Dungeons and Dragon Ball (Ver. O.1) world illustration - Shonen Battle theme
Shonen Battle

Dungeons and Dragon Ball (Ver. O.1)

D
Dark_Shadow20993

Adventure happening in the Earth of the fictional manga Dragon Ball.


Author's Note: Based on: the Unofficial sourcebook DragonBallDnD. Don't expect transformations, vehicles, or a copy-paste of the sourcebook (I can't do a lot with this campaign settings, but at the same time don't say I was lazy). Expect A LOT more updates in the future.
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266 days ago
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Kaio-ken
4

Kaio-ken

When the user uses this spell, they can temporarily trade 5 max HP for 1 hit dice the number of times the user chooses for the duration of the fight, plus the user's Ki aura gains a red crimson color. (For example, Kaioken X5 would be an exchange of 25 maxHP for 5 hit dice.) If the user uses Kaio-ken in a fight against a creature, the user gains one advantage in the next attack. This spell only lasts for a few minutes, if the user uses the spell for too long they can suffer body stress making the user have a disadvantage for the next 5 throws. If the user loses consciousness or focus, the effects of the spell are undone, and the max HP and hit dice are reset before the use of the spell.

Unleash Potential
7

Unleash Potential

You unlock by touch the latent power buried deep within a willing creature that has an Intelligence of 6 or higher, and is not an undead or construct. This can be done once in a lifetime by each target. • The target's proficiency bonus increases by 1. • The target has an advantage on initiative rolls and death saving throws. • The maximum hit dice of the target increases by 1.

Mind Link
3

Mind Link

You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time.

Shapeshifting
2

Shapeshifting

You’ve unlocked the secrets to transforming arts, allowing you to take the imperfect form of a simple object - such as a stool, lamp, or a pair of scissors - provided it is no larger than a 5-foot cube, or a beast for 5 minutes. Once you use this spell, you cannot do so again until you finish a short or long rest.

Absorption (Majin)
0

Absorption (Majin)

As a Majin when an enemy is low in health within 10 feet of you, you can engulf it with your stretchy skin or use your magic to turn it into food with your antenna. The enemy must make a saving throw, if he misses then the user of the spell absorbs it killing it permanently and gaining his remaining hit points to heal.

Regeneration (Namekian Warrior Clan, Majin)
0

Regeneration (Namekian Warrior Clan, Majin)

It is the ability to regrow certain body parts or cells that have been dismembered or destroyed and replace them with brand new cells, or simply regroup all of their separated parts back together. As a bonus action, the user regains a number of hit points equal to the number rolled (you add your Constitution modifier to the results of this roll). When you regenerate, you can restore a single severed body member. You can restore a severed body member a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Streching Limbs (Namekian, Majin)
0

Streching Limbs (Namekian, Majin)

They can elongate their arms and legs to 10 feet of distance to attack, restrain, pull, or push an enemy.

Sky Dancing Art
1

Sky Dancing Art

The user manipulates their ki energy or magic so that they can levitate or fly. The distance the user can travel per feet is 5 times the user's level.

Lashing Tail (Frost Demon)
0

Lashing Tail (Frost Demon)

Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Poisonous (Frost Demon)
0

Poisonous (Frost Demon)

Your body produces a deadly poison which is stored within the blade of your tail. You gain the following benefits: • You have advantage on saving throws against poison and you have resistance against poison damage. • Your tail contains a hidden blade for delivering poison. When you use your tail and hit a creature that isn’t a Construct or an Undead, the target creature must make a Constitution saving throw with a DC of 8 + your Constitution Modifier + your proficiency bonus. On a failed save they become poisoned for 1 minute. Once you use this ability, you can’t do so again until you roll initiative at the start of combat or alternatively, until you finish a short or long rest.

Last Resort (Android)
0

Last Resort (Android)

You are equipped with a dangerous device. A weapon of last resort used in only the most desperate situations. As an action, you can detonate the explosive within your body and immediately drop to 0 hit points, regardless of how many hit points you had remaining. When you explode, all creatures within 30 feet of you must make a Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes a number of d8 in force damage equal to your level on a failed save or half as much on a successful one. After using this feat, you can’t use it again until you finish a long rest.

Latent Power (Saiyan)
0

Latent Power (Saiyan)

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Cure wounds (Namekian, dragon clan)
0

Cure wounds (Namekian, dragon clan)

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Wolf Fang Fist
1

Wolf Fang Fist

You dash forward, moving a distance equal to half your speed, and unleash a whirlwind of claws. Every creature of your choice within 5 feet of you must make a Dexterity saving throw, taking 3d4 slashing damage on a failed save or half as much on a success. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Tri-Beam
5

Tri-Beam

You create a devastating wave of energy that surpasse normal spells at the cost of your vitality. You gain two levels of exhaustion, or only one if you already have at least one level. Additionally, you take an amount of necrotic damage equal to twice this spell's level. Every creature within a 20-foot cube originating from a point you choose within range must make a Dexterity saving throw. On a failed save, they take 5d10 + 20 force damage and are pushed 20 feet away from you. A pushed creature that impacts a solid surface is stunned until the end of your next turn. On a success, they take half as much damage, are not pushed, and can instantly use their reaction to move up to their speed to the nearest unoccupied space outside of the spell's area. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Energy Blade
3

Energy Blade

Shaping your energy through your hand, you evoke a piercing, energy blade in your free hand. This magic blade lasts for up to 10 minutes depending of your concentration. You are proficient with this weapon and you cannot be disarmed of this weapon. It deals 3d8 force damage on a hit and has the heavy, reach, and thrown properties (range 30/120). Once thrown, the blade reappears in your hand at the start of your turn. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Spirit Bomb
9

Spirit Bomb

By harnessing the life energy of the world, you create a well of power that surpasses the limits of any mortal spellcaster. The damage dealt by this spell, as well as its area of effect, is determined by the environment and population within 50 miles of you: Enviroment; base damage: Dense (Jungle or Lush Forest) 40d6 Moderate (Forest or Ocean) 30d6 Minor (Hills or Valleys) 20d6 Sparse (Mountains or Desert) 15d6 Scourged (Dead or Desecrated) 10d6 Population; bonus damage: Dense (Large City) +40d6 Moderate (Town) +30d6 Sparse (Village) +20d6 Limited (Caravan) +10d6 Uninhabited +0 Once when you cast this spell you can use your action to gather energy from your surroundings, in order to derive energy from the population, they must be willing to contribute to it. Once the spirit bombs is throwed every creature at the end of it must make a Dexterity saving throw, they take full force damage on a failed save, or half as much on a success.

Thunder Shock
0

Thunder Shock

As you outstretch your hand, you send shining bolts of energy from your fingertips toward a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4)

Spirit Ball
2

Spirit Ball

You create a palm-sized ball of force that can be directed through the air within pinpoint precision. The ball travels in four 15-foot lines in directions of your choice, one after another, starting within 5 feet of you. Every creature of your choice along the ball’s path must make a Dexterity saving throw. They take 6d4 force damage on a failed save, or half as much on a success. A creature can only be affected by this spell once per casting. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each spell slot level above 2nd.

Solar Flare
2

Solar Flare

As you spread your fingers across your forehead you close your eyes and release a flash of solar wind that threatens to blind your foes. Each creature in a 15-foot cone that can see you must make a Constitution saving throw or be blinded for 1 minute. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Scatter Shot
3

Scatter Shot

You conjure a beam of force that splits apart before raining down upon your foes. Every creature in a line that is 5 feet wide and up to 60 feet long must make a Dexterity saving throw. They take 6d6 force damage on a failed saving throw, or half as much on a success. When you cast this spell, you can choose to stop the beam early at a point you choose and redirect the remaining strength into a barrage of seeking missiles. For every 10 feet taken from the length of the beam, down to a minimum of 10 feet, you can target one creature within 20 feet of the point the line ends. The new targets must make Dexterity saving throws, taking the spell’s damage on a failed save. A creature can only be affected by this spell once per casting. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd.

Metamorans Fusion Dance
8

Metamorans Fusion Dance

Choose one willing creature of the same size as you. You each perform a short series of symmetric poses that converge together, fusing you into one being with a combined Charisma (Performance) check. The fusion lasts for 30 minuts, or until the fusion drops to 0 hit points or dies. The Dungeon Master can determine the DC by this conditions below: If Unfamiliar with the spell then the Maximum Save DC is 60. If Viewed the spell Once then the Maximum Save DC is 50. If Properly Instructed with the spell then the Maximum Save DC is 40. If Performed Once with the spell then the Maximum Save DC is 30. If Performed Occasionally with the spell then the Maximum Save DC is 20. If Performed Frequently with the spell then the Maximum Save DC is 10 minimum. If the combined Charisma (Performance) check is failed, the two creatures are expelled 30 feet apart from one another and cannot attempt it again for 30 minutes. The fusion has both current hit points.

Energy Wave
5

Energy Wave

You form a singing sphere of power between your hands before unleashing it as a devastating beam. The beam travels in a line that is 5 feet wide and up to 150-feet long, moving in a direction of your choice and stopping early if it impacts an object or creature it can’t destroy. If the beam would strike a creature, it must make a Dexterity saving throw. On a failed save, they take 4d10 + 10 force damage. If they are reduced to 0 hit points by this effect, they are turned to ash and the beam passes through them. On a successful save, the beam passes by them and continues on. If an object or creature that is damaged by this spell is not reduced to 0 hit points, the line stops in their space and erupts into an earth-shaking blast. Every creature within 10-feet of the target must make a Dexterity saving throw, taking 4d6 force damage on a failed save or half as much on a success. When you cast using a spell of 6th level or higher, the damage of the initial effect increases by 1d10.

Instant Transmission
6

Instant Transmission

Touching your index and middle finger to your forehead, you detect and instantly teleport to a specific creature within range. The creature you choose must be known to you, though they need not be on the same plane of existence as you. You appear in an unoccupied space adjacent to the creature of your choosing. If you cast this spell as a reaction, you appear in an unoccupied space adjacent to the creature, then proceed to make the triggering attack roll or ranged spell.You can bring one willing creature of your size or smaller when you teleport, but they must be touching you. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the spells range increases by 90 feet for each slot level above 6th.

Hellzone Grenade
4

Hellzone Grenade

You create ki blasts, ki blasts appears centered on a target. When you miss a target or a creature succeeds on a saving throw that reduces the damage of one of your ki blasts, you can use your reaction to transform the throated ki blasts into glowing motes of force that float in unoccupied spaces of your choice around your target. A contributing spell creates a number of motes equal to 1 + its spell level. These motes shed dim light in a 10-foot radius, If the spell ends, they disappear. Each mote, raises the potential damage of this spell by 1d6, up to a maximum of 12d6 force damage. As an action, you can command all motes to converge on a single point within the sphere and erupt into a devastating explosion. Every creature within 20 feet of that point must make a Constitution saving throw. They take the accumulated damage of the spell on a failed save, or half as much damage on a success.

Force-Flash Strike
0

Force-Flash Strike

Incandescent energy envelops your fist as you deliver a swift strike to a nearby creature. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 force damage, and if the creature is Large or smaller, you can push it up to 5 feet away from you. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Fabricate Clothing
1

Fabricate Clothing

You fabricate a set of custom clothing at a point you choose within range. If you target a creature with this spell they instantly don the clothing, provided they aren’t wearing armor. An unwilling creature is not affected by this spell. You decide what the clothing looks like, including the cloth, color, texture, pattern, the design of any emblems, and any other details. You can’t duplicate the appearance of an outfit that you’ve never seen.

Mafuba
6

Mafuba

You attempt to seal away one creature that you can see within range (to do this spell you need a talisman and a place to seal that can open and close; like a jar). If the target is of evil alignment, they must succeed a Wisdom saving throw or be magically trapped in a clay jar, which must then be sealed by the magical talisman. If the target has been trapped by the effects of this spell before, it has advantage on the saving throw. If the save is successful, the creature misses the clay jar, taking 15d8 psychic damage instead. Once trapped, a creature remains in the clay jar until the talisman is removed or destroyed. The clay jar can hold only one creature at a time. A creature trapped in the clay jar no longer needs to breathe, eat, or drink and does not age.

Dragon Fist
8

Dragon Fist

You unleash a serpentine draconic spirit that coils through the air and lashes out at every creature of your choice within a 60-foot cone originating from you. The targets must make a Strength saving throw. On a failed save, they take 2d8 radiant damage and are knocked prone. On a successful save, they take half as much damage and are not knocked prone. When you cast this spell, choose one creature within the cone to be the target of the spirit. If this creature fails their saving throw, they take an additional 12d6 piercing damage and are subjected to a second effect as the dragon rushes forward and strikes them with legendary power. Rush: If the target is Large or smaller, they are pushed up to 100 feet away from you in a straight line. If the target strikes a surface, both the surface and the creature take 1d6 bludgeoning damage for every 10 feet the target was pushed.

Dondon Ray
2

Dondon Ray

You fire a superheated beam from your finger in a 5-foot-wide, 60-foot-long line. Creatures struck by the beam must make a Dexterity saving throw. On a failed save the creature takes 3d10 radiant damage and has its speed halved until the start of your next turn. On a successful save the creature takes half damage and its movement is unaffected. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Destructo Disc
4

Destructo Disc

You throw a razor-sharp disc of force at a creature or object you can see within range. If the target is a creature, they must make a Dexterity saving throw, taking 6d10 + 10 slashing damage on a failed save. If the target succeeds on their saving throw, you can choose to redirect the disc to another target within 30 feet of the first. This spell deals double damage against objects and structures, and ignores resistance to slashing damage. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot above 4th.

Psycho Threads
2

Psycho Threads

You conjure ki threads at a point within range. The threads fill a 20-foot Cube there for the duration. The threads are Difficult Terrain, and the area within them is Lightly Obscured. If the threads aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the threads collapse on themselves, and the spell ends at the start of your next turn. Threads layered over a flat surface have a depth of 5 feet. The first time a creature enters the threads on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the threads or until it breaks free. A creature Restrained by the threads can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The threads are flammable. Any 5-foot Cube of threads exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.

Energy Drain
3

Energy Drain

The touch hand can siphon energy from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one. Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.

Time-Skip
9

Time-Skip

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Kiai Cannon
2

Kiai Cannon

A more powerful Kiai that you can use from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Force damage on a failed save or half as much damage on a successful one. A Construct has a Disadvantage on the save. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Ray Blast
2

Ray Blast

You hurl three ki rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot: You create one additional ray for each spell slot level above 2.

Death Meteor
9

Death Meteor

You grab with your psychokinesis ki blazing magma rocks and then you plummet them to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.

Consecutive Energy Barrage
1

Consecutive Energy Barrage

You create three ki blasts. Each blast strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Using a Higher-Level Spell Slot: The spell creates one more ki blast for each spell slot level above 1.

Energy Shield
1

Energy Shield

You touch a willing creature who isn’t wearing armor to infuse it with your ki. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Energy Bind
2

Energy Bind

Choose a Humanoid that you can see within range to bind them with your ki. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself as a success. Using a Higher-Level Spell Slot: You can target one additional Humanoid for each spell slot level above 2.

Mach Dash
3

Mach Dash

Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Kiai
2

Kiai

A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

Gravity Cage
7

Gravity Cage

An immobile, Invisible, Cube-shaped prison composed of ki springs into existence around an area you choose within range. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect.

Ki Blast
3

Ki Blast

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.

Death Shaker
8

Death Shaker

Choose a point on the ground that you can see. An intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain. When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken. You can also cause the effects below: Fissures: A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. Structures: A creature within a distance from a collapsing structure makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check to escape.

Hakai
6

Hakai

You launch a purple ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it. Using a Higher-Level Spell Slot: The damage increases by 3d6 for each spell slot level above 6.

Whormhole
4

Whormhole

You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Magic materialization
5

Magic materialization

You use magic to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube (the Cube increases by 5 feet for each spell slot level above 5.), and the object must be of a form and material that you have seen. The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail. Vegetable matter: 24 hours Stone or crystal: 12 hours Precious metals: 1 hour Gems: 10 minutes Adamantine or mithral: 1 minute

Dash Bomb
1

Dash Bomb

A thin sheet of ki shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.

Afterimage
2

Afterimage

You interpose a flickering illusory duplicate between you and the attacker. The triggering attack misses, and you can immediately move a distance equal to half your speed in the direction of your choice. Until you stop moving you are considered to be invisible. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Disaster Claw
5

Disaster Claw

You create a Large hand made of your own ki in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

Ki-Sealing Field
8

Ki-Sealing Field

A 10-foot-radius sphere of ki surrounds you to protect you, until the spell ends, the sphere moves with you, centered on you.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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