Homebrew Android 18 Species Details

This is based heavily on Android 18 from Dragonball Z. The balance is probably questionable at best, downright broken at worst. This is intended to work in tandem with other classes, granting more options to any class. I cannot imagine this would be allowed at more than a few tables if anybody ever finds this to begin with. Ill take feedback with regards to balancing under advisement, many of the abilities damage were based on the strongest spells per spell slot level, I.E. Inflict wounds for 1st level, and Fireball for 3rd.

Android 18 Traits

Android 18

Ability Score Increase

4 flexible stats to allocate as you please  or 2 flexible stats and a feat. 

Movement

Walking Speed is 30, Flight Speed is 60. 

Size

Size is Medium

Languages

You can speak, read, and write Common and one extra language of your choice.

Android's Physique

Due to your near perfect physical condition, the tireless nature of your body, and the scientific augments to you body, you gain proficiency in Acrobatics and Athletics, as well as a static +2 to AC, stacks with armor.

Martial Arts Training

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you level, as shown in the Martial Arts column of the Monk table.

• When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. 

Deflect Missile

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10+Dex+level. 

"Spell-Casting"

Spell casting here is 8+Wis+Prof, Spell slots mimic that of a Warlock in that they are restored on a short rest, however there are 3 times as many slots. While this is certainly OP, the "Inexhaustible Nature" of the Androids would be lost otherwise. Overwrites the casting mod of other classes for the sake of not having to use many stats at once. Due to the nature of these "Spells", i would say the A Barbarians Rage wouldn't inhibit the use of them. Dragonball characters rage out and wreck face all the time afterall.

Limitations

To prevent a character from have 90 different attack options and utility out the wazoo, at first level, choose 3 of the available "Spells". May choose these in place of Class based cantrips or spells as well, to get more of them, but foregoing the class specific cantrips. At 4th, 8th, 12th, 16th and 19th level, choose 1 more.

Energy Attack

A Ki Wave that deals 1d6 force damage, can be fired as a Bonus Action. Increases in line with Proficiency.  Must make separate attack rolls per Wave. Functions as a Cantrip. 

High Pressure Energy Wave

Cast 2 as an Action, deals 2d6 force damage per Wave. Cannot be used as a Bonus Action. Increases in line with Proficiency. Must make separate attack rolls per Wave. Functions as a Cantrip. 

 

Energy Cannon

Cast 1 as an Action, deals 3d10 force damage. Cannot be used as a Bonus Action. Functions as a First level spell. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 2nd. 

Finger Beam

Release an energy beam from your fingertip, dealing 2d12 magical piercing damage. This "Spell" penetrates targets at close range, within 15'. This is a first level spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Solar Flare

Solar Flare is a bright flash of light emitted from the user, blinding all who see it. Targets within 40' must make a Con saving throw or be Blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends. This is a first level spell. 

Explosive Wave

Explosive Wave is a knock back, every creature within a 10' radius must make a Strength saving throw. There are 2 DC values, on a critical failure (Not just 1) but below half of the required DC are knocked back 10' and prone. Above half, the target is only knocked back, upon success the target resists the effect, being neither knocked back nor prone. This is a first level spell. 

Power Regen Kiss

Android 18 blows a kiss which stuns her opponent. Target makes a Constitution saving throw, on a failed save the target is paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. This is a second level spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Energy Absorption

Attempt a grapple, on success, the creature makes a Constitution saving throw on a fail their energy is absorbed, restoring 1d4+level of "Spell Slots" and the creature takes damage equal to 3 times the number of slot restored. If the creature succeeds, their energy is not absorbed and they break the grapple. This can only be attempted once per short rest.

This is probably brokenly powerful, even with the 2 different rolls that must be made.

After Image Technique

As a reaction, move with blinding speed to evade an enemy attack. You must make Dexterity saving throw, of 10+Str/Dex of the attacking creature. This is a cantrip

Flying Hip

As a reaction, when an enemy attacks an ally, fly toward that ally slamming them with your hip, and knocking them away. You take the resulting damage of the hit if the roll to hit is higher than your AC. 

Graceful Orbit

Android 18 performs a crescent kick for 1d6+Str or Dex, followed by a low spin kick dealing 1d4+Str or Dex. The target must make a Strength saving throw or be knocked prone, if the second attack hits. Separate rolls must be made for each hit. This is a melee attack cantrip. 

Sadistic 18

As she says "I'll enjoy this", Android 18 charges at the opponent and punches them up into the air dealing 1d8+Str or Dex bludgeoning damage. Then, she flies after the opponent to elbow them in their face for 1d8+Str or Dex bludgeoning damage and roundhouse kick their arm for 1d6+Str or Dex bludgeoning damage, before sweep kicking them for 1d6+Str or Dex bludgeoning damage. Next, she grabs the opponent by their leg and throws them down to the ground dealing 1d10+Str or Dex bludgeoning damage, where she teleports beside them and kicks them in the stomach for 1d8+Str or Dex bludgeoning damage. Finally, Android 18 shouts "It's over!" as she turns around to blast the opponent with a yellow Finger Beam for 2d12 piercing damage. This is a 3rd level spell. 

Must make separate attack rolls for each hit.
If the first hit misses, the whole combo is cancelled. If the first hit connects, gain advantage on all of the following rolls. The combo ends when any of the hits don't connect, the Finger Beam can still be fired regardless. 

In the event this "spell" is used on a creature larger than yourself that cant logically be moved by your strikes is simply struck in place with each blow, treat it as normal, just the flavor is ruined, sorta.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 per hit and 1d12 for the Finger Beam for each slot level above 3rd.

So That's How it Has to Be!

Before the opponent attacks her, Android 18 says "That's the spirit." as she attacks the opponent with a right knee strike to their stomach for 1d8+Str or Dex bludgeoning damage. Then, she backs away and moves back in to knock the opponent to the side with an open palm strike to the side of their head for 1d10+Str or Dex bludgeoning damage. This is a reaction, melee attack spell. It uses 5' of your movement, and after the second strike the target must make a Strength saving throw or be knocked back 10' to one side. Must make separate attack rolls per hit.

There are 2 DC values, on a critical failure (Not just 1) but below half of the required DC are knocked back 10' and prone. Above half, the target is only knocked back, upon success the target resists the effect, being neither knocked back nor prone. This is a first level spell. 

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 and 1d10 respectively for each slot level above 1st. 

Double Destructo Disc

Double Destructo Disc will function as a Linear Spell with 2 separately targetable Disc's, Each target in the line must make a Dexterity saving throw. This spell penetrates targets. A target takes 5d10 magical slashing damage damage on a failed save, or half as much damage on a successful one. This is a third level spell. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. 

Previous Versions

Name Date Modified Views Adds Version Actions
2/5/2020 4:26:41 PM
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2/5/2020 4:44:54 PM
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