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    Monday, October 11, 2021

    Dragon Ball Z - In case not everyone saw the pictures in my comment from my last post, I wanted to share what's probably the most badass thing I saw from NYCC

    Dragon Ball Z - In case not everyone saw the pictures in my comment from my last post, I wanted to share what's probably the most badass thing I saw from NYCC


    In case not everyone saw the pictures in my comment from my last post, I wanted to share what's probably the most badass thing I saw from NYCC

    Posted: 11 Oct 2021 04:58 PM PDT

    What is your favorite Vegeta form? This is mine!

    Posted: 11 Oct 2021 06:02 PM PDT

    Cap I found in a shop on the side of a mountain in South America

    Posted: 11 Oct 2021 07:16 AM PDT

    Dragon Ball Hunting art from @OwnAHole

    Posted: 11 Oct 2021 09:24 AM PDT

    Goku MUI in DBS broly animation I made

    Posted: 11 Oct 2021 04:12 PM PDT

    Vegito's phobia (OC)

    Posted: 11 Oct 2021 01:01 AM PDT

    The first few moments of Vegeta fighting Broly are just pure badass.

    Posted: 11 Oct 2021 06:28 AM PDT

    https://imgur.com/1NKbPDI

    I just rewatched it last night, and I enjoyed the hell out of it. Epic soundtrack, great animation, spectacular fighting, new attacks, new-broly, GOGETA.

    Those first few moments when Broly rushes Vegeta and he's playing with him before the powerups start are just plain cool. I rewatched that part like 5 times and Vegeta is just a boss.

    Though it leaves me a little confused. He has to power up to SSG to keep up with Broly's power increase and then at this point base Goku steps in and kinda keeps up until he goes SSJ at which point he is at an advantage for a moment again. Is he THAT much stronger than Vegeta at this point?

    I did notice with how elaborate the fights were, that Goku was clearly a more fluid and dynamic martial artist than Vegeta. That hardly makes up for the powergap of base Goku standing up even a little to someone who was thrashing SSJ Vegeta though. When exactly does this movie take place?

    During one of Goku's transformation scenes he's got what looks like blue, red and UI aura's around him all at once, so I'm not sure what to make of that.

    submitted by /u/EpilepticSpastic
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    Gohan's One-Handed Kamehameha!

    Posted: 11 Oct 2021 07:23 PM PDT

    Goku SSJ namek by me

    Posted: 10 Oct 2021 11:18 PM PDT

    Painting I did for a friend. Acrylic/2021

    Posted: 11 Oct 2021 03:57 PM PDT

    17 Is One Of, If Not The, Most Morally Sound Character In DBS

    Posted: 11 Oct 2021 08:46 PM PDT

    I'm watching through Super for the first time now and getting to the ToP and man they really made 17 a Saint didn't they? He lives his life in service of nature protecting endangered species, has a healthy relationship with not only a kid of his own but 2 adopted children, only agrees to help out after being sure the animals will be protected while he's away, and even sent his family away when he felt it got too dangerous for them to stay on the island. He's just a genuinely amazing person in Super which is awesome to see especially after they made him a villain again in GT even if it was against his will.

    submitted by /u/TheKingOfRooks
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    [OC] ssj4 xeno vegito by me

    Posted: 11 Oct 2021 01:29 AM PDT

    TTRPG classes and their character counterparts

    Posted: 11 Oct 2021 09:12 PM PDT

    So I'm working onmaking a TTRPG for Dragonball, and one things I wanted to include were classes and subclasses. While I've got what I think is a good array so far, one things that I'm trying to do to help get these off the ground faster is trying to see what Dragonball Characters they'd equate to. I'd like the opinions of fellow DB fans here to help out with fitting characters that seem to parallel the descriptions of each subclass, and if the ones that already have examples are actually good matches. And I'm more than happy to hear any thoughts on the classes and subclasses themselves if anyone has any as vague as these are at the moment.

    Martial Artist: A person that focuses their ki usage on enhancing their physical capabilities.

    • Striker: this fighter throws caution to the wind to instead deal as much damage as possible even at the expense of their own health (Ex. DBS Broly)
    • Ninja: This fighter is more focused on stealth and speed, hitting the most vital points before their enemy can make a move. (Ex. Dyspo)
    • Iron Brawler: This fighter focuses on durability alongside power, they may get hit but the trick is to outlast your opponent. (Ex. Ultra Ego Vegeta)
    • Duelist: this fighter focuses on dodging the opponent's attacks and waiting for the perfect moment to strike. (Ex. Goku Black)

    Z-Warrior: Someone who utilizes both Physical combat and Energy attacks in equal parts

    • Z-Spirit: perfectly utilizing both close quarters combat with ranged attacks. (Ex. Goku)
    • Intuitive: Rather than try and master a few techniques, one simply uses a technique they feel suits the specific situation they're in. (Ex. Gohan)
    • Counteractive: Knowledge of both body and spirit means a better chance to use your opponent's strengths against them. (?)
    • Master of None: Trades perfect technique with a variety of different styles of attack to always keep the enemy guessing. (Ex. Janemba)

    Kaizer: Their arsenal of fighting is primarily Energy based attacks and very little physical force.

    • Sharp Shooter: They deal damage with focused precision with beam attacks at long range. (?)
    • Assault: Overwhelm their opponent with a mix of power and conditions. (?)
    • Bombardier: Their energy focuses on explosive energy blasts that deal splash damage and area of effect attacks for crowd control. (?)
    • Assassin: Extremely long ranged, and make each hit truly count. (Ex. Granolah)

    Wizard: One who utilizes both Magic, and Ki

    • Mage: One focused on using their Ki and Magic for magics that are beyond just the offensive and battle ready, but for strategy, social, and support. (Ex. Kaioshin)
    • Spiritualist: A balance of utilizing Ki to strengthen their magic for offensive magic while still retaining many support abilities. (Ex. Good Buu)
    • Druid: One who seeks to mix their powers of internal strength within, with the external powers of the world and greater cosmos. (Ex. Moro)
    • Soul Caster: A Wizard that has utilized pouring their Ki into their magic for almost strictly offensive purposes, losing many of their support abilities to focus on damage. (Ex. Super Buu)

    Sorcerer: One who focuses purely on magic with barely any ki whatsoever

    • Warlock: Utilizing magic of the most destructive and combative type, some of the most feared raw magic users in battle. (Ex. Old Mechikabura)
    • Witch: Summoning, divination, and enhancements, these are what witches focus on rather than destructive combat. (Ex. Elder Kai)
    • Sage: One who seeks to study the many types of magic in the universe, discarding Mastery on one, for knowledge in many. (Ex. Towa)
    • Will Weaver: When you have magic that can break wills to your own, fighting on your own seems pointless. (Ex. Babidi)
    submitted by /u/Polar-Barrel
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    (Not WIP) Future Gohan and Trunks by me

    Posted: 11 Oct 2021 06:45 AM PDT

    Does anyone think that dragon ball should be remastered on blu ray ?

    Posted: 11 Oct 2021 03:03 PM PDT

    Mastered Ultra Instinct - by me

    Posted: 11 Oct 2021 02:19 AM PDT

    How to play as DBS Broly in Dungeons & Dragons 5E

    Posted: 11 Oct 2021 01:33 PM PDT

    Preface

    Hi everyone, hope you guys enjoy something a lil different from the norm here. I was inspired by Tulok the Barbrarian's Building Character videos, and started making characters from pop culture in D&D just for fun, and most recently decided to give Broly a shot. I posted a link to that sheet as well as the write up below on a few other subreddits, but when I came across this one I thought some of you guys might be interested too! (Also I am totally great-aping Tulok's presentation style here because it just works so well for this sort of thing) For those who don't want to read the whole thing, or who want to play as this character, theres a character sheet at the bottom. With that being said lets get into the build.

    Goals

    Lets start by setting some goals for ourself.

    1: Punch things. Hard. Like really hard. Stupid hard.

    2: Shoot a variety of energy blasts, from beams to explosions.

    3: Fly, and I'm not talking the kind with wings. We're walking on air today.

    4: Three "transformations", that can all be up at the same time, and stack.

    Whoo boy.

    Stats

    We'll use standard point buy for our stats, roll if you want but keep those multiclassing minimums in mind, this build is pretty MAD.

    We'll put strength and constitution at 15, you're a beefy boy and you only get beefier as you fight.

    Charisma at 13, you're oddly likeable, everyone wants you on your side. Definitely because you're just a nice guy, and not because of your literal legendary power. Definitely.

    Dexterity at 12, its a little low, you're pretty fast but you're not very graceful.

    Finally we'll dump intelligence and wisdom, you were raised on a deserted planet by your dad, not exactly a great environment for either socializing or learning.

    For race there unfortunately isn't an alien monkey man option, so we'll go with goliath instead since you're goliath in size. Goliaths get +2 to STR and +1 to constitution, making you even beefier than you were before. Goliath's are also Natural Athletes, giving them proficiency in the athletics skill, helping you make those grapple combo attacks against Goku. You get Stone's Endurance, allowing you to just ignore a d12 of damage plus your constitution modifier once per short or long rest. Goliath's also have a Powerful Build, letting you push, drag, or lift one level above your size category. You can bench press a planet, which you can't really do in D&D, so this is the closest we can get you to that. Finally you get Mountain Born, giving you resistance to cold damage and the ability to survive easily at altitudes of up to 20,000 feet for all those midair high altitude combats you get into.

    (If you really dont want to play as a goliath, variant human also works, put your points in STR and CON and take the Tough feat.)

    For background we'll take custom background, take survival and animal handling. Call it the "spaceship crash survivor" background.

    Barbarian

    For first level we'll start things off as a barbarian, you're known for your temper and literally everyone you meet knows it. Barbarians have proficiency in all armor and weapons, but that doesn't really matter for us because we don't use weapons, we punch people. You also have proficiency in strength and constitution saving throws, as if you weren't tanky enough. For skills take intimidation and perception, you're not particularly unperceptive and proficiency will offset the low wisdom score.

    Edit: Barbarians don't get proficiency in heavy armor, and you cannot rage while wearing it. If you can find magic armor that works go for it, otherwise take half plate for a 15 AC"

    First level barbarians get our first transformation, Rage. If this isn't a "Wrathful form", I don't know what is. This allows you to go into a Rage as a bonus action, giving you advantage on strength checks and saves, resistance to bludgeoning, piercing, and slashing damage, and +2 to damage on strength based melee weapon attacks.

    (If I were your DM I'd totally allow you to use this and other "melee weapon attack" abilities with your punches, but if your DM doesn't allow that just grab a quarterstaff, maybe Goku let you borrow his power pole.)

    You also get Unarmored Defense, making your Armor Class 8 (Edit: 10) plus your dexterity modifier and constitution modifier. You don't really need this, you use plate armor and your dexterity isn't really that high. I guess its helpful if your plate armor randomly explodes off you while you're fighting for no reason because you're just that strong, but what are the odds of that happening?

    Second level barbarians get Reckless Attack, allowing you to make strength based melee attacks with advantage for a turn, but attacks against you also have advantage till your next turn. We don't really care about the attacks coming at us, we can definitely take a hit or two, so focus on smashing the guy in front of you. Note that this applies to all your attacks if you have multiple, not just one, but you have to declare it on your first attack.

    Danger Sense gives you an uncanny awareness of your surroundings, giving you advantage on dexterity saving throws against effects that you can see. You lived on a planet with giant bugs and bear snake monsters, you're used to keeping a pretty sharp eye out. In order to use this ability, you can't be blinded, deafened, or incapacitated, but since most of the things that would cause those are based on strength or constitution, you should be fine.

    Fighter

    Switching over to fighter now, while your anger is just a part of who you are, you got several years of training with your father in before you really started exploring your rage.

    First level fighters get a Fighting Style, the Unarmed Fighting Style lets your kicks, punches, headbutts, body slams, and any other real hand to hand style of combat do a d6 of damage plus your strength modifier, or a d8 if you aren't using any weapons or a shield. You also do a d4 of damage when you hit a creature you have grappled or when you start a grapple, try dragging their face along a glacier or reenacting that scene from the avengers where hulk beats up a god. Wait is Broly just the Hulk with flying and lasers?

    First level fighters also get a Second Wind, giving you a well of stamina to draw on once per short or long rest, healing you for 1d10 plus your fighter level as a bonus action. You really really don't go down easily. Did I mention you're beefy? I really don't feel like I'm emphasizing that enough.

    Second level fighters get an action surge once every short or long rest, allowing you to make two actions in one turn. You can use this action for anything you want, casting spells, dashing, disengaging, but you should probably use it to just punch people more.

    Third level fighters get to choose a martial archetype and we're going to go with Rune Knight, enhancing your already substantial power with the power of giants, who are just barely taller than you. You gain proficiency with smith's tools, in case you ever need to repair your armor, and learn how to speak and read giant if you didn't already, which you should, because goliaths get it already.

    As a Rune Knight you are a Rune Carver, allowing you to inscribe your equipment with magical runes at the end of a long rest. This equipment has to be something you can wear or hold, like a weapon or armor. You can only put one rune on one object, and you cant use the same rune multiple times in a day. You get two runes at level three, so go ahead and put them on the torn off ear you wear at your waist and the shock collar around your neck. Wait something about what I just said doesn't sound right.

    For our first rune take the Cloud rune, giving us advantage on sleight of hand and deception checks, which isn't particularly in character, but the second part of the rune is what we're actually here for. Once per short or long rest you can invoke the power of the rune when a creature within 30 feet of you is hit with an attack, and deflect the attack onto someone other than the attacker, regardless of the attacks range. You don't really fight with any allies, but there's nothing that says that creature getting hit can't be you, so use this to slap away a really powerful blast, or maybe just throw someone at someone else, really hulk out a little.

    For the second rune choose the stone giant rune, giving darkvision to 120 feet to fix your dumb goliath eyes and advantage on insight checks. You may not be very wise, but you're great at reading people. Except your father. And the evil galactic tyrant your father signed you up to work for. And the people he sent you to fight. You know maybe theres a reason your insight modifier is -1. Once per short or long rest you can target a creature that ends its turn within 30 feet of you and force them to make a wisdom saving throw. The DC for this is 8 plus your proficiency bonus plus your constitution modifier, and if they fail they are put into a stupor. They are charmed, incapacitated, and have a movement speed of 0. The creature makes a save at the end of each of its turns, ending the effect either after a minute or it makes a save. This is supposed to put them in a sort of trance, but it fits your character better to say thet they're just that scared of you. Note it doesn't say that damaging the creature disrupts this ability, so this is a great uno reverse card if Goku tries casts hold person on you.

    Finally you get the real reason we went down Rune Knight, because here we get our second transformation. That's right, we're going Super Saiyan, and you didn't even have to let your dad die. Or Krillin.

    Third level Rune Knights get Giant's Might, which you can activate as a bonus action a number of times per day equal to your proficiency modifier. While activated, you become size large, along with everything you're wearing, unless you either don't have room or are already large. While you are large, you have advantage on strength checks and saving throws, and once per turn one of your attacks with a weapon or unarmed strike does an extra d6 of damage on a hit.

    Unfortunately we're still a strictly punchy boy right now, so we'll need to head somewhere else for our ki attacks.

    Warlock

    First level warlocks get to pick a patron, and our best friend is Ba, an ancient, powerful, noble being. There isn't really a warlock "pact of the giant green bear-snake monster" (if you make one PLEASE let me know), so we'll go with genie instead. Specifically efreet, since that has the best blasty spells, and we need a lot of boom for our buck. Am I saying that Ba is an efreet? Maybe. You can't prove that he's not.

    (I know that lore wise this doesn't fit as well, especially since he should probably be a sorcerer with his innate power, but this is the only way to get the abilities we need so that's where we're gonna go with.)

    Genie warlocks have a magical vessel, a tiny object gifted by your patron that you can use as a spellcasting focus for your warlock spells. There's a list of objects as examples to choose from, but you should ask your DM if you can use the severed ear of your patron.

    First level Genie warlocks get Bottled Respite, which lets you enter said vessel once per long rest as an action, bringing you to a 20 foot high cylindrical room that looks like whatever vessel you chose. The inside is full of cushions and low tables, and stays at a comfortable temperature. You can stay in your vessel for a number of hours up to double your proficiency modifier, and you only exit early if you die, the vessel is destroyed, or you use a bonus action to leave. Anything you leave in the vessel stays there until you take it out, and when either you or your stuff leaves the vessel they appear in the closest space to it. This isn't particularly in character, but maybe Bulma sewed a capsule into your ear or something.

    You also get Genie's Wrath, which is definitely more true to character, allowing you to deal damage equal to your proficiency bonus to a target you hit with an attack roll once per turn. The damage type is based on the specific kind of genie you chose, and since we chose efreet, you'll be packing heat. I didn't mean for that to rhyme, but it did, and I'm not changing it.

    First level warlocks get access to two cantrips and two first level spells, Booming Blade allows you to make a melee attack, covering a creature in a layer of ki until your next turn. If they willingly move while this ki is surrounding them, they take 1d8 thunder damage. This damage increases as you level up, and does an additional 1d8 thunder damage immediately on a hit at level 5, which you just hit last level. Think about this like charging up a ball of energy in your hand and then slamming it into Vegeta's smug face. That'll show him for being the son of the person who exiled you to a far off wasteland over 40 years ago.

    Eldritch Blast is our first real ki attack, shooting a beam of energy at a creature within 120 feet, dealing 1d10 force damage on a hit. At higher levels you shoots more beams, allowing you to target more creatures at once for a scatter blast, or to just shoot all of them at one person when you really want to hit.

    For first level spells take Arms of Hadar, which allows you to create tendrils of energy that swarm around yourself. Each creature within 10 feet of you makes a strength saving throw, taking 2d6 necrotic damage on a failed save, and half damage on a success. If they fail they also can't take reactions until their next turn, so this is great if you want to leave combat with them to fight someone else, without letting them get the last hit in. Or just leave I guess, but that's not really in character, the Legendary Super Saiyan doesn't just run away.

    Expeditious Retreat lets you dash as a bonus action, moving up to double your movement speed without touching your main action at all. It lasts for ten minutes, but it is a concentration spell so you can't have it up while raging. Not that you'd need to, if you're raging you're probably close enough already.

    Efreet warlocks also get Burning Hands, allowing you to create out a 15 foot cone of fire. Creatures caught within it make a dexterity saving throw or take 3d6 damage, half damage on a successful one, and any flammable objects not being held, worn, or carried get lit on fire. The spell does say hands, but theres no reason it cant be a gigantic green mouth blast instead.

    Second level warlocks get Eldritch Invocations, extra abilities that allow us to customize our builds better, agonizing Blast allows you to add your charisma modifier to your Eldritch Blast. I know this doesn't sound like much, but if you think about it you'll notice that at level 20 that means we do an extra 4 damage total with eldritch blast. Ok so it still isn't much but its still good to take for when you do have to blast.

    You get two invocations at this level, but there aren't really any other ones that I want that we have access to yet, so just get something to swap out next level. Same deal with spells, we have all the first level spells we need.

    Third level is where warlocks begin to get spicy, with their second subclass choice. A Pact Boon is the specific nature of your bond with your patron, since warlocks apparently didn't have enough versatility. The Pact of the Talisman has your patron give you an amulet or some other wearable trinket, like an ear-belt-thing, letting whoever is wearing the talisman add a d4 to a failed ability check. You can use this a number of times equal to your proficiency modifier per day. Something to note is that it doesn't have to be you who wears the talisman, so if Cheelai or Lemo look like they need a hand go ahead and lend them a shoulder, or an ear. If you lose your talisman you can perform a 1 hour ceremony to receive a placement, which can be performed over a short or long rest. Personally I think it seems a bit cruel to regenerate Ba's ear and then cut it off again, but a saiyans gotta do what a saiyans gotta do.

    Pick up your second invocation here, Rebuke of the Talisman. When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage equal to your proficiency bonus, and push them up to ten feet away from the wearer.

    Third level warlocks also get second level spells, and we'll swap out whatever junk we picked last level and take two new spells.

    Earthbind targets one creature within 300 feet, wrapping it in bands of energy. They make a strength saving throw, and on a fail their flying speed becomes zero for a minute. If they happen to be flying at the time, they fall to the ground at 60 feet per round, but don't take any damage when they hit the ground. It costs a concentration slot, but its worth it to bring Freeza down off his high horse and to punching range. We'll get a better way to do that in a few levels, but even later on its still a pretty useful spell to have if you fight flying enemies a lot.

    Hold Person lets you choose a humanoid you see within 60 feet, and forces them to make a wisdom saving throw. On a failure they become paralyzed, but they get to make more saving throws at the end of each of their turns. If you cast this at a higher level, then you get to target two people with it, letting you stop both Goku and Vegeta at the same time. It last a minute and uses concentration, so it isn't as good as your stone giant rune, but it'll do in a pinch.

    Finally Efreeti Warlocks get Scorching Ray, allowing you to throw three blasts of fire at a target within 120 feet. They can all target the same creature, or separate ones, but each blast is its own attack roll., with 2d6 fire damage on a hit. This is a more consistent damage dealing beam than your Eldritch Blast, so the spell slot cost definitely makes up for it, especially at lower levels.

    Fourth level warlocks get an ASI, so go ahead and take a feat. Specifically the Crusher feat, allowing you to force a creature back 5 feet when you hit it with an attack that deals bludgeoning damage. It has to be an unoccupied space, and the target can't be more than one size larger than you, but you mostly fight humanoid opponents anyway.

    We'll also pick up our third cantrip at this level, Thunderclap creates a thunderous sound that can be heard from 100 feet away. Any creature within 5 feet of you other than you needs to make a constitution saving throw, take 1d6 thunder damage on a fail. This scales up as you level up, dealing 4d6 when you hit seventeenth level.

    Fifth level warlocks get third level spells, so we'll go ahead and grab two here since we didn't pick one last level.

    Dispel Magic lets you choose a creature, object, or magical effect within 120 feet of you, ending any spell of third level or lower. If the spell is higher than third level, you make a charisma check, with the DC being 10 plus the spell's level. If you succeed, then the spell ends. Use this to get rid of those nasty debuffs that some of your enemies like to put on you, or just use it to get rid of the protection spells placed on your shock collar so you can rip it off.

    Counterspell lets you counter a spell, as a reaction when you see someone within 60 feet casting one. The rules for removing the effect are the same as Dispel Magic, basically serving as the flip side of the same coin. So when Goku tries to shoot a Kamehameha, blast it away with a beam of your own.

    Efreeti warlocks get Fireball, letting you shoot a ball of energy that explodes somewhere within 150 feet of you. A creature within 20 feet of the epicenter of the blast makes a dex save, taking 8d6 damage on a failed save or half that on a success. The blast spreads around corners and igites flammable objects that aren't being worn or carried.

    You also get a third invocation, so we'll go ahead and pick Cloud of Flies. Since you don't shower that infrequently (at least not since Vampa), go ahead and call it a magical aura instead. This aura extends 5 feet from you in every direction, unless blocked by total cover. It gives you advantage on intimidation checks, but disadvantage on any other charisma based check. You also deal poison damage equal to your charisma modifier to any creature that starts its turn within the cloud, no save required. You can activate this ability as a bonus action once per short rest, and lasts either until you dismiss it or until you're incapacitated. It isn't really a transformation, its just you being on the cusp of one, caught on the doorframe between SSJ and LSSJ

    Sixth level warlocks get one more spell so go ahead and choose Thunder Step, which lets you teleport to an unoccupied space you can see within 90 feet of you, creating a sonic boom as you do that can be heard from 300 feet away. All creatures within 10 feet of your original position must make a constitution saving throw, taking 3d10 on a fail and half that on a success. You can bring along objects as long as the weight doesn't exceed your capacity for what you can carry normally, which it shouldn't, because you can punch through mountains. You can also take a willing creature within 5 feet of you with you if you choose, as long as they are of your size or smaller, aren't carrying more gear than what they can carry, and there is an unoccupied space for them where you are going.

    Finally we come to the real reason we went with this subclass of warlock specifically. Genie Warlocks have an Elemental Gift, giving resistance to damage based on their patron. In this case you get fire resistance allowing you tank some of those explosions that are probably coming your way, and making it even less risky to get caught in your own explosions. You also can give yourself a flying speed as a bonus action a number of times equal to your proficiency modifier per day. This lasts for ten minutes, allows you to hover, and does not cost concentration, allowing you to punch people no problem 20,000 feet in the air, if you can figure out how to get there.

    Now if only there was some way for us to be shooting off energy blasts while in out Wrathful Form, since you can't cast spells while raging, and there's no other way to get energy blasts. Right?

    Back to Barbarian

    Third level barbarians get to pick a Primal Path, and the Path of Wild Magic is exactly what we're looking for. You get Magic Awareness, letting you open your sense to the ki around you as an action a number of times equal to your proficiency modifier per day. You know the location of any spell or magic item within 60 feet of you that isn't behind total cover, and learn what school of magic any spells you sense belong to. If I was your DM I would allow you to sense other magical abilities that aren't necessarily spells, but that's just me, your DM may say no.

    More importantly Wild Magic barbarians get Wild Surge, giving us a random magical ability that lasts for the duration of our rage whenever we enter into a rage, rolling a d8 and consulting a chart to determine what we do. The DC for any saving throws these abilities cause is equal to 8 plus your proficiency bonus and your constitution modifier.

    The first effect forces all creatures you choose within 30 feet of you to make a constitution saving throw, taking 1d12 necrotic damage on a failed save, no damage on a success. You gain 1d12 plus your barbarian level of temporary hit points as well, as you pull the ki from your enemies into yourself.

    The second lets you teleport up to 30 feet to an unoccupied space you can see as a bonus action, for some of that classic Dragonball movement.

    The third ability lets you summon an intangible spirit within 5 feet of a creature of your choice within 30 feet of you as a bonus action. At the end of the turn, it explodes, forcing a dexterity save on all creatures within 5 feet, with creatures taking 1d6 force damage on a failure and no damage on a success. The book says that it looks like a flumph or pixie, but just reflavor it to be another energy blast you throw.

    The fourth ability infuses a weapon you're holding with magical power, changing the weapon type to force and giving it the light and thrown (20/60) properties. It reappears in your hand at the end of your turn if you throw it, giving a little Thor action in there as well. This one isn't super useful or in character, since its better for you to be doing bludgeoning damage, and you're probably not using a weapon anyway, but might be useful in some situations.

    The fifth ability deals 1d6 force damage to any creature that hits you with an attack. Notably there is no range cap on this, meaning even the sniper from 600 feet away can still get hit by you.

    The sixth ability gives you an a protective aura, giving a +1 bonus to your AC. Any allies you have within 10 feet of you also get this, but Cheelai and Lemo really shouldn't be next to you when you're fighting, for their sake. You're a bit...messy.

    The seventh ability turns the ground within 15 feet of you into difficult terrain for your enemies, but not for you or any allies you have. This is flavored as flowers and vines covering the ground, but really its more the sheer force of your footsteps cracking the earth and the power of your aura that's making it difficult for your enemies.

    The final ability in the table lets you shoot off a beam of light as a bonus action, forcing a constitution save on a creature within 30 feet of you, or they take 1d6 radiant damage and are blinded until your next turn. Now we can finally blast and punch while in one turn.

    Fourth level barbarians get another ASI, so we'll top off our strength, giving us a full 20 if you used point buy.

    Fifth level barbarians get Extra Attack, letting you make two attacks as part of one attack action. They also get fast movement, increasing your speed by 10 when you aren't wearing heavy armor. Unfortunately your stats really aren't quite good enough for that, and the extra movement isn't worth a decrease in your AC by that much.

    Sixth level barbarians get Bolstering Magic, giving us our third and final transformation, the Legendary Super Saiyan. For 10 minutes you can roll a d3 and add it to every attack roll or ability check you make. This takes an action to activate, and you can use it a number of times equal to your proficiency modifier per day. You can also use this ability to regain an expended spell slot of a d3 level or lower, but you shouldn't do that. You only have third level slots anyway, so most of the time it would be wasted, and even if it wasn't your blasts aren't as important as your transformation. You can also use both of these on someone else by touching them with an action, but you shouldn't do that either. YOU'RE the Legendary Super Saiyan, not Cheelai.

    Seventh level barbarians have Feral Instincts, giving you advantage on initiative rolls. If you do somehow get surprised, and aren't incapacitated, you can still act normally on your turn as long as you enter a rage before doing anything else. You've been living in the middle of nowhere your whole life because of Vegeta, you really think you're not going to fly into a rage at first sight?

    Eighth level barbarians get our final ASI. If your strength modifier isn't capped off then use it for that, otherwise we'll take the Tough feat, giving you an extra 40 hit points at level 20. If you already took the tough feat, then bump up your constitution, getting an extra +1 still gives another 20 hit points, and buffs a lot of your DCs.

    Ninth level barbarians get Brutal Critical, letting you roll an additional weapon damage die when you deal a critical hit with a melee attack.

    Tenth level Wild Magic barbarians get Unstable Backlash, letting you use your reaction to reroll your wild magic ability when you take damage or fail a saving throw while raging. You immediately make whatever effect was rolled, and it replaces your current Wild Magic

    Our capstone is the eleventh level of barbarian for Relentless Rage, letting you keep fighting even when wounded. If you drop to 0 hit points while raging and don't die outright, you can make a DC 10 constitution save, and on a success you drop to 1 instead. Every time you use this the DC increases by 5, but it resets on a short or long rest.

    Conclusion

    Now that we've finished this build lets see how viable it is.

    Pros:

    You are incredibly tanky. With almost two hundred hit points, an AC of 18, multiple resistances, Stone's Endurance, Danger Sense, Second Wind, and the ability to just keep getting back up even when you should be dead, you are super hard to put down or keep down.

    You have a lot of transformations, letting you only get stronger over the course of the fight, or if you have a chance to power up beforehand. Your three main transformations all stack with each other, and you even have a few other auras that you can add on top of that, none of which require concentration.

    You are incredibly versatile, with close range attacks, mid ranged attacks, and long ranged attacks, several teleport abilities, a flight speed, and spells to buff your movement speed as well. You can deal with just about any battlefield thrown at you.

    You can do some truly massive damage with all your buffs active, with a theoretical maximum of 10d8+3d6+10d4+47 damage in one round, for a maximum potential damage output of 185 points.

    Cons:

    Without your buffs active you don't particularly do that much damage, your normal attacks only do 1d8+5 damage without any activated abilities.

    Those buffs take a while to load up, and are very demanding of your bonus action. In a sudden combat, or a situation where combats are spaced out just enough to let your buffs fade, you have a slow time getting going.

    Multiclassing like this isn't exactly optimal, as it leaves you very MAD, so you have a weak dexterity, low casting stat, and mediocre constitution for level 20. Since you cant cast spells while raging you have to pick and choose whether to have barbarian buffs up or be using heavy blasting, you can't do both at the same time. You also miss out on the higher level abilities when you multiclass this much, and lose chances for ASIs.

    Finally you have a lot of limited use abilities, and while a lot of them recharge on a short rest, if youre caught in a situation where you've burned through them all you might be in trouble.

    But that doesn't matter, go ahead and get angry, keep powering up through the fight, and lay the smackdown on these self proclaimed gods. Just keep an eye on your temper, you wouldn't want to get too out of control.

    Level 20 Character Sheet: https://drive.google.com/file/d/1dIlTPPHPM--6477WhmpD9jgbht-Z1day/view?usp=sharing

    submitted by /u/thunder-bug-
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    What is your favorite underrated fight in dbz and dbs?

    Posted: 11 Oct 2021 09:31 PM PDT

    Mine is vegeta vs toppo. I just love seeing vegeta use final atonement

    submitted by /u/ImDrx
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    My autograph collection so far

    Posted: 11 Oct 2021 04:03 PM PDT

    Here’s a little piece I made recently of Vegeta God

    Posted: 11 Oct 2021 02:01 PM PDT

    Super Saiyan 4 Gogeta art (mine)

    Posted: 11 Oct 2021 10:27 AM PDT

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