Saiyan Fighter (5e Class)

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Saiyan Fighter

Saiyan fighers are those trained in the art of destroying their foes with devastating blows and powerful ki attacks. These expert warriors originated from the planet Vegeta, where constant fights and immense gravity are normal place.

Creating a Saiyan Fighter

A saiyan that has reached super saiyan. Image from Dragon Ball Z.

When making a saiyan figher, think about how you grew up. Were you trained since childhood to be a fighter? Or do you have other interests mixed into your life?

Quick Build

You can make a saiyan fighter quickly by following these suggestions. First, choose the Saiyan (5e Race) race. Second, Strength should be your highest ability score, followed by Wisdom than Constitution.

Class Features

As a Saiyan Fighter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Saiyan Fighter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Saiyan Fighter level after 1st


Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, Nature, and Survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) training gi or (b) common clothes
  • any two simple weapons
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Saiyan Fighter

Level Proficiency
Ki Points Flying Speed Features
1st +2 - - Unarmored Defense, Iron Fist
2nd +2 2 5 Feet Ki, Flight
3rd +2 3 5 Feet Energy Beam, Focused Strikes
4th +2 4 5 Feet Ability Score Improvement
5th +3 5 10 Feet Extra Attack, Stunning Strike
6th +3 6 10 Feet Ki-Empowered Strikes
7th +3 7 10 Feet Resolute
8th +3 8 15 Feet Ability Score Improvement
9th +4 9 15 Feet Energy Shield
10th +4 10 15 Feet Ki Recharge
11th +4 11 20 Feet Super Saiyan
12th +4 12 20 Feet Ability Score Improvement
13th +5 13 20 Feet Hardened Mind
14th +5 14 25 Feet Ki Sense
15th +5 15 25 Feet Endurable
16th +5 16 25 Feet Ability Score Improvement
17th +6 17 25 Feet Extra Attack (2)
18th +6 18 30 Feet Mastered Super Saiyan
19th +6 19 30 Feet Ability Score Improvement
20th +6 20 30 Feet Ultra Instinct

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

Iron Fist

At 1st level, your martial arts emphasis power over speed.

You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

  • You can roll a d10 in place of the normal damage of your unarmed strike. Your unarmed attacks are unusually heavy and damaging, if an effect allows you to make an unarmored strike as a bonus action, you may not use this damage die for that unarmored strike.
  • You can use a bonus action to make your unarmed strike deal additional damage equal to your proficiency bonus.


Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your saiyan fighter level determines the number of points you have, as shown in the Ki Points column of the Saiyan Fighter table.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki point features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Ki attack modifier = your proficiency bonus + your Wisdom modifier

Power Strikes

As a bonus action, you can spend 1 ki point to make your unarmed strikes deal 1d10 additional bludgeoning damage until the start of your next turn.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Ki Blast

You have learned how to hurl searing bolts of ki energy. In place of an attack when you take the Attack action, you may unleash a bolt of energy at a creature within 90 feet of you. Make a ranged spell attack and upon hitting, the target takes 1d8 + your Wisdom modifier radiant damage. The damage increases to 2d8 at 11th level. When you use the Attack action, you may also spend 1 ki point to unleash a ki blast as a bonus action.


At 2nd level, you may spend 1 ki point as a bonus action in order to levitate 5 feet above the ground for 1 minute. Your fly speed is equal to half your movement speed rounded down plus the amount shown in the Fly Speed column on the Saiyan Fighter table. At 5th level, the duration increases to 10 minutes. At 11th level, you have no distance above ground limitation, and the duration is further increased up to 1 hour.

Energy Beam

At 3rd level, as an action, you spend 2 ki points to fire a beam of energy at an enemy within 90 feet. Make a ranged spell attack. On a hit, this deals 2d12 + your Wisdom modifier force damage. The damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), and 17th level (8d12) and the ki cost increases to 3 at 11th level.

Focused Strikes

Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Because Saiyans regularly push past their limits they have no ability score cap, but they cannot get feats.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the attack action on your turn.

Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.


At 7th level, whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Energy Shield

At 9th level, whenever you are damaged, you can spend 2 ki points and use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn.

Ki Recharge

At 10th level, you can use a bonus action to regain 1d4 + 1 ki points. You regain use of this feature after you finish a long rest.

Super Saiyan

At 11th level, you gain the Super Saiyan transformation. You can expend 2 ki points to transform as a bonus action. While a Super Saiyan, you undergo a visible visual transformation, and gain a visible ki aura. While transformed, you gain the following features:

  • You have a +1 bonus to attack and damage rolls with unarmed strikes
  • You have advantage on Strength checks and saving throws.
  • You radiate bright light for 10 feet and dim light for another 10 feet.
  • You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.

This transformation lasts for one minute, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or go unconscious.

Hardened Mind

At 13th level, you gain advantage on Intelligence, Wisdom, Charisma saving throws against magic.

Ki Sense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.


Starting at 15th level, you have advantage on saving throws against being poisoned, petrified, and blinded and you gain advantage on your next unarmed attack against a creature that attempts to poison, petrify, or blind you.

Mastered Super Saiyan

At 18th level, you can transform into your Super Saiyan form for 1 ki point, leaving your Super Saiyan form no longer requires a bonus action. Also, while in Super Saiyan form, activating Power Strikes costs no ki points.

Ultra Instinct

At level 20, you unlock your full potential. When you are reduced to 0 hit points, you may choose to surpass your limits, springing to your feet, and regaining 50 hit points. Additionally, for one minute, you are immersed in Ultra Instinct and gain the following benefits:

  • Your AC increases by 2.
  • Attacks against you have disadvantage.
  • You gain one additional reactions per round.

You regain use of this feature after you finish a long rest.

Variant Rules

The following options replace features at the appropriate levels.

Trained Fighter

Starting at 11th level, you have become an expert martial artist, and through training, your body and mind have become increasing hardened and astute, granting you the following benefits.

  • You may reroll one damage die on your turn and must use the new roll.
  • You are immune to the effects of extreme weather.


Starting at 18th level,

Ki Peak

Starting at 20th level, you have honed your ki to the point of perfection, allowing you to enter a state of unrivaled power. As a bonus action, you may enter Ki Peak for 1 minute, giving you the following benefits:

You regain use of this feature after you finish a long rest.


A DM can choose whether the Saiyan (5e Race) is a requirement for this class. If a PC wants to use this class without being a saiyan, use the variant features above.

Prerequisites. To qualify for multiclassing into the saiyan figher class, you must meet these prerequisites: Strength of 13 and Wisdom of 13.

Proficiencies. When you multiclass into the saiyan figher class, you gain the following proficiencies: none.

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