving.
Merry Making. You know one of the following basic techniques:
2 I’m an amazing chef. Magic has nothing to do with it. friends, prestidigitation, or vicious mockery.
3 There are few things in this life better than a long nap. Intelligence, Wisdom, or Charisma is your technique ability for
these techniques when you use them with this trait (choose
4 Candy is the backbone of the majin race.
when you select this origin).
5 The circus is the only place I feel at home.
6
So what if people think we’re strange or odd. That only NAMEKIAN
gives us majins an incredible edge in battle.
Peaceful sages from a world since destroyed twice over, namekians
guard the newly terraformed countryside known as Porunga
Majin Traits Rocks, the last reminder of their homelands.
Your majin character has the following traits. While most namekians wish for nothing more than a simple
life, reforesting the beautiful blue woodlands they once called
Origin. You are an Offworlder. home, they’re no longer bound to their pacificstik heritage.
Size. You are Medium or Small. You choose your character’s Namekians tend to be taller and leaner when compared to
size when you first select this origin at character creation. humans, with an array of viridescent skin tones. Bowed antennae
Speed. Your walking speed is 30 feet. hang from namekian brows. Namekians are slug-like
0
★ Character Creation
humanoids with a broad sense of courage and mysticism. While DRAGON CLAN NAMEKIAN
namekians can pay their respects to any god, they particularly Tasked with studying the mythic arts of the past and unlocking
revere the wish-granting Eternal Dragons above all other deities. ancient secrets to further the species, the dragon clan makes up
According to legend, the first namekians broke off shards from the the vast majority of the total namekian population.
first set of Dragon Balls and molded a set of seven wish These are the few namekians capable of crafting their own sets
granting orbs for themselves in their image. of magical dragon balls, calling forth a dragon of their own
Imbuing their creations with magic, they brought forth an design from beyond the plane of dreams.
Eternal Dragon of their own volition, and bestowed the neonate
deity with the namekian name Porunga, which translates to | Examples: Guru, the Nameless Namekian, Monaito, Necke
the dragon of dreams and law.
Healing Hands. As an action, you touch a creature and roll a
number of d4s equal to your proficiency bonus. The creature
Namekian Traits regains a number of hit points equal to the total rolled. Once you
Your namekian character has the following traits. use this trait, you can’t use it again until you finish a long rest.
Create Dragon Balls. At 5th level, you can create a set of dragon
Origin. You are an Alien. balls by spending one year and 500 gp worth of materials. The
Size. You are Medium or Small. You choose your character’s process yields a set of 1d6 + 1 dragon balls and a dragon statuette
size when you first select this origin at character creation. of your own design. When these dragon balls are placed adjacent
Speed. Your walking speed is 30 feet. to one another, a creature of your choice can use their action to
Namek Finger. When you make a melee attack on your turn, summon forth an eternal dragon wyrmling.
your reach for it is 5 feet greater than normal. The dragon offers to grant a single, limited wish on the
Namekian Senses. You gain proficiency in the Perception creatures behalf. The dragon balls are consumed in the techniques
skill. When you make a Perception check that relies on hearing, usage, which take the place of any costly components. The eternal
the audible distance that you can perceive is twice that of dragon then returns to its native plane. Once a wish is asked of the
the average creature. eternal dragon, you cannot begin construction on a new statuette
Meditative Trance. You don’t need to sleep, and magic can’t and dragon ball set for one week, per level of the technique used
put you to sleep. You can finish a long rest in 4 hours if you spend by the dragon. Creating a new set of dragon balls takes only a third
those hours in a trancelike meditation. of the time it took in the first place.
Whenever you finish a long rest, you gain two proficiencies, If the eternal dragon wyrmling should be reduced to 0 hit
each one with a weapon or a tool of your choice, and you retain points, there is a 25 percent chance that you will be unable to
them until you finish your next long rest. construct a set of dragon balls again.
Regeneration. As an action, you physical and mental collect As the creator, you determine the unique traits of the dragon
yourself, as if you were concentrating on a technique. At the start balls and the appearance eternal dragon wyrmling you summon.
of your next turn, you restore one or more severed limbs. For example, the dragon balls of Planet Namek are much larger
than the dragon balls of Planet Cereal.
DEMON CLAN NAMEKIAN
Practitioners of black magic, members of the demon clan are often
exiled from their tribes early on. Cast out and tainted by their own Eternal Dragon Wyrmling
greed which corrupts them into unnatural beings. Large Dragon, Typically True Neutral (Chosen Upon Creation)
Following the destruction of New Namek, numerous namekians
settled near one of King Piccolo’s abandoned thrones, rooting evil Armor Class 16 (natural armor)
within their hearts. These dark namekians grow in numbers over Hit Points 35 (6d10 + 12)
time, leading to a civil war between these dark namekians and Speed 0 ft., fly 30 ft. (hover)
the good namekians ruled by Grand Elder Moori.
| Examples: Baralika, Gamelan, King Piccolo, Tanta STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 18 (+4) 18 (+4) 10 (+0)
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light and in darkness as if it were dim light. You Saving Throws Con +4, Int +6, Cha +2
can’t discern color in darkness. Condition Immunities Exhaustion, Prone
Narak Sorcery. You know the basic antenna beam technique. Senses darkvision 60 ft., passive Perception 14
You can use it as normal, and you can also use it as a bonus action Languages Common, Namekian
a number of times equal to your proficiency bonus, regaining Challenge 1 (200 XP) PB +2
all expended uses when you finish a long rest.
Starting at 3rd level, you can use the find familiar technique.
Actions
Once you use find familiar with this trait, you cannot use this
technique with it again until you finish a long rest. You can also Limited Wish. The Eternal Dragon Wyrmling has the power
use this technique using an amount of BP you have of the to grant a single wish to another creature, duplicating the
appropriate level. effects of a technique of 4th level or lower.
Intelligence, Wisdom, or Charisma is your technique ability for The dragon balls are consumed in the technique’s usage,
these techniques when you use them with this trait (choose which take the place of any costly components. The Eternal
when you select this origin). Dragon Wyrmling then returns to its native plane.
0
WARRIOR CLAN NAMEKIAN NEKO MAJIN
Tasked with upholding peace across the planet and defending the Not to be confused with the aforementioned majins, neko majins
species from dangerous threats, the warrior clan makes up only a are a species of cute yet strong magical cats who’ve quietly played
small percentage of the namekian population. a supporting role in Earth’s history.
Often trained in seclusion, these warriors are typically assigned Neko majins come in a wide variety of colors and fur patterns,
to the guardians of small villages and serve as the first line of much like actual cats do. Most neko majins are the height of the
defense, for people and the dragon balls. average earthling child. There are cheerful ones, pessimistic
| Examples: Maima, Nail, the Namekian Savior, Tsumuri ones, as well as quiet intellectual ones. They are a simple people
who enjoy martial arts, practicing magic, and pulling pranks.
Facing Fate. If you miss with an attack roll or fail an ability Neko majins are an extremely long-lived, possibly immortal, and
check or a saving throw, you can draw on your bonds to gain a can even sleep for 30-straight years. Scientists theorize that they
bonus to the roll equal to the number of allies you can see have existed on Earth longer than humanity itself.
within 30 feet of you, to a maximum of three allies. Strong is the standard power of the neko majin race; this is
You can use this trait a number of times equal to your relatively normal for them, even from the very start.
proficiency bonus, and you regain all expended uses when
you finish a long rest. | Examples: Abra, Long-Hair, Neko Majin Z, Singapura
Become Giant. Starting at 3rd level, you can use the
enlarge/reduce technique on yourself, without requiring a Neko Majin Traits
material component. Once you use this technique with this trait, Your neko majin character has the following traits.
you can't use this technique with it again until you finish a long
rest. You can also use this technique using an amount of BP you Origin. You are an Earthling.
have of the appropriate level. Size. You are Small.
Intelligence, Wisdom, or Charisma is your technique ability for Speed. Your walking speed is 30 feet.
these techniques when you use them with this trait (choose Darkvision. You can see in dim light within 60 feet of you as
when you select this origin). if it were bright light and in darkness as if it were dim light. You
can’t discern color in darkness.
Cat's Claws. You can use your claws to make unarmed strikes.
When you hit with them, the strike deals 1d6 + your Strength
modifier slashing damage, instead of the bludgeoning
damage normal for an unarmed strike.
Namekian Reproduction Mimicry. You can accurately mimic any sounds you have
In Planet Namek's society, where gender does not heard, including voices. A creature that hears the sounds you
exist, anyone born as a member of the Dragon make can tell they are imitations only with a successful Wisdom
Clan is able to produce offspring alone. However, (Insight) check against a DC of 8 + your proficiency bonus
in Namek's current hierarchy, only the Eldest + your Charisma modifier.
Majin-Dama. The majin-dama is a unique magical orb which
namekian lays eggs. Should your Dungeon Master
acts as a source of power for all neko majins. Traditionally, they
allow, once every year, you may spit out an egg keep this orb inside their bodies and can spit it out from their
as an action. After one minute, this egg hatches mouth as a bonus action on their turn.
into a young namekian. You determine the If you lose your dama, you are unable to speak, and cannot use
appearance of the namekian child in contract is techniques with verbal components, although you can perform a
good deed to receive a replacement. While in your possession,
yourself. There is a 25 percent chance this child is
you can use your dama as a technique focus.
a member of the warrior clan. Otherwise, they are Nekomancer. You can use animal friendship an unlimited
born as a member of the dragon clan. The number of times with this trait, but can target only cats.
namekian child ages normally and acts as an NPC Starting at 3rd level, you can use the alter self technique with
under the control of the Dungeon Master. this trait. Once you use it, you can't do so again until you finish a
long rest. You can also use either of those techniques using an
amount of BP you have of the appropriate level.
Pokopen Reproduction Variant Intelligence, Wisdom, or Charisma is your technique ability for
these techniques when you use them with this trait (choose
At your Dungeon Master’s discretion, members of
when you select this origin).
the demon clan can also lay eggs. In these cases,
the namekian child is always born a member of
the demon clan, with a 75 percent chance to be
born with some form of demonic mutation, such as
one or more sets of wings, noticeable reptilian or
slug related physical features, fins or other spiky
protrusions, or even bovine-live horns.
0
★ Character Creation
SAIYAN When you choose this origin at character creation, you gain
access to the the great ape transformation.
Stories from distant lands tell of the tribe of saiyan people, once
thought lost to the hands of a powerful emperor. Legends speak of
their unparallelled skills in martial combat, their unsquashable TRAINEE ANGEL
pride, and their ferocious appetite. Lifeforms of extremely high status within the hierarchy of the
While most species continually strive to advance themselves, multiverse. Their common role is to guide and teach the Gods of
saiyans seem contemptuous with their technological status. Destruction while they master their abilities.
Saiyans are typically found in remote settlements far from the As an angel in training, you possess only a small fraction of
reaches of society, living out of caves and mountains. To them, the divine power. Sent to the Mortal Realm in order to broaden your
only thing important is strength and power. It is not that they lack perspective on the lives of mortals, you may only use your angelic
the ability to comprehend the advancements of other species but powers in small bursts, as to not break angelic laws.
more so that they do not see the need to care. Instead they spend
their days pillaging and stealing armor, tools, and technology from
other races and altering them to fit their liking.
Saiyans are known to take pleasure in combat, waging battles
against other races for thrill and sport alone. However, this innate Angelic Laws
hunger for battle is not reserved for other species. Conflicts In accordance with angelic laws, angels are not
regularly breakout among their own kind, often over petty
allowed to commit to combat with a mortal
squabbles, disagreements, or potential mates. Saiyans do not
celebrate any holidays. Instead of playing like most children, creature unless given explicit permission by a God
saiyan children fight amongst themselves. Conflicts such as these of Destruction. If an angel is currently in training,
date back to the beginning of the saiyan race itself. Saiyan they instead cannot use the full range of their
scientific staff speak of ancient battles that occurred on their true divine powers. Any angel who is witnessed
homeworld, planet Sadala, between two tribes of ancient saiyans.
breaking these laws is erased, and cannot be
Historic records and forgotten tales label these two tribes as the
restored to life by any means short of a wish or
defeated and the tainted. Not much is known of this conflict
outside of the fact that it led to the complete destruction of authorization from the Grand Priest.
Sadala, the original saiyan homeworld.
Saiyan Traits
Your saiyan character has the following traits.
Trainee Angel Traits
Origin. You are an Alien. Your angel character has the following traits.
Size. You are Medium or Small. You choose your character’s
Origin. You are an Offworlder.
size when you first select this origin at character creation.
Size. You are Medium or Small. You choose your character’s
Speed. Your walking speed is 30 feet.
size when you first select this origin at character creation.
Battle-Hardened. You gain proficiency in the Athletics skill.
Speed. Your walking speed is 30 feet.
In addition, you count as a creature one size larger when
Divine Being. You have advantage on saving throws you make
determining your carrying capacity and the weight you are
to avoid or end an effect that would alter your form.
capable of pushing, dragging, or lifting.
Sleepless Revitalization. You do not require sleep and can
Warrior’s Resolve. Descending from a race of warriors, you have
choose to remain conscious during a long rest, though you must
advantage on saving throws you make to avoid or end the
still refrain from strenuous activity to gain the benefits.
frightened condition on yourself.
Selfish Doctrine. In response to an attack hitting you, you can
Saiyan Spirit. If you have not taken damage for 10 or more
use your reaction to enter a highly advanced mental state. You
minutes and you are missing half or more of your hit points, you
may roll a d4 and add the number rolled to your Armor Class,
regain a number of hit points equal to your two times your
possibly causing the attack to miss.
proficiency bonus. You cannot use this feature again until you
You can use your Selfish Doctrine a number of times equal to
successfully complete a long rest.
your proficiency bonus, and you regain all expended uses when
Battle Maniac. Your saiyan strength allows you to make
you finish a long rest.
unarmed strikes. When you hit with them, the strike deals 1d6 +
Temporal Power. Beginning at 3rd level, you can use the gift of
your Strength modifier bludgeoning damage, instead of the
alacrity technique with this trait. You can use the technique as
bludgeoning damage normal for an unarmed strike.
normal, and you can also use it as an action a number of times
Saiyan Tail. You can grasp things with your saiyan tail. It has a equal to your proficiency bonus, regaining all expended uses
reach of 5 feet, and it can lift a number of pounds equal to five when you finish a long rest.
times your Strength score. Intelligence, Wisdom, or Charisma is your technique ability for
You can use it to do the following simple tasks: lift, drop, hold, these techniques when you use them with this trait (choose
push, or pull an object or a creature; open or close a door or a when you select this origin).
container; grapple someone; or make an unarmed strike. Your tail
can't wield weapons or shields or do anything that requires
precision, such as using tools or magic items or performing the EXTRATERRESTRIAL ORIGINS
somatic components of a technique. If your tail is severed, it Although the true scale of the universe is relatively massive in
regenerates after roughly 1d4 weeks have passed. comparison, the amount of intelligent life that calls this
0
macrocosm home is constantly shifting. In truth, there is an untold 1d10 Oddities
number of planets and intelligent species. However, planets are
often conquered and sold to the highest bidder, completely 1 You execute every action with flair and style.
exterminating or relocating the natives. 2 Only the most advanced worlds are worthy of respect.
Most planets are considered gems in the eyes of monarchs.
3 You are infatuated by the cuisine of other cultures.
Others are not. Earth, the primary setting of this guidebook, is
designated Planet 4032-877, according to the Galactic Patrol 4 You care for everyone, regardless of their home.
planetary scale. The species in this section have traveled from the 5 You take great pride in the sports of other species.
far corners of the seventh universe. Extraterrestrials are strangers 6 You’re curious about the workings of alien technology.
in a strange land, having left their various home planets to
follow a new path in life. Numerous species from across the stars 7 To you, science and magic are often one in the same.
have integrated themselves into earthling culture, while the 8 You believe your species to be the first of the universe.
extraterrestrials found in this section are utterly forign, 9 You judge every species by their standard of beauty.
thriving across the stars.
10 You believe that your intelligence surpasses all.
Boulean Traits
Your boulean character has the following traits.
Other Origin Options
There are a large number of races found across the Origin. You are an Alien.
Size. You are Medium or Small. You choose your character’s
universe. If your Dungeon Master allows, you may
size when you first select this origin at character creation.
choose from the races found on other D&D worlds. Speed. Your walking speed is 30 feet.
For all practical purposes, these races are Darkvision. You can see in dim light within 60 feet of you as
considered aliens, but may be reimagined for the if it were bright light and in darkness as if it were dim light. You
setting. Take the tabaxi for example. You and your can’t discern color in darkness.
Additional Eyes. You have proficiency in the Perception skill and
Dungeon Master might reimagine them as a race
can see in all directions. Moreover, you cannot be surprised and
of extraterrestrial, hairless catfolk with purple
have advantage on saving throws made to avoid or end the
skin and broad ears. Identical to the mysterious blind condition on yourself.
race of Beerus and Champa, the twin Gods of Boulean Psionics. You know the basic mage hand technique,
Destruction from the sixth and seventh universes. and the hand is invisible when you use it with this trait.
Starting at 3rd level, you can use the catapult technique with
this trait. Starting at 5th level, you can also use the hold person
technique with this trait. Once you use catapult or hold person
with this trait, you can't use that technique with it again until you
finish a long rest. You can also use either of those techniques
using an amount of BP you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your technique ability for
these techniques when you use them with this trait (choose
when you select this origin).
Brench-Seijin Traits
Your brench-seijin character has the following traits.
0
★ Character Creation
Technique Resistance. You have advantage on Intelligence, Glass Manipulation. You know the basic thaumaturgy
Wisdom, and Charisma saving throws against techniques. technique. You can use it to create fractal shapes made of glass
within the palm of your hand.
Cerealian Traits When you take the attack action, you can replace one of your
attacks with a series of crystalline projectiles. This attack is a
Your cerealian character has the following traits.
ranged technique attack with a range of 30 feet. You are proficient
Origin. You are an Alien. with it, and you add your Dexterity modifier to its attack and
Size. You are Medium or Small. You choose your character’s damage rolls. Its damage is piercing, and its damage die is a d6.
size when you first select this origin at character creation. This damage increases by 1d6 when you reach 5th level (2d6),
Speed. Your walking speed is 30 feet. 11th level (3d6), and 17th level (4d6).
Darkvision. You can see in dim light within 60 feet of you as If you’ve conjured your floating mirror, you can target creatures
if it were bright light and in darkness as if it were dim light. You with your crystalline projectiles as if you were standing from the
can’t discern color in darkness. location of your mirror.
Cerealian Senses. You gain proficiency in the Perception skill. In
addition, attacking at long range doesn’t impose disadvantage on Heeter Clan Traits
your ranged weapon attack rolls. Your heeter clan character has the following traits.
Vital Point Strike. You can use your evolved eye to make
unarmed strikes with pinpoint accuracy. When you hit with an Origin. You are an Alien.
unarmed strike, the strike deals 1d4 psychic damage, instead of the Size. You are Medium or Small. You choose your character’s
bludgeoning damage normal for an unarmed strike. size when you first select this origin at character creation.
Evolved Right Eye. As a bonus action, you can awaken the Speed. Your walking speed is 35 feet.
greater potential of your right eye. Until the end of your next turn, Planet Dealers. You gain proficiency with two of the following
you gain a bonus to attack rolls equal to your proficiency bonus. skills of your choice: Arcana, Deception, Insight, Nature,
Upon transforming, you can make a single vital point strike. Persuasion, or Survival.
Moreover, you gain the following benefits: Surprise Attack. If you hit a creature with an attack roll, the
creature takes an extra 2d6 damage if it hasn't taken a turn yet
● You can see through materials up to 10 feet thick and in the current combat.
creatures cannot be obscured to you in any way if you can Release Inner Nature. As a bonus action, you can assume a more
see through the obstruction. bestial appearance by removing a special necklace strung with
● You learn the relative power level of a creature without teeth. This transformation lasts for 1 minute, until you die, or until
needing to make a check first. If a creature has their Battle you revert to your normal appearance as a bonus action.
Points suppressed, you learn this upon observation. When you transform, you gain temporary hit points equal to 2 ×
your proficiency bonus. You can release your inner nature a
You can use your evolved right eye a number of times equal to
number of times equal to your proficiency bonus, and you regain
your proficiency bonus, and you regain all expended uses
all expended uses when you finish a long rest.
when you finish a long rest.
Whenever you transform, you gain the following traits:
Glass Tribe Traits Horns You have horns that you can use to make unarmed
Your glass tribe character has the following traits. strikes. When you hit with them, the strike deals 1d6 + your
Origin. You are an Alien. Strength modifier piercing damage, instead of the bludgeoning
Size. You are Medium or Small. You choose your character’s damage normal for an unarmed strike.
size when you first select this origin at character creation. Goring Rush. Immediately after you take the Dash action on
Speed. Your walking speed is 30 feet. your turn and move at least 20 feet, you can make one melee
Darkvision. You can see in dim light within 60 feet of you as attack with your Horns as a bonus action.
if it were bright light and in darkness as if it were dim light. You
can’t discern color in darkness. Kanassan Traits
Radiant Resistance. You have resistance to radiant damage. Your kanassan character has the following traits.
Glassification. As an action, you can attempt to turn a creature
you can see within 10 feet to glass. The creature must succeed on a Origin. You are an Alien.
Constitution saving throw or become restrained until the end of Size. You are Medium or Small. You choose your character’s
your next turn (DC 8 + your proficiency bonus + your Wisdom size when you first select this origin at character creation.
modifier). Once you use this trait, you can’t use it again until Speed. Your walking speed is 30 feet.
you complete a long rest. Hold Breath. You can hold your breath for one hour at a time.
Floating Mirror. As an action, you can conjure a barrier of glass Kanassans aren't natural swimmers, but they can remain
which appears within 10 feet of you. For the next minute, it moves underwater for some time before needing to resurface.
with you, grants half cover, and acts as difficult terrain. Bravery. You have advantage on saving throws made to avoid
You can use your floating mirror a number of times equal to or end the frightened condition on yourself.
your proficiency bonus, and you regain all expended uses when Premonition. As bonus action, you can glimpse into the
you finish a long rest. immediate future. You have advantage on the next saving throw
you make within the following minute.
Once you use this ability, you cannot use it again until
you successfully finish a short or long rest.
0
Telepathy. You have the ability to communicate mentally with Fire Resistance. You have resistance to fire damage.
any number of willing creatures you can see within 120 feet of Armored Plating . Your metal skin is reinforced with armor
you. A contacted creature doesn't need to share a language with plates. While you aren't wearing armor, your base Armor Class is
you, but it must be able to understand at least one language. Your 14 + your Dexterity modifier.
telepathic link to a creature is broken if you and the creature move Extreme Weight. You have advantage on saving throws you
more than 120 feet apart, if either of you is incapacitated, or if make to avoid being knocked prone or moved against your will.
either of you breaks the contact (no action required). Mental Sensitivity. Metalmen are strong and durable, but they
lack the mental strength to go along with their powerful bodies.
Konatsian Traits When you start you turn having hear an insult in a language
you can understand, you take 1d8 psychic damage and have
Your konatsian character has the following traits.
disadvantage on the first attack roll you make in that time. You
Origin. You are an Alien. can only be affected by an insult once on each of your turns.
Size. You are Medium or Small. You choose your character’s Spit Lava. When you take the Attack action on your turn, you
size when you first select this origin at character creation. can replace one of your attacks with a stream of powerful magma
Speed. Your walking speed is 30 feet. energy in a 15-foot cone. Each creature in that area must make a
Darkvision. You can see in dim light within 60 feet of you as Dexterity saving throw (DC = 8 + your Constitution modifier +
if it were bright light and in darkness as if it were dim light. You your proficiency bonus). On a failed save, the creature takes 1d10
can’t discern color in darkness. fire damage. On a successful save, it takes half as much damage.
Mental Discipline. Your innate defenses grant you advantage This damage increases by 1d10 when you reach 5th level
on saving throws you make to avoid or end the charmed and (2d10), 11th level (3d10), and 17th level (4d10).
frightened conditions on yourself. You can use your spit lava a number of times equal to your
Enchanted. You can ignore the attunement requirements for proficiency bonus, and you regain all expended uses when you
a single mystic item. Moreover, the amount of time required to finish a long rest.
attune to a mystic item is halved.
Melody of Hirudegarn. The demon god Hirudegarn was once Neo Machine Mutant Traits
known to purify evil spirits from its worshippers. You can
Your machine mutant character has the following traits.
manifest these blessings with an enchanting melody, which could
be played on an instrument or hummed quietly. You know the Origin. You are an Alien.
basic guidance technique. Starting at 5th level, you can use the Size. You are Medium or Small. You choose your character’s
calm emotions technique, requiring only verbal components. Once size when you first select this origin at character creation.
you use this technique with this trait, you can't do so again until Speed. Your walking speed is 30 feet.
you finish a long rest. You can also use this technique using an Mechanical Nature. You have resistance to poison damage and
amount of BP you have of the appropriate level. immunity to disease, and you have advantage on saving throws
Intelligence, Wisdom, or Charisma is your technique ability for against being paralyzed or poisoned. You don't need to eat,
these techniques when you use them with this trait (choose drink, or breathe.
when you select this origin). Possessed Knowledge. You can access a reservoir of experiences
of entities you’ve possessed. Whenever you finish a long rest, you
Metalman Traits gain proficiency in one skill of your choice and with one weapon
or tool of your choice. These proficiencies last until you
Your metalan character has the following traits.
successfully complete another long rest.
Origin. You are an Alien. Tuffle Parasitism. As a bonus action, choose one creature you
Size. You are Medium. can see within 30 feet of you. The creature must make a
Speed. Your walking speed is 25 feet. Constitution saving throw (DC = 8 + your Charisma modifier +
Iron Giant. You gain proficiency in the Athletics skill. your proficiency bonus). On a failed save, the creature is infected
In addition, you count as a creature one size larger when for 1 minute. The infection ends early if the creature dies, you die,
determining your carrying capacity and the weight you are or you are incapacitated. As a bonus action on each of your
capable of pushing, dragging, or lifting. following turns, you can force the infected creature to move up to
its speed in a direction you choose.
In addition, you can cause the creature to drop whatever it is
holding. This trait has no effect on a creature that is immune to
being charmed. Once you use this trait, you can’t use it again
until you successfully complete a short or long rest.
Amorphous. You can squeeze through a space as narrow as
1 inch wide, provided you are wearing and carrying nothing. You
also have advantage on ability checks you make to
initiate or escape a grapple.
Pomelo-Seijin
Your Pomelo-Seijin character has the following traits.
0
★ Character Creation
Size. You are Medium or Small. You choose your character’s Natural Resilience. Your modified biology grants you resistance
size when you first select this origin at character creation. to acid and poison damage, and you have advantage on saving
Speed. Your walking speed is 30 feet. throws against being poisoned.
Elegance. You have advantage on all Charisma saving throws. Claws. You have claws that you can use to make unarmed
Partially Amphibious. You can breathe underwater for up to 1 strikes. When you hit with them, the strike deals 1d6 + your
hour. Once you have reached that limit, you can't do so again until Strength modifier slashing damage.
you finish a long rest. Acidic Spray. When you take the Attack action on your turn, you
Damage Dealer. You are naturally adept at damaging can replace one of your attacks with a stream of deadly acidic
things. When you roll a 1 on a damage die for a melee attack, you energy in a 15-foot cone. Each creature in that area must make a
can reroll the die and use the new roll. You can do so no more Dexterity saving throw (DC = 8 + your Constitution modifier +
than once per turn. your proficiency bonus). On a failed save, the creature takes 1d10
Reveal Monstrous Form. As a bonus action, you can assume a acid damage. On a successful save, it takes half as much damage.
more monstrous appearance. This transformation lasts for 1 This damage increases by 1d10 when you reach 5th level
minute, until you die, or until you revert to your normal (2d10), 11th level (3d10), and 17th level (4d10).
appearance as a bonus action. You can use your acidic spray a number of times equal to your
When you transform, you gain temporary hit points equal to 2 × proficiency bonus, and you regain all expended uses when you
your proficiency bonus. You can reveal your monster form a finish a long rest.
number of times equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.
Yardratian Traits
Whenever you transform, you gain the following trait: Your yardratian character has the following traits.
Bite. You have a fanged maw that you can use to make unarmed Origin. You are an Alien.
strikes. When you hit with it, the strike deals 1d6 + your Strength Size. You are Small.
modifier slashing damage, instead of the bludgeoning damage Speed. Your walking speed is 30 feet.
normal for an unarmed strike. Yardratian Talent. You gain proficiency with two of the
following skills of your choice: Arcana, History, Insight,
Saibaman Traits Investigation, Perception, or Religion.
Spirit Control. An advanced ki manipulation technique known
Your saibaman character has the following traits.
primarily to the yardratian people. The distance you can discern
Origin. You are an Alien. battle powers from is twice that of the average creature.
Size. You are Small. Starting at 3rd level, you learn to utilize your spirit control
Speed. Your walking speed is 30 feet. effectively. This power is represented by your Spirit Control dice,
Spawn Bulbaman. As an action, you spawn a bulbaman in which are each a d6. You have a number of these dice equal to
an unoccupied space that you can see within 30 feet of you. The your proficiency bonus, and they fuel various traits.
creature has the statistics of the spawned bulbaman shown below,
Instantaneous Movement. As a bonus action, you can teleport a
and remains for hour or until it is reduced to 0 hit points. The
bulbaman is friendly to you and your companions, and obeys number of feet toward an allied creature you can see. Expend one
your verbal commands. Once you use this ability, you cannot use Spirit Control die, roll the die, and multiply the result by 5.
it again until you successfully finish a short or long rest. Cloning. As a bonus action, you can expend one Spirit Control
die to take the Dodge action. You can use this ability regardless of
if you are incapacitated or your speed drops to 0.
Spawned Bulbaman Gigantification. As an action, you can expend one Spirit Control
Tiny Plant (Saibaman), Unaligned die, roll the die, and multiply the result by 5. You grow a number
of feet equal to the result. This growth increases your size by one
Armor Class 11 category—from Medium to Large, for example.
Hit Points 12 (4d4) Healing. As an action, a creature of your choice that you can see
Speed 20 ft.
within 30 feet of you regains hit points equal to one roll of your
Spirit Control die + your proficiency bonus.
STR DEX CON INT WIS CHA
6 (-2) 12 (+1) 10 (+0) 2 (-4) 10 (+0) 2 (-4) You regain all expended uses of your Spirit Control dice once you
successfully finish a long rest, and half as much on a short rest.
Damage Resistances acid, poison
Damage Vulnerabilities fire
Senses passive Perception 10
Languages Understands the languages you speak
Challenge 1 (200 XP) PB +2
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: (1d4 + 1) piercing damage plus (1d4) acid damage.
0
LANGUAGES
Z-Souls Build Moments. Reference your z-souls when deciding
on your actions. If an action seems out of character, your Dungeon
While there is some sense of a common language used across the Master might impose disadvantage on a roll. If an action is in
universe, there are plenty of other languages which can be found character, they may grant you advantage instead.
from species to species. Z-Souls Will Change. One or more of your z-souls will almost
Your character can speak, read, and write Common, and one certainly change over time. This could be a positive or negative
other language that you and your Dungeon Master agree improvement, but will always signal a sense of change.
is appropriate for the character.
The options listed below are presented only as examples.
Z-Souls inspired by the legendary saiyan warrior Son Goku. When
Language Speakers Script creating your character, consider how your z-souls will define you
Common Earthlings Common and your ideology for the adventure.
For example, take the phrase “saiyan from earth.” You could
Demonic Devils, Majins Infernal
take this aspect very literally. Alternatively, you could also add
Divine Angles, Offworlders Celestial additional adjective or other descriptive words to further define
Kaio Core People, Offworlders Celestial your ideals. “Heroic saiyan warrior from earth” works well to
illustrate this. Moreover, you could define a short phrase which
Namekian Eternal Dragons, Namekians Draconic
may come about in your adventures or combat encounters. Take
Sadalan Saiyans Dwarvish the phrase, “quit enjoying the destruction.”
Saiba Saibamen Dwarvish
Tsufruian Machine Mutants, Tuffles Common BATTLE POINTS
Yardrat Yardratians Elvish Battle Points (BP) are the representation of the tangible force
inside every living being which dares to defy physical limitations.
In the Dragon World, big muscles will only get you so far.
BUILDING Z-SOULS Your Battle Points can be increased, usually very slowly, through
intense training or by other special means. When you create a 1st
Z-Souls should vary widely from player to player, but they all
level character, your Battle Points are set at 1 unless your Dungeon
share a number of common features as shown below:
Master determines otherwise. So long as you strive to gain greater
power, your Battle Points continue to increase. As a general rule,
you can expect to increase your Battle Points by at least 1 during
most sessions of play. If a session features a rather incense boute
of combat or training, you may be awarded 2 points. If you’ve just
What Are Z-Souls defeated a powerful enemy or completed a story arc, you may be
The defining characteristic of all warriors across awarded with 3 or more points. Certain character classes, such
the world is their z-soul—the defining words that as the Hero, Divine Warrior, and Spiritualist, to just name
resonate with each warrior and compel them to a few, grant you additional BP at certain levels.
These Battle Points grant you new abilities which help to
continue breaking their limits. Your z-soul could
emulate the feeling Akira Toriyama’s Dragon Ball. If a feature
be a phrase that sums up your character’s
requires you to expend BP, those points are temporarily
motivations. It could define your role in the unavailable to you until you complete a long rest.
universe, your calling, or your particular style of
combat. Every character begins with three z-souls, CALCULATING POWER LEVELS
however these may not remain the same three Battle Points can be detected and interpreted by trained
statements you end with. As you embark on individuals or by those who possess a scouter. Details on this item
adventures, clash in epic battle across the appear in chapter four of this guidebook.
universes, and evolve, your Dungeon Master may Power levels are calculated as follows:
allow you to slightly modify or even outright
Total Power Level = 10 times the product of your current hit
change one or more of your z-souls. points, total class levels, and current Battle Points
0
★ Character Creation
BATTLE POINT ABILITIES Suggested Levels Art Power Tier Art Die
You begin with three such Battle Point features: A New Power
1st-4th Tier-C 1d4
Awakens, Discern Battle Power, and the Dancing Sky Art.
5th-8th Tier-B 1d6
Your battle points manifest as a translucent glowing aura around 13th-16th Tier-S 1d10
your form, shedding dim light in a 5-foot radius. You choose the 17th-20th Tier-Z 1d12
color and shape of your aura. As a bonus action on your turn, you
can awaken or suppress your aura.
ENERGY ART
Awakened. While your aura is awakened, you can perform acts Energy measures your potential, vigor, and the amount of power
that would otherwise seem impossible. While in combat, your you can conjure at any given time. Your Dungeon Master might
jump distance, along with the weight you can push, drag, or lift is call for you to add your Energy Art die to a check when a
doubled. While out of combat, it is multiplied by your total Battle character is in one of the following situations:
Points. While traveling, the number of miles you can cover in a
● Altering the color or appearance of your aura.
single hour is multiplied by thrice your total BP.
● Trying to determine another character's Energy tier.
Suppressed. While your aura is suppressed, you lose the benefits
● Recognize when when an enemy is holding back.
of your Battle Points and cannot expend Battle Points in any way.
However, you cannot be detected by other creatures attempting to
sense for BP at a distance. When scanned by a creature using a FOCUS ART
scouter, you are only shown to have a number of BP equal to half Focus measures your composure and mastery of martial arts. Your
your character level or less, should you choose. Dungeon Master might call for you to add your Focus Art die to a
check when a character is in one of the following situations:
In addition, you learn one of the following basic techniques of
your choice: force-flash strike or spirit blast, both of these are ● Trying to determine another character's fighting style.
detailed later in chapter four of this guidebook. ● Comprehending the many uses of a technique.
Intelligence, Wisdom, or Charisma is your technique ability
● Trying to learn a technique in a brief period of time.
for these techniques. You choose when you gain this ability.
SOUL ART
Discern Battle Power Soul measures the composition of your ki and spirit. Your
You gain a new way to make a Wisdom (Perception) check. Add Dungeon Master might call for you to add your Soul Art die to a
one roll of your Focus Art to this check. When you do so, you close check when a character is in one of the following situations:
your eyes and sense for the BP of any nearby creatures. You can
cover a number of feet equal to your Wisdom score times your ● Manipulating your ki in a precise manner.
total Battle Points. You learn the approximate distance ● Trying to ascertain the nature of a character's soul.
between yourself and these creatures. ● Reading an emotion portrayed through auras.
Additionally, you learn their relative power in comparison to
your own, but you do not learn an exact value, unlike the
properties of a scouter. CREATING NEW TECHNIQUES
While some character classes provide you with techniques, any
Dancing Sky Art character who possess Battle Points can develop their own moves
or acquire a number of techniques they otherwise could not. These
You gain a flight speed equal to your walking speed while in
techniques are referred to as “Custom Techniques.”
combat and twice that out of combat. If you already have a flight
speed from your origin or class, it increases by 30 feet. Number of Techniques. You can develop a number of Custom
Techniques equal to your proficiency bonus.
0
When you develop a Custom Technique, choose one of the Whenever you reach a level in your class which would grant you
following as the fundamental art for which you base the power an Art Tier Improvement, you can replace one talent or flaw with
around. Each technique can have only one fundamental art. another talent or flaw from the list.
Mentor Talents
Some mentor characters you encounter across the
world may provide you with new and unique
technique talents. These abilities are added to the
technique talent list upon completing a specific
challenge. Your Dungeon Master may also allow
you to apply these talents to your techniques
immediately upon the challenges completion. Be
warned, talents may come with unforeseen flaws.
0
★ Character Creation
| Examples: Finishing Blow, Strike of Revelation 2 Green: violent, warps other colors
3 Pink: divine, radiance, calm yet unnatural
TECHNIQUE FLAWS 4 Red: powerful, resembles fire or blood
5 White: peaceful, slow, nearly imperceptible
Accumulation-Type (-10 BP) 6 Yellow: angry, lashing out in every direction
Your technique borrows the energy of others. Those assisting you
7 Black: evil, chaotic, oddly disturbing
with this technique must forfeit their action on their turn,
spending up to half of the total cost of this technique for you in 8 Plasma: lightning, unhinged force
return. This flaw may be taken multiple times; for each time it is
1d4 Martial Arts
taken, you need one an additional creature’s help.
1 Punching Technique, Brute Strength
Your technique temporarily exhausts your body. Once you’ve 3 High Speed Ram, Dash, Afterimage
performed this technique, attack rolls against you have advantage 4 Ninjitsu, Hypnosis, Sorcery, Other
until the start of your next turn.
0
You’ve served as an agent for this particular force, keeping order
throughout the universe. You might have traveled alone or with a
team, hoping from planet to planet, arresting invaders.
A BRILLIANT SCIENTIST
Wherever the road may take you, you’re still an inventor at heart.
From a young age you’ve found a fascination with complex
mechanisms, robotic equipment, and other engineering skills.
You might have grown up among other brilliant scientists or
mechanics, or perhaps one night you found yourself in the
company of a wrecked spaceship.
Upon choosing this background, work with your Dungeon
Master to determine what equipment you specialize in and how
might you aid in outfitting your companions.