+14 | Expertise Bonus | |
+7 | Proficiency Bonus |
+12 | Strength | |
+12 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+5 | Wisdom | |
-2 | Charisma |
+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 |
+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 |
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 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.