Because why not make it for fun? As a warning, this will be entirely silly and likely more than a little broken in a few places, so feedback might be a bit nice just to balance stuff out a bit.
Now then, DBZ has a few major things that 5e can model by default, but will require quite a bit of homebrewing/ houseruling to properly model. Other things (like the famous beam battles) will absolutely require the creation of new systems, and a few races likely need a bit of homebrew. So let's get started!
Martial arts-Unarmed strikes deal a base 1d4+str or dex damage, and characters are proficient with them. Classes like the monk treat their unarmed strikes as if they were one die size higher (capping out at 1d12 damage for a high-level monk)
-Wizards, sorcs, bards, druids and clerics aren't really a thing in DBZ. Warlocks can be seen in the case of Babbadi, but they still aren't all too common. Keep this in mind when your party is making thier characters, since all characters in the series are good at some variation of "
I CAST FIST."
-Martial and half caster classes can typically be worked with fluff wise; Paladins channel their ki to reinforce/ heal others and empower their strikes (smites, spells and lay on hands). Barbarians are the tank. Fighters are like Trunks, who combine their martial arts with weapon skill. Rogues are the stabby, stabby hidden soldiers and skilled scientists (what else do they need expertise for?). Rangers focus more on ki blasts that they channel through weapons (ranger spells/ hunter archetype). Monks are literally the most common DBZ class.
In character flight-Every single character in DBZ flies with the assistance of ki. So, as a bit of necessity, everyone gains a flight speed of 40' and can hover with it. However, unlike most hovering, and effect that trips and knocks a character prone will cause them to fall towards the ground (at a rate of 200'/ round). Certain races fly faster (as noted in their stat block), and at levels 5, 10, 15 and 20 characters increase their flight speed by 10'.
-Freaking rocket ships. That is all.
Ki blasts, beam battles and special ki attacks-Everyone starts with one damage-dealing cantrip of their choice. This cantrip can use any attribute as its attack/ save DC stat, but typically not to damage unless a class feature specifically adds an attribute to the cantrip's damage. This cantrip is otherwise treated as a ki blast, which gets either more "rapid shots" as the character levels, or more powerful shots.
-Each martial character gains a pool of power points equal to half of their level (rounded up). Half casters gain a pool equal to 1/3 of their level (rounded up). Warlocks (and other potential full casters) gain 1/4 of their level in power points (rounded
down). These power points recharge at the end of a long rest, and can be spent in a variety of ways (described below).
-Special ki attacks may be selected by characters as they level up, giving them some extra techniques to blow people up with from afar. A character may learn a technique at levels 3, 8, 13 and 18.
- Beam attack: Often given its own special name (Galik Gun, Kamehameha, Special Beam Cannon, etc), a beam attack deals a decent amount of damage in a line. By spending 2 power points as an action, the character creates a 60' long, 5' wide line. Creatures in this line must make a dexterity saving throw (DC 8+Character's prof bonus+Character's attack stat). On a failed save, they are dealt tripple their "ki blast" cantrip's damage, and they are dealt half damage on a save. For example, a level 5 character's eldrich blast deals 2d10 damage if all of their rays hit, so their beam attack deals 6d10 (save for half) damage in a line, while a different character's chill touch deals 2d8 necrotic damage, so their beam deals 6d8 necrotic damage.
- Destructo disk: One of the more dangerous, if focused, techniques, a destructo disk is really rather nasty to deal with. By spending 2 power points as an action, the character creates a disk that occupies a 5' space. They may "throw" this disk up to 120' away with their mind, and may take the attack action with this disk against any creature in this area, using the character's attack bonus. This disk deals 2d10+the character's attack attribute modifier damage on a hit. At level 11, this damage increases to 3d10+the character's attack attribute modifier. A destructo disk may be maintained for up to a minute, and it requires the character's concentration.
- Grenade: "Grenades" are powerful, concentrated blasts that erupt on contact with an object or creature, dealing massive damage to them and the surrounding country side. (In show, these would be attacks like Light grenade, Final flash, the Spirit bomb or Frieza's planet smashing technique) By spending 3 power points as an action, the character creates a ball of energy that may be thrown at a space up to 180' away. Upon reaching its destination, the grenade erupts in a destructive blaze, threatening characters within a 30' sphere. Creatures in this sphere must make a dexterity saving throw (DC 8+Character's prof bonus+Character's attack stat). On a failed save, they are dealt tripple the damage of their "ki blast" cantrip. A character may spend more power points, increasing the damage of the grenade by 2d10 and its radius by 5' per power point spent. Other creatures within 30' of the character may use their reaction to spend 1 additional power point on the character's behalf, increasing the damage and radius of the technique proportionately.
- Instant Transmission: Mastered by only a few warriors through the years, instant transmission allows a character to move between places they have been in a literal instant. By spending 4 power points as an action, the character takes themselves and up to one creature of their choosing to a place that the character has been before. By spending 1 additional power point they may take up to 2 additional creatures with them. All creatures transmitted must be within 10 feet of the character.
- Knockback strike: When a warrior strikes an enemy, they may use this technique to literally send their foe flying. By spending 1 power point after successfully damaging an enemy with a melee attack, the character sends a powerful blast through their hands, forcing the creature struck by them to make a strength saving throw (DC 8+Character's prof bonus+Character's attack stat). On a failed save, the target is sent flying back 30 feet and knocked prone. If they hit a wall or other object, they immediately stop and are dealt 3d6 extra damage. If this technique knocks a creature out of the sky, then any falling damage dealt is increased by 3d6.
- Power up: The character infuses themselves with energy, often entering a temporarily greater state for as long as this effect lasts. (In show, these would be transformations, the Kieoken and other such techniques) The character spends a variable amount of power points up to half of their maximum pool as a bonus action. For up to one minute the character adds the amount of power points they spent to their damage rolls, ability checks and saving throws. Additionally, they increase their movement speed by 5' per point spent. This technique requires the character's concentration.
- Rapid fire: The character expends a small portion of their power to fill the air with projectiles in a hellish swarm. (Techniques in the show would be Vegita's Rapid fire and Piccolo's Hellzone Grenade... which is ironic on that second one, really) Spending one power point as an action, the character casts their "ki blast" cantrip twice. If they are able to add an attribute modifier to their damage, that ability does not apply to the second casting.
- Sacrificial nova: The character literally exerts their power and much of their life force in a final, destructive nova as an attempt to eradicate their foes. (Vegita's sacrificial explosion and Cell's explosive finisher are two examples) The character expends as many unexpended hit dice and power points as they wish at once with this ability. For each power point or hit die expended in this way, roll one of the character's hit die and add the character's constitution modifier to it. Enemies must make a constitution saving throw (DC 8+Character's prof bonus+Character's con mod) or be dealt the total number rolled as untyped damage on a failed save, half on a successful one. The character using this technique takes the full damage rolled, no save or resistance applicable. If the character survives, they are immediately stricken with 4 levels of exhaustion.
- Senzu bean: The character creates a small amount of almost magical beans that heal and promote the recovery of those who eat them. The character may spend 1 power point as an action to create a small handful of 3 berries, each of which heal a character that eats them of 1d10 damage, cures them of one level of exhaustion and restores 1 expended hit die a character may have.
- Shell: The character creates a protective barrier around themselves, becoming immobile but also highly resilient to the attacks of their foes. (This is an android technique, and also the technique of multiple characters throughout the series who simply block ki attacks by stopping them with the air) The character spends 1 power point as a reaction. Until the end of their next turn, they have resistance to all damage and immunity to force damage, and enemies have disadvantage on attack rolls against them. Additionally, they may spend their action in the next round to negate any ongoing damage over time effect or summoned weapon spell, such as the destructo disk or Mordenkanen's sword, that may have struck them in the current or previous round. However, their movement is dropped to 0' in this time, and any ranged weapon or spell attacks they make are made at disadvantage.
-Beam battles can be initiated by a character making a beam attack against an enemy who has not acted yet. If the enemy has their own beam technique and power points to activate it, they may immediately spend their reaction to make their own beam, which intercepts the beam of the character attacking them. Where these beams collide they create a 10' sphere of energy. Creatures caught in the this sphere are automatically dealt damage as if they have failed their saving throws against
both of them, and are dealt the same amount of damage each turn they end within the sphere, or the first time they move through the sphere each round.
A beam battle lasts for up to 3 rounds. During this time, both creatures must focus their actions on making an opposed ability check at the end of the round, and neither creature may move. The ability score they use for the opposed checks often has their highest modifier, but they can use a different ability score if they want to. The creatures do not have to use the same ability scores. A creature may expend 1 power point when they make this check to gain advantage on their roll. While locked in a beam battle the creatures will be immune to damage, but enemies will have advantage on attack rolls against them, and in any round the creature is hit they will have disadvantage forced on their ability check. Any ties are immediately rerolled. A creature wins the beam battle after they win two of the ability score checks.
The creature who loses the beam battle is dealt the full damage of both beams, and an extra 2d10 force damage per power point spent during the battle.
(the following calculations assumes that both of the characters use either eldritch blast or fire bolt. Other cantrips will deal less damage.)
At level 3 this deals a total of 6d10 (average 33) damage to the loser, since neither of them can spam power points for advantage.
At level 5 maximum damage to the loser increases to 16d10 (average 88) if both sides use their 1 advantage roll. (12d10 (average 66) if they do not, 14d10 (average 77) if one does but not the other)
At level 11, we're looking at 30d10 (average 165) if both spam the power points over 3 rounds for advantage (18d10 if neither do, 22d10 if they just do it once apiece, etc, etc)
Finally, this beam battle deals a maximum of 36d10 (average 198) damage if two level 17 creatures have a 3 round beam battle that they both spam power points for advantage on their checks.
More than likely, the one that loses is going to get rekt and knocked down to death saving throws (unless they are a bearbarian), so having similar or the same ability checks is recommended for the sake of a fair fight.
Also, just because Goku used his power up during his beam battle with Vegita, and it is currently legal, doesn't mean that it isn't a dick move. :P
Also, if your players seem to like beam battles, do not give them or enemies things like giant's belts or +stat tomes unless you hand them to enemies and party members semi-equally. beam battles will be way more one sided if you favor one side's ability scores over the other in such a way.
DBZ racesDBZ has a rather shocking amount of races, from slug people, to androids, to Sayins, to Sayin/ human hybrids, to whatever Buu and Frieza are, to the Kai and even to the amalgamation of creatures that was Cell. Mixed in with this lot are the humans, who apparently do things... and stuff. So we have quite a few custom races to design here.
Sayins The monkey people! All of which lose their great ape tail because plot and balance... so we're going to say the same thing happened here. Sayins are probably the easiest race to model, since they really tend to focus on their strength, durability and whole "don't stay down" thing. They also seem to be able to master a large amount of techniques, so granting them an extra technique known seems like it would be the best for them. Their sayin pride makes them seemingly immune to fear and anything but the most honeyed words with rather blatant immunity to mental domination, so immunity to charm and fear instead of a half-orc's menacing ability probably fits. Over-all stat line seems like it would be best modeled after the half orc, with savage attacks replaced by a bonus technique at level 1. So just to get it down in writing:
-Attribute bonuses: +2 str, +1 con
-Darkvision 60'
-Sayin pride: The sayin is immune to charm and fear effects.
-Relentless: When reduced to 0 HP, the sayin may choose to be reduced to 1 hp instead. This ability may be used 1/ long rest.
-Extra technique: The sayin may select one extra technique from the techniques list at level 1. They don't have to have the power points required to use this technique, but are treated as if they know it anyway.
Half-Sayins Half sayins take the human and the sayin and say "Let's mush them together!" Much like half elves in that regard, actually. Humans staying the same as they are in the base game, this gives us a different baseline to use. Where the half elf gets more skills and is fluffed as charismatic, half-sayins are fluffed as strong and wellsprings of power. So increasing their power points by, say, 2 at level 1 instead of giving them two skill proficiencies seems like it would work, and having their set +2 bonus go to str instead of cha would seem appropriate. To get things down fully:
-Attribute bonuses: +2 str, +1 to two other ability scores of your choice
-Darkvision 60'
-Additional languages: 2 of them, to be exact
-Improved flight: The base fly speed of the half-sayin is 50'
-Increased capacity: The half sayin possesses 2 extra power points
-Sayin ancestry: The half sayin has advantage on saving throws against charm and fear effects
Namekians These slug people just don't die. Regrowing limbs and taking a beating is how they do. So a +2 con and an ability that allows them to regrow a lost limb as an action/ bonus action for 1 power point seems like it would be appropriate for the race. Their +1 probably goes to wis, given they seem to have an incredibly strong mental defense and will power. In fact, they should probably have some kind of immunity to charming and advantage vs. fear. However, while regrowing limbs is situationally useful... it's not going to come up too often. So there should probably be a bit more to them then that. Namekians seem to have stretchy arms, they don't eat, and they meditate to sleep, so this gives us a few more-useful things to grant the slug people.
-Attribute bonuses: +2 con, +1 wis
-Darkvision 60'
-Regrow limbs: The namekian can regrow a lost limb as an action by spending one power point.
-Stretching limbs: The namekian can increase their melee reach by 10' until the end of their turn.
-Self sufficient: The namekian does not need to eat, and only needs to drink water.
-Meditation: The namekian does not sleep. Instead, they enter a dormant state and meditate for 4 hours when they take a long rest.
-Strong willed: The namekian is immune to the charmed status and has advantage on saving throws against fear effects.
Frieze species The frieze species is all about rap combat and power. Speed, ki blasts and a solid, durable body are their key aspects, making me think that they would have a +2 dex, +1 con and perhaps even +1 AC. Their techniques seem to be a bit more powerful than your typical race's, making me think that they should add their ability score to the damage of their eldrich blasts (and thus their beam and grenade techniques, if they use them). Finally, they apparently don't need to breathe, making even space travel possible for them. Seems like it's pretty straight forward from here.
-Attribute bonuses: +2 dex, +1 con
-Darkvision 60'
-Armored skin: +1 AC
-Powerful blasts: The damage rolls of the Frieze species' "ki blast" cantrip are adjusted by their attack stat.
-Void-travelers: The Frieze species can ignore the effects of a void and does not need to breathe
Kai The technical gods of the world, most Kai... really don't seem all too physically powerful. In fact, everything they do seems to just heighten the potency of their techniques, and they seem to rely on their technique power as much as possible. As well, they seem to be more natural philosophers and wise old men that sit around BSing with each other all day, making me think that they have +2 int and wis instead of physical boosts.
-Attribute bonuses: +2 int, +2wis
-Darkvision 60'
-Extra language
-Improved flight: The base fly speed of the Kai is 50'
-Additional techniques: The kai learns one additional technique at level 1.
-Increased capacity: The kai has 2 extra power points at level 1.
Buu The buu are a rather strange lot. Insanely durable, able to mold their bodies like taffy and literally smack fools with themselves and really just being really freaky, the buu are definitely unique. However, their ability to rapidly recover from injuries is what it most iconic about them, and modeling it without giving them straight-up regeneration is a bit of a quandry... so I have to come up with something, yes? How about increased hit die sizes, and the ability to spend them as a bonus action in combat? Seems like it would work. As for the taffy thing, the ability to make a 1d10+str 1-handed bludgeoning weapon seems to work, and a +2 con, +1 str stat line seems like it fits best. So, to make things a bit more plotted out, here we go:
-Attribute increases: +2 con, +1 str
-Darkvision 60'
-Taffy body: The buu may create an improvised weapon from their bodies. This weapon is 1-handed and deals 1d10+str bludgeoning damage on a hit. They are proficient with this weapon, but it has no other special properties.
-Heightened recovery: The buu's hit die are treated as 1 die size larger (to a maximum of 1d12).
-Rapid recovery: The buu may spend one hit die as a bonus action, and immediately heals for the amount rolled.
Androids Androis are the final race, and boy howdie are they a doosie. Created for the sole purpose of killing Son Goku defeating the strongest warriors in the galaxy, an android is equipped with the ability to stop and absorb ki attacks naturally, using them as semi-recharges. As well, they are built to be quick footed and fast thinkers, able to out-maneuver their foes before critical damage can be dealt to their systems, and they are built without the need for sleep.
-Attribute increases: +2 dex, +1 int
-Darkvision 60'
-Natural shell: The android knows the Shell technique at level 1.
-Absorbing shell: Whenever the android's shell absorbs damage from a spell or technique, the android regains one expended power point.
-Sleepless: An android does not sleep or enter a dormant state while long resting. Instead, they recharge for 4 hours by either plugging themselves into a power source, or by sitting in a near-dormant state for 4 hours.