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Z Fighter Collection

Here are an assorted variety of spells items and feats inspired by Dragon Ball.


Power Pole

Quarterstaff, very rare (requires attunement)

You gain a +2 bonus to your attack and damage rolls with this magical weapon.

You can extend this staff up to 300 feet when you attack with it.


Kinto’Un

Wonderous Item, legendary (requires attunement by a Good creature)

While you are attuned to this magical cloud you can use your Action to call it to you from anywhere, so long as it is on the same plane as you.

While you are stood on the cloud, you have a flying speed of 120 feet. If you take damage while you are on the cloud, it dissipates and you cannot call it to you again for the next minute.


Special Beam Cannon

Level 3 Evocation (Sorcerer, Warlock)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous

When you cast this spell, you reduce your Speed to zero until the end of your next turn.

At the beginning of your next turn, you fire a blast of spiralling energy in a 1 foot wide, 100 foot long Line originating from your space. Creatures and objects in the Line must make a Dexterity saving throw or else take 6d8 Piercing damage.

Grappled creatures automatically fail their saving throw against this spell.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for every spell slot level above 3.


Hell Zone Grenade

Level 3 Evocation (Sorcerer, Warlock)

Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

When you cast this spell, you create four orbs of fire that float in the air surrounding a creature within range.

As part of cast this spell, or as a Magic Action on a subsequent turn, you can force all of the orbs created by this spell to fly towards the target, who must make a Dexterity saving throw or else take 2d8 Fire damage for every orb created. On a pass, the target takes half as much damage.

As a Bonus Action on your turn for the duration of the spell, you can create another two orbs surrounding the target.


Heat Dome Attack

Level 4 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous

You create a 15 foot wide, 60 foot tall Column of fire that spews up into the air, centred on yourself. Creatures within the Column must make a Strength saving throw or else take 4d8 Fire damage and be launched 60 feet toward the top of the Column. Creatures without a flying speed fall to the ground immediately after the spell ends.


Ultra Instinct

Level 9 Transmutation, Sorcerer

Casting Time: Bonus Action
Range: Self
Components: S
Duration: Concentration, up to 1 minute

You enter into a state of pure harmony and tranquillity. For the duration, you gain the following benefits:

Instant Reaction: The first time you would take a Reaction each turn, you can do so without using a Reaction.

Vanish: When a creature targets you with an attack roll or a spell, or casts a spell which targets an area including you, you can use your Reaction to teleport up to 120 feet in a direction of your choosing.

Automatic Dodge. You gain a +4 bonus to your AC. Attack rolls made against you by creatures who you have not damaged that turn are made with Disadvantage.


Dragon Balls

Wonderous item, artefact

When seven of these magical, golden balls are brought together, a creature can take the Utilize action to summon Shenron, a mystic dragon who floats in the sky above the ball’s space.

Shenron persists for up to a minute. Any creature within 60 feet of Shenron can speak a wish to it, and Shenron will cast the Wish spell, granting that wish to the best of its abilities. Once three wishes have been granted, Shenron vanishes and the balls teleport to random places across the plane. After the balls teleport in this way, they cannot be used to summon Shenron again for 365 days.


Wolf Fang Fist

General Feat (Prerequisite: Level 4+)

When you take the Attack Action on your turn using only Unarmed Strikes, you can use the Wolf Fang Fist style. The followin effects are imposed upon you:

  • You can make an additional Unarmed Strike as part of that action.
  • You have Disadvantage on attack rolls against creatures other than the first creature that you target with an attack until the end of your turn.

Demon Clan Training

*General Feat (Prerequisite: Level 8+)

When you gain this feature, choose either the Special Beam Cannon spell or the Hell Zone Grenade spell. You learn the chosen spell and Wisdom is your spellcasting modifier for it.

You can cast the chosen spell without expanding a spell slot. Once you have done so, you cannot do so again until you finish a Short or Long Rest.

To cast the chosen spell in this way, you must have damaged a creature with an Unarmed Strike since the beginning of your last turn.


Hakai

Level 9 Transmutation (Sorcerer, Warlock)

Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature or object and force it to make a Charisma saving throw. On a failed save, it is utterly destroyed and dies. On a successful save, it gains 2 Exhaustion points.


Super Saiyan

General Feat: Human (Prerequisite: Level 12+, Human Species)

At the beginning of your turn, you can cause the power within you to explode outwards in a blinding light. Choose one of the following transformations in the table below:

Super Saiyan Transformations
TransformationDamage IncreaseFlying SpeedCondition ImmunityDuration
SSJ I+3d630 feetGrappled. Restrained1 Hour
SSJ II+5d660 feetIncapacitated, Stunned10 Minutes
SSJ III+7d6120 feetParalyzed, Petrified1 Minute

For the duration of the transformation, you gain a bonus to your first damage roll each turn, a flying speed and immunity to the conditons listed in the description of the option you chose and each transformation above it in the table.

The transformation lasts for an amount of time equal to its duration in the table above. Once your transformation ends, you cannot transform again until you finish a Short or Long Rest.


Solar Flare

Level 3 Evocation (Sorcerer, Wizard)

Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous

You cause a blinding flash of light to erupt outwards in a 30 foot Cone originating from your sapce. Creatures within the Cone who can see you must make a Constitution saving throw or become Blinded for up to a minute, or until they succeed on a Constitution saving throw at the end of their turns.


Multiform Technique

Level 3 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute

When you cast this spell, you divide your hit points and hit point maximum into quarters for the duration of the spell.

You create three identical clones of you, which appear in unoccupied spaces within 10 feet of you. The clones share your AC and have a number of hit points equal to a quarter of the health that you had when you cast this spell. The clones bear non-magical copies of your equipment.

For the duration of the spell, you gain the following benefits:
Rush. When you move on your turn, you can move any number of clones a distance equal to the distance you moved.
Handy. You can take an Interacton up to four times on your turn.
Barrage. When you take the attack action on your turn, you can make a single unarmed strike from the space of each Clone you control.

When the spell ends, each clone is destroyed. Your hit point maximum returns to normal, and you regain hit points equal to the remaining hit points of your clones.


Crane School Training

General Feat (Prerequisite: Level 4+)
You gain the following benefits:

When you gain this feat, choose either the Solar Flare spell or the Multiform Technique spell. You learn the chosen spell and Wisdom is your spellcasting modifier for it.

You can cast te chosen spell without expending a spell slot. Once you have done so, you cannot do so again until you finish a Short or Long Rest.

To cast the chosen spell in this way, you must have damaged a creature with an Unarmed Strike since the beginning of your last turn.


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