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View Full Version : D&D 5e/Next Dragon Ball Inspired races. Critique Welcome



Rater202
2021-10-19, 07:19 AM
Player Races Inspired by Dragon Ball. Not much else needs to be said.

My intent is to do Saiyans, Namekians, Frieza's Race, Majins, Core People, Androids, and the Demon Realm Race(who might be a subrace of the Core People.)

First, we have the Saiyans because what else would we start with.

Saiyans

The Saiyans are a race born and bred for battle. Whether bloodthirsty conquerors or honorable heroes, every Saiyan has the instinct to seek out challenges.

Ability Score Increase: Saiyans Increase one ability score by +2 and another by +1. Saiyans typically favor physical ability scores.
Age: Saiyans have roughly the same potential lifespan as humans, but mature slower—often looking prepubescent well into their teen years—before shooting up over the course of a couple of weeks at around 18. A Saiyan remains in their physical prime for the majority of their life, but begins aging most ungracefully at about 80. Saiyan Children are often completely self-sufficient within the single digits of age.
Alignment: The Saiyans of Planet Vegeta are typically but not universally Evil, though this is cultural rather than inherent. The Saiyans of Planet Sadala, on the other hand, are typically good for much the same reason.
Creature Type: Saiyans are Humanoid.
Size: Saiyans are Medium.
Speed: 30 feet.
Saiyan Power: The main advantage that's universal to all Saiyans: A Saiyan's body memorizes all damage it has taken while their mind subconsciously retains all observations about combat or athletics around them. Then, as they rest and recover their minds and bodies adapt to this information in order to become better fighters. A number of times per long rest equal to their proficiency bonus, a Saiyan who has been invovled in serious combat in the last few days can make an attack roll or saving throw with advantage, or force an enemy attacking them specially(attacks that target multiple creatures don't count) that they are aware off to roll with disadvantage.
Languages: Saiyans Speak Common.

Subraces: There are two main evolutionary branches of the Saiyan Family. It's also possible, though unlikely, that the ancestors of the Saiyans might still be around in small numbers or be born as an atavistic throwback.

Vegetan Saiyans: Hailing from Planet Vegeta, these Saiyans favor muscle builds and can be recognized by their simian-like, brown-furred tails.
Saiyan Tail: A Saiyan Tail is fully prehensile and can be used as a third hand. However, if someone successfully grapples a Saiyan then they may elect to squeeze the tail, which incapacitates the Saiyan with pain, giving them a disadvantage on all rolls until their assailant's grip on their tail is broken. If a Saiyan's tail is removed, it will regenerate in full in 1d8 weeks, or instantly if the Saiyan passes a constitution saving throw with a DC equal to 10 or their level, whichever is higher, after a long rest.
Osaru: a Saiyan who stares into the light of a full moon for one round transforms into an Osaru. An Osaru is a simian form of large size. While in this form, the Saiyan's strength is considered to be four points higher, to a maximum of 24, and their hi points become the maximum possible they could have at the level-any damage they've already taken. However, the Saiyan must make either a wisdom or charisma saving throw and on a failure they go berserker, being compelled to move towards and make basic attacks against any creature, friend or foe, that catches their attention. A Saiyan remains in Osaru form until they are rendered unconscious, the combat ends, their tail is removed, or the moon is destroyed. A Saiyan gains one level of exhaustion after reverting from Osaru form.

Ancient Saiyans are identical to Vegetan Saiyans, save that their tail fur is black.

Sadalan Saiyans, from Planet Sadala, the Sadalan Saiyans are more slender than their brutish counterparts and lack tails. Thus, physically they are easily confused for humans.
Honored Heroes; Sadalan Saiyans are known to protect the innocent and battle evil as both career and passion. Thus, Sadalan's have Advantage on any persuasion or deception roles to convince someone they have just met that they have benevolent intentions. This can only be used on a single individual once.
Tingles Down My Spine: Sadalan Saiyans gain the Super Saiyan Racial Feat for free at level five.

Racial Feats

Saiyan Elite
Prerequisites: Vegetan Saiyan or Ancient Saiyan.
A Saiyan Elite gains the ability to cast the spell Moon Ball once per long rest without spending a spell slot as well as cast or prepare it from any spell slot of second level or higher they have available to them.
A Saiyan Elite automatically passes the saving throw to maintain their mind in Osaru form and does not go berserk.

Second Level Transutation
Casting Time: One round
Range: Special
Components: V and S
Duration: 1 Hour

The Saiyan Elite channels energy into their hand, then forms it into a ball which they then throw a mile straight into the air. Upon stating "expand and mix," the ball grows and combines with the air to create a ball of plasma that functions for all purposes as the light of a Full Moon for any creature that has line of sight with the Moon Ball.

The moon ball has no additional effects if cast from a slot higher than second level.

Super Saiyan.
Prerequisites: Saiyan, level 4 or higher.
Increase Strength, dexterity, or constitution by 1.
As an action, the Saiyan is able to enter a state where they are ensured in a firey gold aura with their hair standing on end and glowing the same color for a number of rounds equal to their proficiency bonus. While in this state, the Saiyan's speed is doubled and they have an advantage on all attack rolls and saving throws. When the state ends, the Saiyan takes one level of exhaustion.
The Saiyan can enter this state a number of times equal to their proficiency bonus. They regain expended uses after completing a long rest.

Evil Saiyan:
Prerequisites: Evil alignment, Ancient Saiyan or any Saiyan trained by a Saiyan with this feat.
The Evil Saiyans were a faction of Ancient Saiyans who possessed the ability to channel their malevolent intentions through an aura for two purposes.
First: The Evil Saiyan's Evil Aura can be shaped into limbs, allowing them to make unarmed strike or melee weapon attacks even if their arms are restrained.
Second: The Evil Saiyan can, as an action, inflict their aura upon someone within range of a melee attack. The person must make a Wisdom saving throw with a Dc equal to the 8 plus the Saiyan's Charisma Score Plus the Saiyan's Proficiency bonus or transform into a rampaging berserker who compulsively atacks the Evil Saiyan's enemies(or failing that, a random bystander who is not the Evil Saiyan or their allies) determined at Random for a number of rounds equal to the Evil Saiyan's proficiency bonus.

Rater202
2021-10-21, 12:23 AM
Namekians

Slug-men hailing from another realm, the Namekians possess strange biology and even stranger magics. A typical namekian resembles a green-skinned, hairless elf with four-fingered hands, odd markings in either beige or pink on their forearms, and fleshy antenna coming from their brows. However, a wide variety of sin colors are possible and rarely you'll find a Namekian with a head fin, fleshy horns, or some kind of crest in place of their antenna, and the Demon Clan possesses a truly astounding variety of appearances.

Ability Score Increases: Namekians Increase one ability by 2 and another ability by 1.
Age: After hatching from an egg regurgitated by their 'father,' most Namekians mature at the rate that humans do and have a maximum lifespan of a few centuries. Namekians of the Demon Clan, however, are often born fully formed and there's circumstantial evidence that the warrior clan can reach full maturity within a few years.
Alignment: a Peaceful people, the Namekians are typically good or neutral. The Demon Clan are usually evil, however.
Creature Type: Namekians are humanoid.
Size: Namekians are medium.
Speed: 30 feet.
Namekian Physiology: While Namekians are entirely capable of eating and deriving nutrition from food, they do not need to do so as long as they have access to potable water. Furthermore, Namkian tissues are comparatively simple and they possess remarkable regenerative power. A Namekian adds their own proficiency bonus to the total hitpoints they recover from any healing spell cast on them. Once per short rest, a Namekian can spend a full round focusing on accelerating their own regeneration, allowing them to spend up to their proficiency bonus in hit dice to heal(and, if necessary, regrow any lost limbs) but gaining a level of exhaustion in the process.
Languages: Namekians speak common and Namekian.

While Namekians don't have subraces in the traditional sense, they tend to be born into one of three "Clans", which rather than extended families are more like a biologically engrained Caste system. A Namekian's clan is seemingly determined by their father before birthing their egg.

The Most Numerous clan are the Dragon Clan: While the majority of the Namekian Population are Dragon Clan, traditionally the Dragon Clan hold positions as priests and wizards. All known Namekian LEaders are Dragon Clan, and the Dragon Clan finds magic coming easily to them.
Mysterious Power: A Dragon Clan Namekian can always elect to use Wisdom as their spellcasting ability.
Namekian Magic: a Dragon Clan Namekian can choose any two of the following Cantrips to receive for free at first level: Control Flames, Druidcraft, Light, Mending, Prestidigitation, Sacred Flame, Spare the Dying, or Thuamturgy.

Warrior Clan Namkians are spawned to serve as protectors of Namekian communities. Warrior Clan Namekians are physically stronger than the other clans on average and have a strong drive for self-improvement, but have less affinity for magic.
Physical Paragon: Choose one of Strength, Constitution, or Dexterity: Your ability score maximum for this ability is two points higher than normal, being 22 under normal circumstances.
Martial Arts: A Warrior Clan Namekian is trained in the Martial Arts. Their unarmed strike always does at least 1d4 damage, and as a Monk may count their level as one higher when determining their martial arts damage for Unarmed Strikes only.

Demon Clan Namekians, also known as Mutant Namekians, are spawned, usually but not always for malicious purposes, to be monsters. They are often covered and scales and more resemble demons, draconic creatures, or slightly anthropomorphized dinosaurs than their kin, and tend to have a suite of mutations.
Natural Weapons: A Demon Clan Namekian often has one or more parts of its body that can serve as a weapon. Fangs, claws, tails, horns, etc. A Demon Clan Namekian has a single natural weapon, which counts as a simple reference that the Namekian is proficient with and deals 1d4 damage of a type, piercing, bludgeoning, or slashing, that is chosen at character creation. At level 5 the damage increases to 1d6.
Mutant Movement: A Demon Clan Namekina often has mutations that help with mobility: Chose either a fly speed, a climb speed, or a swim speed. The Namekian has one equal to their land speed and has some of more physical alterations to their body that represent it, such as leathery wings for their flight speed or a crocodilian tail for a swim speed.
Variable Mutation: Rarely, a Mutant Namekian is born whose body more closely resembles the base template. At character creation you may optionally trade one and only one of the above features for one and only one feature from the Warrior Clan.

Racial Feats

Mystic Attack
Prerequisites: Namekian
Increase Dexterity by 1.
The Namekian can stretch their arms, allowing them to manipulate objects, make an unarmed strike or natural weapon attack, or initiate a grapple from up to ten feet away. If a Namekian successfully grapples someone from five or more feet away, they may use their reaction to move in or to pull the target towards them, which the target can resist with a strength saving throw with a DC equal to 8+The Namekians Strength Modifier+the Namekian's Proficiency Bonus.

Great Namekian
Prerequisites: Namekian.
Great Namekians are Namekians who have gained a level of control over their body's autonomous functions that allows them to deliberately overstimulate their peripheral nervous system and reroute their regenerative abilities causing a spontaneous expansion of both mass and volume. Somehow, this doesn't shred their pants.

Increase strength or constitution by 1. A number of times per long rest equal to their proficiency bonus, the Namekian can grow to large size with their possessions changing to match. They gain all of the benefits of this increased size but not any drawbacks. A namekian can remain in this state for a number of rounds equal to their constitution modifier or their proficiency bonus, whichever is higher.

Greater Namekian Magic:
Prerequisites: Dragon Clan Namekian
Gain two more cantrips from the list of cantrips under Namekian Magic.

Rynjin
2021-10-21, 03:19 AM
I've always been fonder of the old fan nickname "Arcosian" instead of the canon (and lame) "Frieza Race" designation.

Rater202
2021-10-22, 11:29 PM
I've always been fonder of the old fan nickname "Arcosian" instead of the canon (and lame) "Frieza Race" designation.

That's fair, but "Arcosian" was coined by the localization team localizing an anime-only seen that was created before Frieza and his forces were established to exist in the manga, so...

I'm gonna stick with the canon if only for the sake of consistency.

Also, the implication in games like Xenoverse is that every "Frieza" race character is a blood relative of Frieza, which works very well with the "Frieza Clan" term that gets used sometimes.

The Frieza Clan
The true name of this race of truly alien humanoids has been lost to history, instead, they are referred to by the name of a particularly infamous member of their kind, whose clan makes up the dominant population of the species. Monsterous and durable, the Frieza Clan are recognized by their white, red, purple, and blue colorations, sleek reptilian appearances, tails, reptilian digitigrade feet, and the crystals along their bodies.

A female of the FRiza Clan has never been seen and it is unknown if they exist or what they'd look like if they did.

Abillity Score Increase: A Feiza Clansman increases one ability score by 2 and a second by 1.
Age: It is unknown how long the Frieza Clan lives for, only that their most infamous member did not noticeably age in roughly 24 standard years. Presumably, they reach full maturity at the same rate as most humanoids.
Alignment: The Freiza Clan are stereotyped as being among the evilest of mortals, but this is supposedly the result of a powerful minority. Frieza Clansmen can be of any alignment.
Creature Type: Frieza Clansmen stretch the definition of humanoid to the breaking point, but still, they're humanoid.
Size: Frieza Clansmen are medium.
Speed: Frieza Clansmen have a speed of 35.
Strange Anatomy: Frieza Clansmen don't need to breathe and are not subject to critical hits as they do not have critical points to hit. Members of the Frieza Clan do not take damage or suffer penalties from extreme environments—the vacuum of space, a freezing cold tundra, the bottom of the ocean, a scorching desert, or the ambient heat of an active volcano are all equally harmless... Within reason. Throw them in the lava itself and they'll take fire damage, and deliberate attacks still inflict full damage. A Frieza Clansman automatically passes death saving throws and even if reduced to negative hitpoints does not die from damage unless their body is totally destroyed though they can still be rendered unconscious or senseless by damage or killed by means that are not tied directly to hit point damage.
Transformation: Members of the Frieza Clan are able to change their forms: Growing or losing horns, armored carapaces, shoulder or back spikes, boney plates, altering facial features, growing or losing muscle mass, increasing or decreasing in height, or even changing form completely. A Number of times per short rest equal to their proficiency bonus, a Frieza Clansman can give themselves an advantage on any one die roll dependant on strength or dexterity, and always has advantage on deception, performance, or persuasion checks to disguise or pass themselves off as another member of their race.
Languages: Members of the Frieza Clan speak common and one other language of the player's choice.

Racial Feat

This Isn't Even My True Form.
Prerequisites: Frieza Clan.

Increase one ability score by 1

You are a mutant born with an overwhelming power that you have difficulty controlling, and so have learned to use your race's power to transform to suppress your full power. Your default form is a transformed state and you can spend a full round to assume your "true" form. While in your true form, treat all of your abilities as two points higher, which can exceed your normal maximums, double your movement speed, and gain advantage on the first attack roll you make in a round. You can remain in this state indefinitely, as it is your "real" form, but after a number of rounds equal to your proficiency bonus you must make a Constitution saving throw with a DC equal to eight+ twice your proficiency bonus or else gain a level of exhaustion. Whether you make the save or not, you must continue to make this save every proficiency bonus rounds until you return to your sealed form.

Rater202
2021-10-26, 05:24 AM
Majin

Majin's are chaos made manifest. The original Majin was a monstrous figure that killed and destroyed without thought or concern until he was pacified by the influence of a benevolent creator god and then taught right from wrong by the actions of a mortal brave enough to befriend him. Yeahs later, feeling lonely and misunderstanding the contents of a book meant for... Certain mature audiences, this being created a family for itself via a combination of asexual fission and magical conjuring.

Majins appear as humanoids in pastel colors, with fleshy tendrils atop their heads and small circular vents at various places on their heads, arms, or torsos. Typically, a male Majin is as wide as it is tall with obviously inhuman tendrils, while female majins are modeled on the figures of conventionally attractive humanoid females with tendrils that imitate human hairstyles. The distinction between male and female is purely aesthetic, however.

Abillity Score Increase: Majins increase one ability score by 2 and another score by 1
Age: Majins are either born fully formed as an adult or spawned at the equivalent of a human in early adolescence and mature at the normal human rate from there. Majins do not seem to age, and the first majin on record is at least several billion years old.
Alignment: All Majins are chaotically inclined, but ever since the pacification of their progenitor the majority of them are good.
Creature Type: Majins are aberrations. They might look like cute and cuddly pastel-colored humanoids, but they are all born of an eldritch manifestation of chaos.
Speed: 30 feet.
Size: Most Majins are medium, but Majin children, who are otherwise identical to adults, are small.
Majin Matter: While Majins functionally have all of the same organs as a humanoid, they are in fact made entirely of a gooey substance, not unlike chewed bubblegum. Majins are not subject to critical hits and can not be killed by any means short of total destruction of their body. If a Majin is reduced to 0 or fewer hitpints they automatically succeed on all death seaving throws and do not die from any further damage, though will still fall unconscious. If a Majin is maimed or otherwise loses a limp or the functionality there off, they can reconstitute or regenerate all such damage the next time they spend a hit die to heal.
Liquification: Majins can liquify themselves into a fully gooey form in order to fit through openings. A Majin can squeeze through any hole at least an inch wide or under the crack of a door.
Majin Magic: Choose any two conjuration or transmutation cantrips from any spell list, plus prestidigitation. Charisma is your spellcasting state.
Languages: Majins speak common.

Racial Feats

Candy Beam:
Prerequisite: Majin
A number of times per long rest equal to their proficiency bonus, the Majin can make a ranged attack against a single target within sixty feet, who must succeed on a Constitution saving throw. If the Majin is a spellcaster, the DC is their spell dc, otherwise, it is 8+proficuency bonus+charisma modifier. On a failed save, the target is turned into an edible substance of tiny size and can only take move actions at a speed of 10 for a number of rounds equal to the majins proficiency bonus.

Any creature of medium size or smaller can grapple someone currently transformed into an edible and if successful may automatically do 1d10 damage by taking a bite out of the target. Someone reduced to zero hp or lower must immediately make a death-saving throw. Success reverts them to their true form unconscious but stable, failure means they are eaten, which destroys their body and everything on their person.

A creature with two or more hit dice greater than the Majin's level is immune to this effect.

Purification
Increase one ability by 1.

A number of times per long rst equal to their proficiency bonus, the Majin can take a full round to purify themselves—temporarily purging themselves of all outside influences—and thus revert to the original form of their progenitor.

In this state, a Majin's size becomes small, taking no penalties from the change, and all of their ability scores increase by 2, which can exceed their normal maximums. The Majin's speed increases by 10, and they gain an advantage on the first attack they make in a round. Once per round, a sa reaction, the Majin can roll a hit die and regain that many hit points, which counts against their total hit dice per long rest.

After a number of rounds equal to their proficiency bonus, the Majin must make a charisma saving throw with a DC equal to 8+twice their own proficiency bonus or go berserk, randomly moving towards and attacking the nearest creature or, if no creatures are within movement range, attempting to destroy the nearest object instead. The Majin remains in this state for 1d6 rounds or until they are rendered unconscious, in which case they revert to their true form and gain a level of exhaustion. A Majin can revert prematurely as a full round, which does not incur exhaustion.This one I'm a little concerned might be a bit on the overpowered side.

Rynjin
2021-10-26, 05:29 AM
Candy Beam should probably only work on creatures with few Hit Dice than you, or have drastically lessened (maybe even cosmetic only) effects on characters who are more powerful than you.

See: chocolate bonbon Vegito kicking the absolute **** out of Super Buu.

Rater202
2021-10-29, 06:01 PM
Core People

Born from the fruits of the World Trees of Planet Kaishin, the Core People, who range in appearance from squat humanoids with fish or insect-like features to tall elf-like beings, are minor divine beings who hold dominion over the forces of creation. Most generally live peaceful lives, or hold supervisorial positions in higher planes, but some of them choose to take an active role in the affairs of the movers.

...Rarely, however, a flaw in the World Trees results in a Core Person being born infected with violent and malicious tendencies. If such a being can't reign in these desires or otherwise performs evil acts, they are banished to a pocket reality in the lower planes known as the "Dark Demon Realm," not to be confused with the Abyss. The descendants of these Core People, adapted to this realm, are known as the "Demon Realm Race"(not to be confused with true demons.)

Ability Score Increase: Core People increase one ability score by 2 and another score by 1.
Age: Core people seem to mature at the same rate as humans. Typical Core People can live for a few centuries to a few millennia, but a rare minority of them can live for hundreds of thousands of years, easily reaching a million with some having existed for even longer.
Alignment: Most core people are typically good, while the Demon Realm Race are typically evil. Exceptions exist among both categories, however.
Creature Type: Most Core People are Celestials, but the Demon Real Race are Fiends.
Speed: 30 feet.
Size: Core People are medium.
Princes of Creation: As minor divine beings, the Core People are technically the rightful rulers of the universe, not that many of them are willing to press the claim. There is almost an instinctual sense of regality to them which can manifest as either politesse or haughtiness. Core People have advantage on the first persuasion or intimidation check they make in a scene, as well as on any such check they make the first time they meet a specific individual or group of individuals, assuming they are targetting that individual.
Divine Magic: Core People are able to sure the cantrips Druidcraft, Minor Illusion, Prestidigitation, and Thaumaturgy in addition to any and all cantrips they may gain from class levels.
Langaugses: By default, Core people speak Common. Most also speak Celestial, but the Demon Realm Race instead speaks infernal

Subraces.

Typical Core Person: A typical member of the species, dwarflike in stature and sometimes possessing animal-like features.
Telepathy: The Core Person can telepathically communicate with any creature that they have line of sight with, or anyone within approximately a twenty-minute walk whom they have a general idea of the location of, though they must chare a language for this conversation to be fruitful. This may or may not be tied to the presence of a cricket-like antenna.
Flight: a Typical Core person can fly as well as they can walk, at the same speed. This may or may not be a factor of retractable insect-like wings.

Supreme Core Person: A Supreme Core Person is a rare minority born with a higher concentration of divine power. Their stature and appearance more resemble elves and they rarely have animal-like features.
Vison Omniscient: Choose a single first-level divination spell, subject to DM approval, that can be flavored or interpreted to function through sight. You may use it at will.
Supreme Being: While nowhere as powerful as the beings who grant spells to Clerics, a Supreme Core PErson is a minor god, even more so than their fellows, which comes with a certain perk: A Supreme Core PErson is immune to divination spells or similar effects unless they are cast by a being who has two or more hit dice more than the Supreme Core Person.

Demon Realm Race: A descendant of a Core person corrupted by malice or otherwise banished to the Dark Demon Realm. Members of this subrace vary from being physically indistinguishable from a Supreme Core Person to some kind of monstrous humanoid figure... Though horns of some variety are a common feature.
Celestial Ancestry: Choose a single feature from one of the other subraces.
Energy Theft: A number of times per long rest equal to their proficiency bonus, one of the members of the Demon Realm Race can cast Inflict Wounds as a first-level spell, separate from any spellcasting ability they may possess. If they successfully inflict necrotic damage via this ability, they gain half that damage as restored hitpoints. Any hit points gained in this matter that would place the core person over their normal maximum are lost.

Racial Feats

Kaioken
Prerequisite: Core Person

A Martial Arts technique invented by one of the Core People. By focusing their divine power, a Core Person can magnify their physical ability for a time. By taking a full round, the Core Person doubles their movement speed and gains advantage on attack rolls, saving throws, and both athletics and acrobatics skill checks until they take a round to revert. After a number of rounds equal to their proficiency bonus, the Core Person must make a Constitution saving throw with a DC equal to 8+twice their own proficency bonus or gain a level of exhaustion. Pass or fail, they must continue to make such saves every proficiency bonus rounds until they either revert or die of exhaustion.

Patora
Prerequisites: Core person.
At some time during your downtime, or in your back story, you've used a set of artifacts to fuse yourself with another being. You are the dominant partner in this particular fusion, but there are still some... Effects.

Increase one ability score by +1, and gain one racial feature from any one non-Core Person race or Subrace.

Rynjin
2021-10-29, 07:09 PM
I...absolutely despise the "core people" name and always have. At least call them Shinjin so it's only dumb in Japanese. Better feedback to come.

Rater202
2021-11-03, 12:13 PM
Androids

Androids, also known as artificial humans, are... Artificial humans. Some of them were originally organic beings augmented with magic r strange sciences while others are constructed whole cloth. They resemble humans, though may possess strange skin colorations

Ability Score Increase: Androids increase one ability by 2 and a second by 1.
Age: Androids that were originally organic beings were born and matured at the normal human rate, while those constructed whole cloth are born as adults. Either way, androids do not age and do not die of natural causes.
Alignment: Androids who were originally human possess the same range of alignments as humans. Those constructed whole cloth have alignments determined by their orignal creator. Unless something went horribly, horribly awry.
Creature Type: Androids who were originally organic are humanoid. Fully constructed Androids instead are Constructs.
Size: Androids are medium
Speed: 30
Android body: Androids do not need to eat or sleep. If they are humanoid type, the Android counts as human for all beneficial purposes. If they are construct type, they instead do not need to drink or breathe.
Languages: Androids speak the same languages as humans.

Subraces: In addition to the modified/constructed divide, Androids come in two-man varieties: Perpetual Energy and Energy Absorption.

Energy Absorption type androids have nodes in their hands that allow them to absorb energy from external sources.
energy Drain: If the android successfully grapples a creature, they may as a melee attack action inflict 1d4+proficency bonus necrotic damage on the creature. The android heals 1 point of hit point damage per 2 points of necrotic damage inflicted rounding down. If they kill a creature with this process, they immediately gain the benefits of a short rest.

Perpetual Energy type androids have a source of literally infinite energy within them.
Perpetual Energy Core: The Android is immune to exhaustion and cannot be made to lose consciousness by any means against their will. If they would be rendered unconscious by hit point damage, they instead remain conscious but are left helpless. Androids require only half the normal time to take either a short or long rest. Finally, the android has Advantage on Deat Saving Throws.

Intregus182
2021-11-03, 08:50 PM
First off i think these are thematically cool as i love DBZ.

All of these races so far are clearly FAR stronger than any PHB race. If these are all meant to be played with only each other then it probaby doesn't matter but if you intend to use these along side the official wotc races then they need to be toned down.

Rynjin
2021-11-03, 09:34 PM
I think the intent is for them to be much stronger than average; otherwise you wouldn't be very able to keep the theming of them.

Lord Raziere
2021-11-03, 09:42 PM
My experience with Rater is that he generally focuses on specific universes and keeps to their canonical physical rules very closely, so I'm pretty sure these aren't meant to be used with other races.

Rater202
2021-11-03, 10:56 PM
They are meant to be on the strong side... But they're also meant to be not that much stronger.

If a Saiyan is in a party with a human of the same level, the power discrepancy should not feel like the difference between Goku and Yamcha.

Xihirli
2021-11-27, 07:51 PM
Super Saiyan racial feat doesn’t have a limit on how long the transformation lasts, which I think it needs.

EDIT: Nevermind, I’m illiterate