Dragon Ball Races and Class
Dragon Ball Races and Class
BUNDLE
BY THE LOADING CREW &
THE DUNGEON COACH
Contents Ki Master Class 15
Ki Master..................................................................................15
Primal Bloodline Feature.........................................................4
Wu-Kongs..................................................................................4 Body and Spirit.....................................................................15
Black hair and Tails................................................................4 A Journey of Self Mastery....................................................15
Born for battle.........................................................................4 Ki Master Table....................................................................16
Broken and Scattered homeland...........................................4 Quick Build............................................................................16
Pride and Journey...................................................................5 Hit Points...............................................................................16
Wu-Kong Names...................................................................5 Proficiencies..........................................................................16
Traits........................................................................................5 Starting Equipment..............................................................16
Primal Bloodline Feature.......................................................6 Class Features..........................................................................17
Giant Ape Transformation....................................................6 1st level..................................................................................17
Half-Kongs.................................................................................6 Unarmored Defense.............................................................17
The Hidden Generation.........................................................6 Ki Attack................................................................................17
Which way, tailless man?.......................................................6 Sense Combat Level.............................................................17
Half-Kong Names...................................................................6 2nd level.................................................................................17
Traits........................................................................................7 Chi Energy.............................................................................17
Primal Bloodline Feature.......................................................7 Techniques............................................................................17
Giant Ape Transformation....................................................7 Special Training....................................................................17
Slugkin........................................................................................8 3rd level.................................................................................18
The Emerald Wisemen..........................................................8 Combat Style.........................................................................18
The Twin Tribes....................................................................8 Fast Movement.....................................................................18
Fathers and Brothers..............................................................8 4th level.................................................................................18
Slugkin Names........................................................................9 Ability Score Increase...........................................................18
Dragon Clan............................................................................9 5th level.................................................................................19
Warrior Clan..........................................................................9 Transformation....................................................................19
Primal Bloodline Feature.....................................................10 Transformation Table..........................................................19
Dragon Wish Orbs...............................................................10 12th level...............................................................................19
Dark Dragon Wish Orbs.....................................................10 Greater Special Trainings....................................................19
Eject Evil................................................................................10 20th level...............................................................................20
Frost Demon.............................................................................11 Extra Attack..........................................................................20
Cold As Ice............................................................................11 Divine Ki...............................................................................20
The Family Business.............................................................11 Subclasses 21
It runs in the family..............................................................11
Frost Demon Names............................................................11 Brawler.....................................................................................21
Traits......................................................................................11 3rd level.................................................................................21
Primal Bloodline Feature.....................................................12 Ki Attack Upgrade................................................................21
Final Form.............................................................................12 Ki Flurry................................................................................21
Majin..........................................................................................13 Counter Attack.....................................................................21
Stretchy and Malleable.........................................................13 7th level.................................................................................21
All for one, but one for all...................................................13 Ki Push...................................................................................21
Absorb and grow..................................................................13 Body Transmission...............................................................21
Majin Names.........................................................................13 14th level...............................................................................21
Traits......................................................................................13 Evasion..................................................................................21
Primal Bloodline Feature.....................................................14 Transmission Turnaround..................................................21
Absorb Creature...................................................................14 18th level...............................................................................21
2 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW
Dragon Fist......................................................................... 21
Bulldozer............................................................................. 21
Blaster................................................................................... 22
3rd level.............................................................................. 22
Ki Attack Upgrade............................................................. 22
Quick Shot.......................................................................... 22
Ranged Counter Attack.................................................... 22
7th level.............................................................................. 22
Beam Struggle.................................................................... 22
Empowered Ki Attacks..................................................... 22
14th level............................................................................ 22
Redirect Attack.................................................................. 22
18th level............................................................................ 22
Final Blast........................................................................... 22
Charge Up.......................................................................... 22
Techniques 23
Summary of Techniques........................................................ 23
Techniques............................................................................. 23
4 Chi Point Techniques .................................................... 23
After Image........................................................................ 23
Force Ball............................................................................ 23
4 Chi Point Techniques:................................................... 23
8 Chi Point Techniques:................................................... 23
12 Chi Point Techniques:................................................. 23
Limit Breaker..................................................................... 24
Missile Barrage................................................................... 24
Repulsive Blast................................................................... 24
8 Chi Point Techniques ................................................... 24
Razor Disc.......................................................................... 24
Self Destruct....................................................................... 25
Solar Flare.......................................................................... 25
Static Punch........................................................................ 25
12 Chi Point Techniques ................................................. 26
Destruction Wave............................................................. 26
Energy Burst....................................................................... 26
Special Beam Cannon........................................................ 26
Spirit Bomb........................................................................ 27
3 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW
Anime Style Homebrew
As a collaboration between The Dungeon Coach and
The Dungeon Coach & TheLoadingCrew we hope you enjoy this anime inspired
Class and Race collaboration between the two channels. These
The Loading Crew races and classes are created with an immense love and respect
Medium Humanoids
of the inspirational material and the goal of this document is
meant to be to capture the look and feel of those anime tropes
You Tube while still keeping true to 5e gaming and storytelling methods.
The Dungeon Coach.
https://www.youtube.com/thedungeoncoach For a complete experience please be sure to purchase both
“Anime Races: DB Edition” from The Loading Crew and “Ki
The Loading Crew. Master Class” from The Dungeon Coach.
https://www.youtube.com/theloadingcrew
Whether it be flying at supersonic speeds, screaming at
Support our Work the top of your lungs, making silly martial arts moves, or
The Dungeon Coach. creating larger than life techniques, these anime tropes are an
https://www.patreon.com/thedungeoncoach inspiration to countless media sources throughout the years.
Those storytelling devices are a natural fit for the world of
The Loading Crew.
role playing games and these books will help you achieve that
https://www.patreon.com/TheLoadingCrew
dream of creating that high flying shonen protagonist you’ve
all been hoping to achieve.
Both the Ki Master class and the anime races presented will
introduce certain unique mechanics that while seemingly out
of place at first can be easily implemented into any 5e game
with minimal difficulty or stress.
However, there are some abilities that are radical, even by
5e standards. Because some of these abilities are so different
than what some DMs are used to, the options will be marked
as a special mechanic. One of these mechanics are Primal
Bloodline features, racial abilities that are so powerful they
can only be accessed by the greatest of their race.
If a DM feels that primal bloodline features are too powerful
for a single character to have, feel free to remove them as they
are not important to gaining the anime feel. The Ki Master
class and the anime races are unique enough on their own that
they do not require such features.
Another would be some of the outlandish Techniques of
Credits the Ki Master, they might require a huge set up for a crazy
amount of damage. If it makes you feel better to change and
Creators: The Dungeon Coach – Alan Bjorkgren, and The tweak some things I of course encourage you to do so, but we
Loading Crew made these mechanics to try and capture the spirit of this class
and everything it stands for.
Interior Design and Layout
Mark MacPherson (IntrepidAdventuring.blog) We hope you enjoy! Thank you!
Homebrew Council
Purius, Pagnabros, DarkAbyssKeeper, GM JO
Proofreading and Editing
Skawizz, Nexus, Adbarnes
Graphics
Malik (https://twitter.com/malik_dbna?lang=en)
Bug (https://scatterbugjcntq.wixsite.com/bugarts)
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by The Dungeon Coach and published under the Community Content Agreement for Dungeon Masters Guild.
4 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW
Anime Style Races Born for battle
Wu-kongs have existed since the dawn of civilization as a
race of advanced ape-like species. It is popularly theorized that
Primal Bloodline Feature some ancient monkey god-king molded a tribe of monkeys in
The Primal Bloodline abilities are the abilities hidden deep their likeness and ruled them for thousands of years until he
within the ancestry of the following races. The capability to grew bored and departed for the heavens.
activate these Primal Bloodlines still exists but is locked away
In their ancient legends, stories tell that the Wu-Kong were
in their genetic code and will likely never resurface for nearly
much more bestial and primal than their modern brethren.
any of them.
In their past, tales tell of Wu-Kong who were shapeshifters
With the DM’s permission these bloodline abilities can be and would transform on the nights of full moons becoming
available at the beginning of the campaign or unlocked as gigantic great apes. Other legends tell of being born once
the story goes every thousand generations that become a being called The
Golden Warrior. And other religious philosophers even insist
that rituals exist to summon the Wu-Kong deities or even
Wu-Kongs more ridiculous notions that an average Wu-Kong could
“Haven’t you figured it out yet? I am the being become a deity as well.
who came all the way here for the sole purpose of
Either way, historians all agree that in their past they used
beating you. I am the warrior of Legend, pure of
to conquer and dominate other races until a united resistance
heart and awakened by the smell of battle. That of early civilizations wiped out most of their population. As
is what I am. A warrior, pure, and focused, and a
their numbers dwindled, their focus shifted from expansion
nightmare to you”
to personal growth.
-Son, the Golden Warrior
As such, their bodies have evolved to maximize their potential
for combat. While Wu-Kongs become adults around the same
The Wu-Kong people are a rare and endangered people. time as most humans in their late teens they do not become
They live scattered among the world, not in hiding, but out old or vulnerable until much later in their lives. Wu-Kong can
of convenience. They live in places of violence, conflict, or live for about a century and so long as they continue a healthy
harsh climate. While Wu-Kong are not the race of conquest diet of good food and regular exercise (usually combat) they
that they used to be, they seek out environments to prove as will retain their youth well into their 60s or even 80s under
challenges to improve themselves. Wu-Kong are a simple some circumstances.
folk. They love combat, contests, and good food.
A Wu-Kong’s appetite is legendary. While they can survive
on normal amounts of rations their advanced bodies need
Black hair and Tails enormous amounts of food to truly thrive. On a typical day, a
While nearly identical to humans, Wu-Kong tend to have Wu-Kong will consume at least 3 times the amount of food as
noticeably bigger and stronger muscles than other races. a normal human. Failing to do so tends to leave the Wu-Kong
While some can be shorter or much taller, most Wu-Kong feeling weak and ill.
tend to be between 5-7 feet tall. Men tend to weigh between
150-200 pounds while women tend to be less weighing in Broken and Scattered homeland
between 140-180 pounds of nearly pure muscle.
In their ancient past, the Wu-Kong empire expanded far and
All purebred Wu-Kong have jet black hair and come in a wide. Their home was whatever land they claimed under
variety of skin tones similar to humans. Their eyes are similar the right of conquest. As the other races banded together
to humans as well except for their pupils matching their hair. and began to eliminate the aggressors the Wu-Kong people
Most Wu-Kong tend to have relatively low body hair but that lost a sense of home but not of their identity. With their
can vary. They can, however, grow very impressive beards ambition quashed and their people scattered the Wu-Kong
and mustaches. Their clothing tends to be simple and practical decided it was best to integrate quietly among the other
allowing for maximum efficiency. humanoid societies.
Currently, the Wu-Kong have no land to call their own
and no people to call family except for those who willingly
welcome them into their homes. A lonely Wu-Kong is often
dangerous as they search for entertainment or identity. They
can become a danger to themselves and those around them.
However, a Wu-Kong with a family to protect is a powerful
guardian indeed.
5 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW
Pride and Journey Traits
Due to the decentralization of the Wu-Kong nation, young Ability Score Increase. Your Strength and Constitution scores
adventurers don’t often have a homeland to return to so increase by 1.
adventuring and wandering around the world tends to be part Age. Although Wu-Kongs reach physical maturity at about
of the aging process. Especially considering the race’s love for the same age as humans, they retain their youth until a
combat and personal challenges, finding strong opponents or venerable age. They become adults in their late teens and
dangerous jobs tends to be a great goal in life for them. live less than a century. They remain in their prime for most
Wu-Kong tend to be aloof and self-focused. They often keep of their lifespans; not showing signs of aging until their last
themselves entertained with personal growth but can be couple of decades.
roused at the promise of a great challenge or delicious food.
Because of this, they tend to lean more into the Chaotic and Alignment. The Wu-Kong are a proud and stubborn race.
Neutral alignments. While many tend to live a barbarian-style life, they can fit into
civilized society just as well as others so long as they have an
Wu-Kong tend to be confident and prideful to the point outlet. Coming from a rigid caste system their alignment can
of arrogance. They are not afraid to brute force their way stem from anywhere between Lawful Neutral to Chaotic Evil
through most situations but are willing to use diplomacy if in their typical society
there is no personal gain to be had. While some Wu-Kong
use weapons most tend to prefer using well-trusted hand to Size. Wu-Kong range between 5 to 7 feet tall and have
hand combat and the strength they hone with their bodies. muscular builds. Your size is Medium.
You gain advantage on attack rolls you make until the start of
your next turn.
Your hit point maximum increases by 1. You can only gain
this benefit twice per character level.
Once you use this trait, you can’t do so again until you
complete a short or long rest.
Hunger for Battle. You have advantage on saving throws
against being frightened.
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Primal Bloodline Feature The Hidden Generation
Most Half-Kongs are indistinguishable from other humans.
Giant Ape Transformation Unlike their full-blooded parents, most Half-Kong are not
You forcefully transform into a Giant Ape each night of a full born with monkey tails. While still possessing muscular frames
moon, as soon as the moon is in the sky and the sun has set, as and human-like proportions, Half-Kongs are not possessed by
long as you have a tail and can see the moon. the love of battle that the race is famous for. However, this
does not mean that Half-Kongs are resistant to jumping into
When you transform into your Giant Ape form you
combat, they are just selective in what reasons they fight for.
immediately enter a frenzy and the DM takes control of
Half-Kongs have a fury and a passion unmatched by many, if
your character. The DM chooses the targets of your attacks
they see an ally suffer, they will fly into a rage that rivals even
(including your allies). You remain transformed in this way
the greatest of barbarian warriors.
for 1 hour, you fall unconscious, or you go 1 minute without
seeing the moon.
Your game statistics are replaced by the statistics of a Giant Which way, tailless man?
Ape, but you retain all of your skill and saving throw While most Wu-Kongs tend to wander without a national
proficiencies, in addition to gaining those of a Giant Ape. If identity, this doesn’t necessarily exclude a Half-Kong from
a Giant Ape has the same proficiency as you and the bonus human society. Since most Half-Kongs look outwardly
in its stat block is higher than yours, use a Giant Ape’s bonus human, they could easily blend into human civilizations
instead of yours. without any difficulty. And since half of their ancestry comes
When you transform, you assume the Giant Ape’s hit from the flexible human race, they tend to be just as skilled
points and Hit Dice. When you revert to your normal form, and versatile as they are.
you return to the number of hit points you had before you Many Half-Kong live normal lives without ever experiencing
transformed. However, if you revert as a result of dropping the lust for combat and simply live their lives with the benefit
to 0 hit points, any excess damage carries over to your normal of extended youth and a muscular frame, a trait that many
form. As long as the excess damage doesn’t reduce your human cultures find appealing. However, some Half-Kong
normal form to 0 hit points, you aren’t knocked unconscious. do feel the urge to honor their exotic heritage and become
Any equipment you are wearing or carrying isn’t transformed. mighty warriors. Some even surpass their parents and become
You revert to your true form if you die or your tail is severed legends in their own right. Half-Kong can fit many roles
(AC 12; hp 50; vulnerability to slashing damage; immunity to but their Wu-Kong blood tend to pull them towards more
psychic damage). You can’t speak or concentrate while in your physically active occupations
Giant Ape form.
Half-Kong Names
Half-Kongs Half-Kong usually have either a normal human name or a
“You don’t get it. I HATE this...the vibrations of Wu-Kong name depending on who raised them. Those raised
fists on contact, the taste of blood in my mouth, among Wu-Kong tend to have Wu-Kong names and those
the sound of my heart in my ears. I hate it. I raised among humans tend to have human names
always have. But right now, the only thing I hate
more than that...is you”
-Son Taki, the Half-Kong
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Traits Primal Bloodline Feature
Ability Score Increase. Your Constitution score increases by
1, and two other ability scores of your choice increase by 1. Giant Ape Transformation
You forcefully transform into a Giant Ape each night of a full
Hybrid Versatility. You gain proficiency in one skill of moon, as soon as the moon is in the sky and the sun has set, as
your choice. long as you have a tail and can see the moon.
Weapon user. You gain proficiency with one simple or When you transform into your Giant Ape form you
martial weapon of your choice. immediately enter a frenzy and the DM takes control of
your character. The DM chooses the targets of your attacks
Hybrid Rage. You gain a bonus to your attack rolls, damage (including your allies). You remain transformed in this way
rolls, saving throws, and armor class when an ally creature for 1 hour, you fall unconscious, or you go 1 minute without
is reduced to 0 hit points by a hostile creature. The bonus is seeing the moon.
equal to half your proficiency bonus, and lasts for 1 minute.
Your game statistics are replaced by the statistics of a Giant
Once you use this trait, you can’t use it again until you Ape, but you retain all of your skill and saving throw
complete a long rest. proficiencies, in addition to gaining those of a Giant Ape. If
a Giant Ape has the same proficiency as you and the bonus
Hunger for Battle. You have advantage on saving throws
in its stat block is higher than yours, use a Giant Ape’s bonus
against being frightened.
instead of yours.
Powerful Build. You count as one size larger when When you transform, you assume the Giant Ape’s hit
determining your carrying capacity and the weight you can points and Hit Dice. When you revert to your normal form,
push, drag, or lift. you return to the number of hit points you had before you
transformed. However, if you revert as a result of dropping
to 0 hit points, any excess damage carries over to your normal
form. As long as the excess damage doesn’t reduce your
normal form to 0 hit points, you aren’t knocked unconscious.
Any equipment you are wearing or carrying isn’t transformed.
You revert to your true form if you die or your tail is severed
(AC 12; hp 50; vulnerability to slashing damage; immunity to
psychic damage). You can’t speak or concentrate while in your
Giant Ape form.
8 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW
Slugkin The origins of the Slugkin are long and complicated, their
history being lost and found again over the millennia. They
“Oh, you mustn’t be sad, my children. I have lived
are often pacifistic to a fault and slow to react to danger, often
a full and blessed life. Don’t be afraid. Death is
trying to analyze the situation and come to the best solution
simply another stage of life”
for everyone involved, even enemies.
- Grand elder of the Slugkin
The Slugkin are humanoid beings that possess qualities that Fathers and Brothers
are both slug and plant-like. They are long-lived and wise Slugkin rarely leave their tribes. Most seem happy to live
as a species with hands equally in nature, the weave, and simple and slow lives with very little change. Their overall
spirituality. Originally from the plane of water, the Slugkin goal is to leave the world better than when they found it
make their home in the most peaceful of environments and they feel this is best by tending to a single area over the
preferring to watch and observe the world rather than directly centuries that they live.
shape it through their actions. Slugkin live in a strict caste
On the rare circumstance that a Slugkin chooses to leave
system where their birth and status determine if they will be
their tribe, they tend to leave either to sire more children and
philosophers and scholars or warriors and physical laborers.
create another tribe or in rarer circumstances, they leave for
personal satisfaction. Members of the Dragon Clan that leave
The Emerald Wisemen the tribe tend to be young adults looking to create their own
tribe elsewhere. This can be either a genuine desire to see
Slugkin tend to have stocky builds with plenty of
their tribes grow or a disagreement with an elder.
bulk, either through muscular stature or through rotund
bellies. Atop their heads are two antennae that help them Members of the warrior clan also rarely leave the tribe unless
access lesser psionic and magical abilities. Slugkin stand they are seeking a better life somewhere else. Sometimes,
between 5 and 6 and a half feet tall and weighs between 130 members of the fighting caste feel unnecessary or unwanted
and 180 pounds. in extended times of peace. They grow restless and seek out
new ways of life in the world.
Slugkin complexion can be any shade of green with patches
of pink over certain important muscle groups such as their Occasionally, members of this race strike out for selfish gain
biceps, abdomen, and hamstrings. Slugkins bodies have and seek to conquer or dominate other races and create an
masculine features but technically have no gender though empire of their own. Although the Slugkin tribes encourage
prefer male pronouns. They sport no hair of any kind, their peace and wisdom, this philosophy isn’t always shared by
skin is smooth to the touch, and they run slightly cool. their fellows.
Slugkin bodies are practical and efficient. Though they can Slugkin reproduce asexually by ejecting eggs from their
consume pretty much any form of sustenance that would mouths. Slugkin can produce 1 egg per month with no
sustain a human body, the average Slugkin can live on a diet seeming limit to the amount they can create during their
solely of water. lifetime. The time needed to hatch a Slugkin egg is 1 week.
Within a decade, a Slugkin can produce a sizable tribe.
In most Slugkin societies only one elder is typically permitted
The Twin Tribes to produce children as the rest are tasked with focusing on
The Slugkin are born into their role in life and their bodies the needs of their father. Although there is no known limit
grow to suit the role they are needed for. Slugkin are separated to the number of children a Slugkin can produce, most
into one of two castes: The Dragon Clan and the Warrior tribes do not exceed numbers of 100 in order to keep the
Clan. The Dragon Clan are mystically inclined blessed with society manageable.
healing and magical abilities. The Dragon clan are patient and
wise but also slow to act and indecisive. Because the Slugkin
are so long-lived they often find that waiting out a problem
can be a practical solution as most problems are temporary
and fleeting.
The Warrior Clan are a caste of Slugkin that are born to
defend the rest of the tribes. Out of all the Slugkin, only one
in ten is born to the Warrior Clan. In times of great conflict,
executive decisions are often left to the greatest of the
Warrior Caste. While members of the Warrior Clans are not
openly disrespected, they are rarely elevated to a status higher
than soldiers or bodyguards. Some Warrior Clan Slugkin
will eventually leave their tribe and set out on their own and
become adventurers.
9 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW
Slugkin Names Dragon Clan
Slugkin are given names by their elder 130 days after they Healing. As an action, you can touch a creature and channel
hatch and are discussed with the child, which is capable of your inner life force to cause a surge of magical healing. You
thinking for itself. The elder and child come to agree upon can spend one or more Hit Dice, up to your maximum number
the name before it is formally accepted. Slugkin are a peaceful of Hit Dice. For each Hit Die spent in this way, you roll the die
folk and tend to have names that remind them of nature. They and add your Constitution modifier to it. The target regains
love the soft playing of musical instruments and tend to name hit points equal to the total (minimum of 0).
themselves after such or choose names similar to mollusks
they are named after.
Warrior Clan
Example Names: Xophone, Oboe, Senshami, Gastro, Ollusc,
Istle, Lute, Sopran, Arp, Oboe, Ratis, Iren, Armonic, Slog, Stretch Limb. You can use a Bonus Action to extend the
length of your limbs to gain one of the following benefits until
Didger, Iren, Whist, Piyano, Siren, Lire, Harmon. the end of your turn:
Traits Arms. Your reach is 10 feet greater than normal.
Ability Score Increase. Your Constitution and Wisdom scores
Legs. You increase your jump distance by an amount equal to
increase by 1.
your Strength score, though you can’t jump farther than your
Age. Slugkin reach physical maturity very quickly and remain remaining movement would allow.
as adults for most of their lives. They reach physical maturity
by their early teens they can live for centuries. The oldest
known living Slugkin lived until age 500 but most become
physically old around age 300.
Size. Slugkin range between 5 and 6 feet tall and have lean
builds. Your size is Medium.
As a Bonus Action, you can spend one Hit Die to heal yourself.
Roll the die and regain a number of hit points equal to the total.
If a part of your body is removed or destroyed but you are not
killed, you may regrow the body part as an action. When you
do, your dismembered body parts wither and die.
Conjure Garb. As an action, you can create a set of mundane
clothing worth no more than 1 gp. Once you use this trait, you
can use it again until you complete a long rest.
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Primal Bloodline Feature Eject Evil
A Slugkin who seeks to expel the evil within their own hearts
can do so by giving form to their evil. Over the course of a
Dragon Wish Orbs 24 hour period, you can perform a ritual to separate the good
(Requires the Eject Evil Primal Bloodline) and evil that dwell within your heart. At the end of the ritual,
You can create a mystical object called a wish orb over the your body splits into two identical creatures that share your
course of 24 hours. A wish orb is a semi-translucent spherical statistics, with one exception; one is good-aligned and the
object three inches in diameter. Once you create a wish orb other is evil-aligned.
you can’t create another one until 30 days have passed. You control the good-aligned creature which takes over your
When seven wish orbs are gathered within the same 5-foot game statistics with the exception of your new alignment.
space, a creature within 5 feet of the orbs can use the command The DM takes control of the evil-aligned creature who seeks
phrase “Arise, wish dragon” to activate the wish orbs. all means to flee to safety, where it can find rest and plan its
Once activated, the wish orbs will summon a wish dragon. wicked schemes.
When the wish dragon appears, the sky will darken as though
it were a lightless night. The wish dragon is a gargantuan
creature that hovers directly above the wish orbs. Its body
spirals in dozens of layers spanning 900 feet in length. The
wish dragon sheds bright light in a 60-foot radius, and dim
light for an additional 60 feet.
A creature within 30 feet of the wish dragon can make a
wish spoken in Slugkin to the dragon. A creature must end
the request with the phrase “peas and carrots’’ for the wish
to take effect. After the request has been properly made, the
wish dragon will grant the wish to the best of its ability if it is
within its power.
After the wish dragon has granted one wish, or 10 minutes
have passed, the wish dragon will vanish, the sky will return
to normal, and the wish orbs will become inert for 1 year as
they scatter across the plane in separate directions.
You can create up to a maximum of seven wish orbs. Attempts
to create additional wish orbs will fail unless one or more of
the pre-existing wish orbs are destroyed.
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Frost Demon force. Frost Demons become mature adults in their late
twenties and can live between 200 and 300 years.
“Oh sorry, it’s a little hobby of mine. I hear
these heroic speeches so wearily often I started
making a mental list of how many times I’ve heard It runs in the family
certain lines”
Frost Demons tend to stick with their family group and rarely
- Lord Sarakin, the Icey Land Shark
strike out on their own. Due to the reputation that their race
has earned from a few bad actors, most other intelligent races
The Frost Demons are a species of humanoids from the coldest either flee or attack a Frost Demon on sight. If a Frost Demon
regions of the world. Contrary to what their common name has struck out on their own, either they are the last of their
may suggest, they are not actually from any outer planes. Some family line, they are on a mission for their patriarch, or an
scholars choose to use a more formal name such as Arcosian. immense disagreement has occurred between the family.
However, most who hear of this race refer to them as Frost
Frost Demons patriarchs also tend to rarely leave the safety
Demons as a reflection of the cold and uncaring nature of the
of their children because they can suddenly produce an egg
most infamous of families. These scholars suggest that some
without warning or provocation. It is unknown what causes
sort of magical mutation or mystical influence from these cold
this pregnancy, only that it often becomes inconvenient. In
regions caused this race to be born.
any given family, only a patriarch can carry an egg.
Not all Frost Demons are evil, despite what the name would
Cold As Ice suggest. In fact, there are several Frost Demon families that act
Frost Demons are a single-gendered species that take an as altruistic heroes, desperately trying to separate themselves
androgynous appearance. They are powerful creatures that, from the name that has been given to them. Several of these
though humanoid in shape, have features that are more families travel openly and ostentatiously trying to state their
amphibian or reptilian. They have carapace-like flesh that intent in an open and honest manner.
covers their body from shoulder to shin. Frost Demons
also tend to sport a single long prehensile tail, which,
while reinforced with their natural armor, is strong and
Frost Demon Names
flexible. Their feet appear to be reptilian and sport 3 digits Frost Demons are named by their patriarch at birth. They
and their powerful arms have hands with 4 fingers and an almost always are given names that reflect their cold and
opposable thumb. cunning nature and heritage. As the Frost Demon grows
they are given a formal title by their parents as both a rite of
Their natural armor is translucent and gives the appearance
passage and as a way to reflect their role within the family.
of ice which leads to the rumors that they are made of
Frost Demons who are gifted in combat will be given military
it as well. Most Frost Demons also have enlarged heads
titles while others who are excellent at executive roles will
with horns or other natural weapons that can help with
be given titles of nobility regardless of whether or not this
intimidation or combat.
reflects reality.
Example Names. Hoarfrost, Zero, Arctic, Fridge, Chill,
The Family Business Kelvin, Celsius, Iceqube, Frigid, Frozen, Chilley, Shiver,
Frost Demons are incredibly rare and most tend to stick to Frostbite, Snow, Glacier, Crisp, Bitter,
their close family. As such, rumors tend to circulate that the
Example Titles. Prince, Princess, Lord, Commander,
majority of their race is represented by a single family of
General, Duke, Marquees, Earl, Baron, Knight, Esquire, Tsar,
mobsters and extortionists. Most Frost Demons tend to be
Governor, Sultan, King, Maharaja, Khan
evil and cruel, conquering other lands, eliminating significant
portions of the population and then selling the lands to the
highest bidder.
Traits
A single Frost Demon family tends to consist of a patriarch
and one to four children. Frost Demons, being single- Ability Score Increase. Your Dexterity and Charisma scores
gendered, reproduce asexually by laying an egg that then must increase by 1.
be covered in ice or moved to a cold environment. If this is Age. Frost Demons age similar to humans and became mature
not done within a few hours the egg and unborn child risk in their late teens and can live to be a century or two
death. After a year of germination, the egg will hatch into a
Frost Demon child and is raised by the one who laid the egg. Alignment. Frost Demons, as their name implies, come from
The child will then live to serve the patriarch until their death a harsh and cold environment and their personalities tend to
occurs. Either the father dies of old age, or until one of the reflect this disposition. They tend to have either a neutral
spawn removes the patriarch of their frozen crown through or evil alignment. They look out for themselves first and
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foremost or any family they may have. They are not above 2. When the transformation ends, you gain one level
betraying each other for personal gain. of exhaustion.
Size. Frost Demons range between 4 to 5 feet tall and are Your transformation ends early if you fall unconscious or
considered medium creatures. They are able to transform you choose to end it (no action required). Once you use this
into other forms, changing their appearance and height feature, you can’t do so again until you complete a long rest.
considerably
Prehensile Tail. You can grasp things with your tail. It has
a reach of 5 feet, and it can lift a number of pounds equal
to five times your Strength score. You can use it to do the
following simple tasks: lift, drop, hold, push, or pull an object
or a creature; open or close a door or a container; grapple
someone; or make an unarmed strike. Your DM might allow
other simple tasks to be added to that list of options.
Final Form
(Requires 10th Level)
Frost Demons are among the most deadly and dangerous
species alive. Their incredible power is terrifying to behold.
So radical is their power that they must take a diminished
form that restricts their power, lest they accidentally destroy
those around them.
As an action, you unleash your incredible power as you
transform into your true form for 1 minute. For the duration,
your Strength and Dexterity modifiers each increase by
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Majin to add to their lives. Though the species is ageless and can
theoretically survive indefinitely, after a few centuries a Majin
“Dammit...I don’t want to destroy anything
has decided that their time has come and will begin a journey
anymore. All those guys inside me like this land
and return to the original Majin to be re-absorbed into their
too much. And I like it as well after all of that.”
essence adding to the collective experience of the species.
- The Zen Majin
Despite this race’s outerplanar origins, it appears that the Majin
tribes seek to do as much good as possible while experiencing
Majin are a unique race created by a demon of pure chaos
as much as life can offer. Whether that life experience be good
and rage. Unlike Tieflings who are humanoids with infernal
food, fun games, or a loving marriage, a Majin will dedicate
heritage, the Majin race exists solely because of a single
their life to their passions.
demon that decided he wanted to start a family and spread
his progeny throughout the realms. Majin are humanoid in
appearance but are creatures of concentrated magic. Absorb and grow
Majin are often adventurers as a part of their life experience.
Stretchy and Malleable Their purpose in life is to experience the most that they
possibly can before they become reunited with the Zen, the
Giving the typical appearance of a Majin would be difficult
progenitor of their species. A Majin adventurer is a powerful
indeed. On the whole most Majin are humanoid in appearance
ally indeed as they often dedicate their whole self to any
with colorful rubbery skin. Most Majin sport a number of
mission, contract, or duty that they feel compelled to complete.
horns on their head that can act like anything between natural
weapons, tentacles, or even humanlike hairstyles. However, if a Majin suddenly decides that they have a new
purpose in life, they will suddenly switch on a silver piece if
The species are capable of adjusting their general body shape
they feel that experience could be more fulfilling. As such,
and the fine details of their looks on the fly. Their flesh tends
Majin tend to stick to the chaotic sides of the alignment
to be various shades of pink or blue but has several “air holes”
spectrum. Majin are all about passion and adventure and will
peppered throughout that react when a Majin becomes angry
do whatever it takes to maximize their experiences.
making the sounds of a boiling tea kettle.
Majin can stand anywhere from 4 to 7 feet tall (depending
on what sort of appearance they want to adopt) and adapt Majin Names
anywhere from very masculine to very feminine features. Majins, being a wild and chaotic race may have several names
Their body shapes are influenced by other humanoids and if throughout their lifetime. Some may never take a name, and
they feel the need they will change their general appearance to some may take on the names of whatever they feel like that day.
imitate the beauty standards of wherever they occupy. There are no naming conventions for Majin but they often
Majin can eat anything but prefer the tastiest things life has name themselves whatever they want at birth or sometimes
to offer especially sweets. Their chaos magic can transform they will ask for suggestions from their “parents” or friends.
most any organic or inorganic material into a sweet that
they can eat. Traits
Ability Score Increase. Your Constitution score
All for one, but one for all increases by 2.
The Majin are all spawned from and owe their life to the Zen
Age. Majin become “mature” at birth and are effectively ageless.
Majin, a great and old demon that travels the realms looking
for new experiences. The original Chaos Demon traveled Alignment. Majin can be of any alignment although
the realms and devoured all those in its path absorbing their most are wild embodiments of chaos and tend to stick to
knowledge and experience until an equilibrium was reached Chaotic alignments
in their personality that mellowed them.
At one point in their life, they decided to create another Size. Majin range between 3 to 6 feet tall and are considered
version of themselves, swap the gender and give the new medium creatures.
being sapience. The two creatures then spawned several Speed. Your base walking speed is 30 feet.
children and raised them as a family. As the family grew their
offspring decided to pair off and create offspring of their own. Magical Body. Your body is constructed of chaos and
After a few decades, the world quickly became populated with magic. You are immune to poison damage and the poison
the demonspawn. condition but have disadvantage on saving throws against
In modern times, the Majin race is just as advanced and valid as being charmed.
any other. Though a Majin may only reproduce with another
Malleable Form. Your body is made of a stretchy, rubber-
Majin, the species travel the world in search of experiences
like substance. You can stretch yourself up to twice your body
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length. You can move through a space as narrow as 1 inch Primal Bloodline Feature
wide without squeezing. If a part of your body is removed or
destroyed but you are not killed, you may regrow the body
part (including your head) as an action. When you do, your Absorb Creature
dismembered body parts vanish. Using an action, you can attempt to absorb a creature within
5 feet of you that is unconscious with 0 hit points. The target
MAKE CANDY!. You can eat any sort of food, but you prefer creature must make a Charisma saving throw (DC equals 8 +
candy and sweets. You can cast the Goodberry spell once your Charisma modifier + your Proficiency Bonus).
with this trait and regain the ability to do so when you finish
On a failed save, you enter the creature’s space, and the
a long rest. When you do, the berries appear as candies of
creature is absorbed. The creature does not make Death saving
your choice.
throws, and cannot regain hit points or consciousness while
Sleep Time. As an action, you fall unconscious and enter a it remains absorbed by you. When you move, the absorbed
deep sleep until the start of your next turn. For the duration, creature moves with you.
you have resistance to all damage. When the sleep ends, you While absorbed by you, you gain access to the creature’s
regain a number of hit points equal to your Ki Master level knowledge, special senses, spell list, and proficiencies. For the
plus your Constitution modifier, multiplied by 3. duration, your appearance changes to reflect characteristics
of the creature, such as eye color, hair color, hairstyle, or
Once you use this trait, you can’t do so again until you clothing (you choose your new appearance).
complete a short or long rest.
The creature remains absorbed until you use this trait again,
you use a Bonus Action to release it, or you die. When the
absorption ends, the creature is expelled into an unoccupied
space within 5 feet of you. The target is immune to your
Absorb Creature trait for 24 hours after succeeding on its
saving throw or after the absorption ends.
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Ki Master Class A Journey of Self Mastery
On the surface, many may confuse Ki Mastery with the
monastic monks of various cultures. While there is some
Ki Master overlap to the mechanics of their abilities, their philosophies
Gasping and standing hunched over with exhaustion, the and outlooks could not be any dissimilar.
warrior struggles to keep himself standing. His opponent,
Where monks seek harmony, Ki Masters seek growth.
a demon of the arctic wastes, stands tall and proud and full
of absolute confidence, as a predator playing with its prey it Where monks seek balance, Ki Masters tip the scales.
holds out its finger charging an attack aimed straight at the Where monks see beauty, Ki Masters see strength.
young master’s heart.
A Ki Masters life is full of danger and new challenges
“Any last words?” The monster taunts coolly, the hum of his around every corner. They constantly seek new ways to
energy piercing through the air as it grows in intensity. Calm test themselves in increasingly more dangerous scenarios.
and cool, the Frost Demon smirks as his problems are about to The secret to strength is change: why would a person keep
be over and the realm will finally be under his control. themselves in one place and practice the same kick 10,000
The fighter tries to focus, fading in and out and his vision blurs. times when you can go out into the world and learn 10,000
The strength of the Frost Demon seemingly only eclipsed by new types of kicking?
their cruelty. The Ki Master reflects on the battle, where did it Courage, vigor, and being in one’s true mind are the secrets to
go wrong? Was it our tactics? Our frame of mind? Our focus? Ki Mastery and the martial arts that they practice. Trial by fire
In the end, it didn’t matter. What matters now is that we may seem intimidating until you realize that fire and pressure
weren’t strong enough. The master’s thoughts racing, his can create steel.
heart beating faster in fury. This doesn’t mean that a Ki Master is unwilling to listen to
“I wasn’t strong enough.” He grits his teeth in fury. reason. A Ki Master is an excellent companion to any party
as they bring a wide away of unique skills. Though wizards
Blood boiling, and anger rising, he feels a new sensation rising
may be smarter, rogues may be more skilled, and bards may
in him. His clothes begin to flow and the ground beneath him
be more sociable, the Ki Master is always willing to learn from
rumbles. The frustration of weakness and the fact that he
those with more experience.
couldn’t protect everyone bubbling under the surface.
With a single shout, his anger explodes as loose stone flies away Optional Side Quest for Ki Masters:
in a sudden gust and a golden aura wraps itself around him.
Great Drake Orbs - If you collect 7 of these extremely
The Frost Demon steps back in shock. What had just
rare artifacts then you are able to make 3 wishes from the
happened? Could the legends be true? All he knew was he Draconic being that is summoned.
wasn’t dealing with the average warrior anymore.
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Ki Master Table
Ki Master Proficiency Techniques Chi Fast
Bonus Features Ki Die
Level Bonus Known Points Movement
1st +2 Unarmored Defense, Ki Attacks, Sense Combat Level 1d8 --- --- ---
Proficiencies
Armor: None
Quick Build
Weapons: Improvised Weapons
To make everyone’s favorite tailed space warrior, use the
following suggestions. First, put your highest ability score Tools: One type of artisan’s tools of your choice
in Strength, followed by Constitution or Dexterity. Second, Saving Throws: Strength, Constitution
choose the noble background. Third, fight me. (Alternatively
Skills: Choose two from Acrobatics, Athletics, Intimidation,
you could take the Folk Hero background, if you don’t want to
Insight, Nature, Perception, Survival
be the Wu-Kong Prince.)
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Class Features 2nd level
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Accelerated Transformations. You can use a Bonus Draw Energy. Once per day when you finish a short rest, you
Action to transform rather than an action when using your can recover a number of chi points equal to half your level.
Transformation feature.
Take My Energy. On your turn, you can use a Bonus Action
Ki Barrier. When you are the target of an attack or forced to to spend your own hit dice to heal another creature. You roll
make a Dexterity saving throw, you can use your reaction to up to your proficiency modifier in hit dice and heal the target
gain a bonus to your AC and Dexterity saving throws equal to for that amount.
your Strength modifier until the start of your next turn.
Warrior’s Rage. While your current hit points are below half 3rd level
of your hit point maximum, you gain a bonus to your damage
rolls equal to half your Proficiency Bonus, rounded down.
Combat Style
If you choose this special training a second time the bonus When you reach 3rd level, you commit yourself to a Ki Master
equals your Proficiency Bonus. combat style: the Brawler or the Blaster, detailed at the end of
Combat Resolve. As a Bonus Action, you may expend one the class description. Your combat style grants you features at
of your hit dice to restore your health. You regain a number 3rd level and again at 7th, 14th, and 18th level.
of hit points equal to a roll of the expended hit die plus your
Strength modifier. Fast Movement
Starting at 2nd level, your speed increases by 10 feet while
Suppress Power Level. As an action, you can suppress
you are not wearing armor or wielding a shield. This bonus
your power level to fool attempts to analyze your statistics.
increases when you reach certain Ki Master levels, as shown
Creatures that attempt to analyze you receive lower values
in the Ki Master table.
regarding your statistics. For example, you can make one of
your attributes, traits, features, or abilities appear lower than
normal or hidden completely. The effect lasts until you end it 4th level
as an action, use the Power Up special training, land a critical
hit, cast a spell using your highest level spell slot, or use a class
feature granted at your highest level in this or another class. Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and
Defy Gravity. You gain a flying speed of 10 feet and can 19th level, you can increase one ability score of your choice by
hover. Your maximum height when flying is equal to your 2, or you can increase two ability scores of your choice by 1.
flying speed. Choosing this special training a second time As normal, you can’t increase an ability score above 20 using
increases your flying speed to 30 feet. this feature.
Power Up. As an action, you can spend your entire turn Using the optional feats rule, you can forgo taking this feature
channeling your ki energy to enhance your combat power. to take a feat of your choice instead.
Until the start of your next turn, you must scream as loudly
as possible to summon forth your latent energy. For the
duration, you gain the following penalties:
• Your speed becomes 0, and you can’t benefit from any bonus
to your speed.
• Your AC becomes 10.
• You automatically fail Dexterity saving throws.
You may continue to power up on subsequent rounds,
maintaining the same penalties. At the start of your next turn
after powering up, you gain the Maximum Power condition
for a number of rounds equal to twice the number of rounds
spent powering up.
Maximum Power (Condition). You gain an additional
bonus to your AC, attack rolls, damage rolls Strength checks
and saving throws equal to you proficiency modifier.
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5th level 12th level
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20th level
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Subclasses 14th level
Brawler Evasion
If you succeed on a saving throw where you would take half
damage, you instead take no damage and can instantly move
3rd level up to 10 feet to an unoccupied space that you can see.
Body Transmission
Using a bonus action, you can instantly teleport to any
creature that you have dealt force damage to since the start of
your last turn.
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Blaster Empowered Ki Attacks
When you make a Ki Blast or Ki Wave attack, you can spend
1 chi point to enhance the power of the attack. On a hit,
3rd level you deal force damage to a target equal to your full Ki Die,
rather than half.
Ki Attack Upgrade
The range of your Ki Beam and Ki Blast attacks each 14th level
increase to 60 feet.
At 14th level, the range and area of your energy attacks is
Ki Wave. As an action, you release a blast of energy in a
further expanded. You gain the following benefits:
60-foot-line in a direction of your choice. Make a single
ranged spell attack and use that one roll against each target The range of your Ki Beam, Ki Blast, and Ki Wave attacks
touched by the line. Roll your Ki Die. On a hit, you deal force each increase to 120 feet.
damage to a target equal to the result of your roll, divided by The radius of your Ki Blast attack increases to 10 feet.
2 (rounded down).
The line width of your Ki Wave attack increases to 10 feet.
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Techniques Techniques
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Limit Breaker Repulsive Blast
Bonus Action | 4 Chi Points Action | 4 Chi Points
An immense power dwells within you. This technique allows Even the largest enemies struggle to stand their ground
you to unleash your full potential for a short duration. You against the power of your Chi. A line of solid destructive
push your Chi to its limit straining your body to hold up force springs into existence in front of you and clears the
against the rush of energy swelling inside you. path ahead, sending debris and bodies scattering like the ants
As a bonus action, you can spend 4 Chi points to tap into a that they are.
heightened state for 1 minute. This form is extremely unstable, As an action, you can spend 4 Chi points to blast a target
requiring your concentration (as if concentrating on a spell). within 100 feet with repulsive Chi energy. The target
For the duration, your movement speed is doubled and you must succeed on a Strength saving throw against your Chi
may take an additional action on each of your turns to make save DC or take 2d6 force damage and be pushed back 15
an unarmed strike or a single target Ki Attack. You also feet. On a successful save, the target takes half damage and
receive a +1 bonus to the following: your damage rolls with isn’t moved. Large creatures are only moved half this distance
unarmed strikes and Ki Attacks, your Strength and Dexterity while Huge creatures are moved one quarter of this distance,
saving throws, and your AC. rounded up to the nearest 5 foot increment. Creatures larger
When this technique ends, you must succeed on a Constitution than huge are not affected by your force push.
saving throw equal to 10 plus the number of Chi points spent If a wall or other solid object prevents the target from
on this technique. On a failure, you are stunned until the end being pushed the full distance, the target slams into the
of your next turn and gain levels of exhaustion equal to the object and takes an additional 2d6 damage.
granted bonus.
Supercharge. You can spend additional Chi points, in Supercharge: You can spend additional Chi points to
increments of 4, to push yourself even further. Every 4 points amplify this effect. Each point you spend, to a maximum of
you spend increases the provided bonus by +1. 3, increases the initial damage by 1d6 and pushes the creature
an extra 5 feet.
Missile Barrage
Action | 4 Chi Points 8 Chi Point Techniques
You take a moment to center yourself and release a barrage of Require 6th level
energy blasts that soar through the air at various creatures and
objects. Suppression fire at great range keeps your foes at bay.
Razor Disc
As an action, you can spend 4 Chi points to release 5 powerful Action | 8 Chi Points
missiles from your fingertips. Each missile targets a creature
You raise your hand up high above your head and produce a
or object of your choice, within 100 feet. Each target must
spinning disc of sharpened Chi energy. When mastered, this
succeed on a Dexterity saving throw against your Chi save
powerful technique is capable of reducing boulders to dust
DC or take 1d6 force damage. Objects fail the Dexterity saving
and removing mountaintops from their bases.
throw automatically. No creature or object can be targeted by
more than 1 missile. As an action, you can spend 8 Chi points to hurl a spinning
energy disc at a creature or object within 120 feet. A creature
Supercharge. You can spend additional Chi points to fire
must succeed on a Dexterity saving throw against your Chi
additional missiles. Each point you spend, to a maximum of 3,
save DC or take 4d12+10 force damage. On a successful saving
creates 1 more missile.
throw, the creature takes no damage, but you may spend your
bonus action to redirect the attack to a new target within
60 feet of the original. Objects automatically take maximum
damage if targeted.
Supercharge. You can spend additional Chi points to sharpen
the edge of the disc. Each point you spend, to a maximum of 3,
increases the damage by 1d12.
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Self Destruct Solar Flare
Action | 8 Chi Points Action | 8 Chi Points
In an act of desperation, rage, or calculated aggression, you This technique summons forth a flash of blinding light from
summon forth an immense surge from deep within that you your chest. All creatures covered in these brilliant rays have
then unleash upon those around you. In a display of pure their senses overwhelmed instantaneously.
power, those nearest you must fight to hold their ground As an action, you can spend 8 Chi points to emit a blinding
against the concussive force of the blast. flash from your body that fills a 90 foot radius arc directly
As an action, you can spend 8 Chi points to detonate an in front of you. All creatures within the area must succeed
explosive sphere with a 20 foot radius, centered on yourself. on a Constitution saving throw against your Chi save DC or
Each creature and object, including yourself, within the area be stunned until the end of their next turn. When the stun
takes 8d6 damage and must succeed on a Strength saving effect fades, creatures are blinded for 1 minute. Creatures
throw against your Chi save DC. On a successful save, you that are already blinded, don’t rely on eyesight, or are behind
only take half that damage. All other creatures must succeed total cover that isn’t transparent automatically succeed on the
on the same saving throw or be pushed to the edge of the saving throw.
affected radius. Supercharge. You can spend additional Chi points to
If an affected creature is pushed into an occupied space, each brighten the flare. Each point you spend, to a maximum of 3,
creature in that space takes an additional 1d6 damage and is adds a +1 to the saving throw DC.
thrown to an adjacent, unoccupied space.
Supercharge. You can spend additional Chi points to
intensify this explosion. Each point you spend, to a maximum
Static Punch
Bonus Action | 8 Chi Points
of 3, increases the damage by 1d6.
This technique allows you to funnel your Chi directly into
your opponent. Upon impact, the target suffers excruciating
pain while electrical surges disrupt their motor functions
leaving them vulnerable to further attacks.
As a bonus action, you can spend 8 Chi points to amplify your
next melee attack this turn. A creature hit by this attack takes
an extra 6d6 lightning damage and must make a Constitution
saving throw against your Chi save DC. On a failure, they are
paralyzed until the end of their next turn.
Supercharge. You can spend additional Chi points to
supercharge your attack. Each point you spend, to a maximum
of 3, increases the damage by 2d6 and adds a +1 to the
saving throw DC.
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12 Chi Point Techniques
Require 9th level
Destruction Wave
Action | 12 Chi Points
Unbridled destruction is the goal of this technique. You
summon an orb of condensed Chi energy in your palms
before hurling it in the direction of your enemies. Any
creature caught in the carnage erupts in a blaze that consumes
all around it.
As an action, you can spend 12 Chi points to charge up a ball
of energy that appears in your hands before being released.
When released, it travels in a line 150 foot long and 5 foot
wide before exploding, stopping early if it impacts a creature
or solid surface. If this orb would strike a creature, that
creature must succeed on a Dexterity saving throw against
your Chi save DC or take 12d6 force damage. On a successful
save, the ball continues to travel in a straight line until it hits
the next creature or solid surface.
Upon successful impact the orb explodes in a 20 foot radius
sphere and every creature within the area, other than the one
struck, must succeed on a Dexterity saving throw against your
Chi save DC or take 6d6 force damage. On a successful save,
they take half that damage.
Supercharge (if not released immediately). As an action,
Special Beam Cannon
3 Actions | 12 Chi Points
you can spend additional Chi points on following turns to
charge up this effect before releasing it. Each round that you A signature attack known for its immense destructive power.
spend charging this effect after the first will cost 4 Chi points This technique leaves the Ki Master extremely vulnerable and
and add 4d6 damage to both the main impact and the explosion often takes a coordinated effort to use effectively. However,
damage. You can supercharge this technique a maximum of 3 any creature foolish or unfortunate enough to take the
times before the orb is released. brunt of this attack and survive will be feeling the effects for
days to come.
Energy Burst As an action, you can spend 2 Chi points to start gathering
Action | 12 Chi Points energy to release one of your most powerful attacks. Your
action is spent concentrating on this effect (as if concentrating
A concussive blast of energy pulses forth from your outstretched on a spell) and you must do so once more on the following
arm. Any creature engulfed by this cone is sent reeling. This turn, costing an additional 2 Chi points, before you are ready
technique will impair even the quickest opponents. to release its power. Once you’ve charged up for 2 turns, you
As an action, you can spend 12 Chi points to discharge a 60 can release the collected energy as an action on your third turn
foot cone of energy outward from your hand. Each creature by spending an additional 8 Chi points.
in this area must succeed on a Constitution saving throw When you release this powerful beam of force energy, it
against your Chi save DC or take 10d6 force damage and have shoots forward in a 100 foot long by 5 foot wide blast. Each
disadvantage on attack rolls and saving throws until the end creature in this line must succeed on a Dexterity saving throw
of their next turn. On a successful save, creatures take half against your Chi save DC or take 20d6+20 force damage and
damage and do not suffer the disadvantage effects. gain 2 levels of exhaustion. On a successful save, creatures
Supercharge. You can spend additional Chi points to take half damage and do not suffer the effects of exhaustion.
amplify this effect. Every 2 points you spend, to a maximum Supercharge. While charging and firing this beam, you can
of 6, increases the damage by 2d6 and adds one round of choose to spend 1 additional Chi point during each round to
disadvantage. push it to its limit. Each point you spend, to a maximum of 3,
increases the damage by 2d6.
27 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW
Spirit Bomb
10 Actions | 12 Chi Points
The most powerful of all Ki Master Techniques, the Spirit
Bomb is not easy to achieve. It takes extraordinary dedication,
practice, and resilience on the part of the Ki Master. One must
remain stationary and call out to those around them, near and
far, for their aid in this decisive moment. After an extended
period, the energy is released in a torrent of destructive force
that no other technique can replicate. All are left humbled
before the might of a Spirit Bomb in action.
As an action, you can spend 12 Chi points to start receiving
energy from those who would lend you their aid in this
moment. You must spend 10 actions concentrating on this
effect (as if concentrating on a spell) on consecutive turns in
order to finish this technique. During those 10 turns you are
subject to the following penalties:
Your speed becomes 0 and you can’t benefit from any bonus
to your speed.
Your AC becomes 10.
You automatically fail all Dexterity saving throws.
Until these 10 turns are resolved or your concentration
is broken, you may only use a bonus action to Reach Out
(Requires the Greater Reach Out feature). As a bonus action,
you attempt to reach out to creatures within 10 miles of you.
Make a DC 15 Charisma (Persuasion) check. On a success, the
time needed to draw the required energy is reduced by 1 turn.
On a failure, nothing happens and you can continue charging
the bomb as normal. You can make this check with advantage
if the DM decides that the creatures nearest you are willing to
aid you and/or your plea to them is worthy.
Any ally, on their turn, may spend an action to raise their
hands into the air and donate their energy directly to the
Spirit Bomb, reducing the amount of rounds needed by 1.
They suffer the same penalties as the Ki Master until the start
of their next turn. At the start of their next turn, they must
make a DC 15 Constitution saving throw or gain one level
of exhaustion. For each ally that donates their energy to the
Spirit Bomb, the saving throw DC is increased by +1.
After you successfully manifest the full Spirit Bomb, you can
spend an action to launch this radiant glowing sphere of pure
Chi energy at a point you can see within 150 feet that explodes
in a 40 foot radius sphere. All enemies within this sphere must
succeed on either a Strength, Dexterity, or Constitution saving
throw, whichever is lowest, against your Chi save DC or take
20d20 force damage and be frightened until the end of their
next turn. On a successful save, they take half damage . You
can choose any number of allies to be protected from the blast.
28 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW
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29 ULTIMATE WARRIOR BUNDLE | THE DUNGEON COACH & THE LOADING CREW