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Zukichi

24 Level (0/475000 XP for level-up) Background Sayian Race / Species / Heritage Lawful neutral Alignment
Warrior
Level 24
Hit Dice: 24/24
1d12+5 Class 1

STR
20
+5
DEX
20
+5
CON
20
+5
INT
11
+0
WIS
20
+5
CHA
7
-2
285
Hit Points
+5
Initiative (DEX)
20
Armor Class (AC)
+7
Prof. Bonus
85
Speed (walk/run/fly)
22
Passive Perception
29 / 29
Ki
Spellcasting ...
+12 Attack mod
WIS Ability
+5 Abi Mod
20 Save DC
+14 Expertise Bonus
+7 Proficiency Bonus
+12 Strength
+12 Dexterity
+5 Constitution
+0 Intelligence
+5 Wisdom
-2 Charisma
saving throws
+12 Acrobatics DEX
+5 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
-2 Deception CHA
+0 History INT
+12 Insight WIS
-2 Intimidation CHA
+0 Investigation INT
+12 Ki control WIS
skills
+5 Medicine WIS
+0 Nature INT
+12 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Super dragon fist +5 STR 3d8+5
  cost 2 ki The user charges at the target and does a three hit combo that does 3d8+str mod this move can not be blocked
Kill Driver +5 WIS 6d12
  Cost: 4 ki points Charge: 2 rounds You prepare a powerful ring of Ki. Every creature in a 120 foot line must succeed a Dexterity saving throw or take 6d12 force damage and are restrained, taking half damage and not being restrained on a success. If a creature fails this saving throw, the ring can not deal any damage to additional creatures. Creatures that are Small or Tiny have advantage on this saving throw
Galick Gun +5 WIS 6d10
  Cost: 4+ ki points Charge: 1.5+ rounds You prepare a purple ki wave passed down through saiyan royalty for generations. 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. You 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.
Dragon fist +5 STR 1d12+5
  Dragon Fist Cost: 3+ ki points As an action, you may charge forwards, forming a dragon of ki around your fist. You move a number of feet up to your movement speed, forcing all creatures of your choosing within 5 feet of you to attempt a Dexterity saving throw or be knocked prone. At the end of this movement, you make one melee attack with advantage. On a hit, the target takes the attacks damage and moves 10 feet away from you. For every additional ki point spent, you deal 1 additional die of damage, move 20 additional feet, and move the target 10 additional feet.
Abyss Impact +5 STR
 Abyss impact cost 2 ki The user prepares to take a attack if they take a strike attack they counter dealing 2d10 strike damage and 1d12 ki damage the user can use 2 additional to use it as a reaction
Wild hunt +5 STR 3d10+5
 Wild hunt cost 3 ki The user unleashes a barrage of melee attacks the target must do a str saving throw on fail they take 3d10+Str mod on a success they take half the original damage
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Super Saiyan
 Notes:As an action, or as a bonus action while Super Saiyan A-Type is active, you awaken your saiyan rage. You gain the following: Your Strength, Dexterity, and Constitution increases by +4. Your aura radiates bright light for 10 feet and dim light for another 10 feet. You can not use Ki Suppression. You must spend 1 ki point at the end of each of your turns to maintain this form
Instant transmission
 Notes:Cost: 1+ ki point Requirements: Ki Sense As a bonus action, you teleport to an open space within 5 ft. of a creature you can detect using Ki Sense. You can spend an additional ki point for each willing creature that you are touching or that is touching you within 5 feet of you to teleport them with you as well.
Resistant Dex and Con
Born for Battle. All saiyans are born fighters with natural talent in their blood. Your unarmed strikes deal 1d4 bludgeoning damage.
Oozaru. If you look at the full moon while you are benefitting from Prehensile Tail, the Gigantification and Rage State Transformations activate[1] even if you do not have them as any of your Techniques until you can no longer see the full moon.
Further Beyond. Saiyans are known to push past what is their limit and continue to fight despite fatal injuries. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Prehensile Tail. Your Saiyan biology includes a prehensile tail. Objects may be carried and manipulated with it, including fine manipulations. You cannot hold a weapon or shield using your tail. Due to the increased balance, your tail grants you, you are proficient in the Acrobatics skill. Additionally, while benefitting from the Prehensile Tail trait, you can make unarmed strikes with your tail. Making unarmed strikes in this way decreases the damage die by 1 tier(d12 < d10 < d8 < d6 < d4) to a minimum of a d4. If it is already at a d4 but uses multiple dice, reduce the dice rolled by 1 instead, to a minimum of 1d4. If your tail is severed, you are no longer considered proficient in Acrobatics. Your tail will slowly grow back over the course of a week, you regain use of it once you complete a long rest.
Powerful Build. Despite their size saiyans are biologically more efficient in feats of strength compared to other races their size. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, saiyans also require greater quantities of food and drink to sustain their massive strength, you require twice as much food as a normal Medium-sized creature would.
Saiyan Power. A Saiyan's ability to recover after a near-death experience and become stronger extends beyond mere combat prowess, a phenomenon known as Zenkai Boosts. If you are reduced to 0 Hit Points and aren't stable after utilizing the Further Beyond feature, you can permanently increase one Ability Score by 1 after regaining hit points equal to your level. You cannot raise an Ability Score above 20 if below 20th level, or above 30 if higher when using this feature. Additionally, you can only utilize this feature a number of times equal to your proficiency bonus (maximum of 8).

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Extra attack have 4 attacks
Spellcasting
Common,Namekian

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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