Saiyan Fighter (5e Class)

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Saiyan Fighter[edit]

Saiyans are natural fighters, native to planet Vegeta. Generally saiyans are a brute race with one goal, to become stronger. Because of their fighting prowess many work as planet brokers, extinguishing all life from a planet before selling it to the highest bidder. Saiyans are a proud race, they will face most any foe without fear and fight even if the enemy outclasses them. Saiyans apear as muscular humans with a prehensile monkey tail, which is key to their Oozaru transformation. When a saiyan looks at a full moon he transforms into a giant rampaging ape capable of mass destruction.

Saiyan Fighter[edit]

11738-ssj_goku.jpg
A saiyan fighter that has reached Super Saiyan.
Creating a Saiyan Fighter

When making a saiyan, think of how you grew up. Were you sent to a random planet as an infant tasked to destroy all life? Or were you trained since childhood to be a warrior elite? Are you a typical arrogant saiyan who cares for nothing other than power? Or do you have other interests mixed into your life?

If you're a half-saiyan. Where were you born? Do you know about your saiyan heritage? Have you met any saiyans or other half-saiyans? Do you lean more toward your warrior saiyan heritage or toward your civilized human heritage?

Quick Build

You can make a saiyan fighter quickly by following these suggestions. First, you MUST choose the saiyan or half-saiyan race. Second, Constitution should be your highest ability score, followed by your choice of Strength or Dexterity, depending whether you want a Strength build or a Dexterity build. Third, choose the soldier background.

Class Features

As a Saiyan Fighter you gain the following class features.

Hit Points

Hit Dice: 1d12 per Saiyan Fighter level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Saiyan Fighter level after 1st

Proficiencies

Armor:
Weapons: Simple Weapons, one Martial Weapon of your choice
Tools:
Saving Throws: Strength, Constitution
Skills: Choose three from: Athletics, Acrobatics, Insight, Perception, Survival, Nature, and Intimidation

Equipment

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

  • (a) Training Gi or (b) Common Clothes
  • (a) Any Two Simple Weapon or (b) Any Martial Weapon
  • (a) A Dungeoneer's Pack or (b) An Explorer's Pack
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Saiyan Fighter

Level Proficiency
Bonus
Ki Points Martial Arts Flying Speed Features
1st +2 - 1d4 - Martial Arts, Unarmored Defence, Limits, Saiyan Pride, Magical Vulnerability
2nd +2 2 1d4 5 Feet Ki, Flight
3rd +2 3 1d4 5 Feet Training Path, Technique
4th +2 4 1d4 5 Feet Ability Score Improvement
5th +3 5 1d6 10 Feet Extra Attack
6th +3 6 1d6 10 Feet Ki-Empowered Strikes
7th +3 7 1d6 10 Feet Training Path Feature, Technique
8th +3 8 1d6 15 Feet Ability Score Improvement
9th +4 9 1d6 15 Feet Super Saiyan
10th +4 10 1d6 15 Feet Mastered Super Saiyan
11th +4 11 1d8 20 Feet Training Path Feature, Technique
12th +4 12 1d8 20 Feet Ability Score Improvement
13th +5 13 1d8 20 Feet Super Saiyan 2
14th +5 14 1d8 25 Feet Training Path Feature
15th +5 15 1d8 25 Feet Technique
16th +5 16 1d8 25 Feet Ability Score Improvement
17th +6 17 1d10 25 Feet Training Path Feature
18th +6 18 1d10 30 Feet Technique
19th +6 19 1d10 30 Feet Ability Score Improvement
20th +6 20 1d10 30 Feet Training Path Feature

Saiyan Pride[edit]

Saiyans are a proud people, often past the point of reason. If a saiyan engages in combat he cannot disengage or run. He must continue fighting until he or his enemies die, are knocked unconscious, or his enemies surrender. If a saiyan is directly verbally challenged to a fight their pride will not let them pass up a fight, even if the enemy is obviously much stronger than them. Saiyans would rather destroy their bodies by pushing past their normal limits than lose a fight. Also, saiyans are immune to the frightened condition.

Limits[edit]

Because saiyans push far past their normal limits, exhaustion affects them more than other races. For each level of exhaustion you subtract 2 from your maximum ki points and 5 feet from all speeds in addition to normal exhaustion effects. These effects are undone when they recover from each level of exhaustion. The transformations that saiyans put themselves through are taxing, each has a saving throw to avoid exhaustion. Unless otherwise stated, after 1 minute in a transformation (Great Ape transformations excluded) a saiyan must repeat the saving throw to avoid exhaustion (If there is one) and pay the initial ki point cost to remain transformed. Unless otherwise stated, you can choose to leave a transformation as a bonus action (Great Ape transformations excluded). If you don't have enough ki points you transform back to normal and incur a level of exhaustion (Great Ape transformations excluded). The maximum limit for all transformations (excluding Great Ape transformations and Mastered Super Saiyan 1 and 2) is 10 minutes.

Magical Vulnerability[edit]

Because saiyans are from a different planet where magic is rare if not unheard of, they are unadapted to magical intrusions of the mind. Saiyans have disadvantage on Intelligence, Wisdom, and Charisma saving throws from magic.

Martial Arts[edit]

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and Martial Arts weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you aren’t wearing armor or wielding a shield:

You can roll a d4 in place of the normal damage of your unarmed strike or Martial Arts weapons. This die changes as you gain Saiyan Fighter levels, as shown in the Martial Arts column of the Saiyan Fighter table.
When you use the Attack action with an unarmed strike or a Martial Arts weapons on your turn, you can make one unarmed strike as a bonus action.

Oozaru/Great Ape Transformation[edit]

If you look at a full moon or a false moon emitting blutz waves you transform. As an action, you transform. This form cannot be used with any Super Saiyan form. You drop any equipment you were holding and any clothes or armor you were wearing is destroyed, though you can have your clothes and armor magically tailored to grow with you. You must make a Wisdom saving throw DC (20 - your Saiyan Fighter level), and on a failure, you go berserk and the DM controls you until you transform back. If you go berserk you gain three levels of exhaustion upon leaving this form. If you do not go berserk you make a Constitution saving throw (DC 15 - your Saiyan Fighter level) on a failure you gain one level of exhaustion upon transforming back. You grow enormously in size and take on the appearance of an ape with brown fur and red eyes. While in this form you tail has an AC equal to 10 + your Dexterity modifier, Hit Points equal to 1/4 your maximum Hit Points (rounded down) + your Constitution modifier, and Vulnerability to Slashing damage. If your tail reaches 0 Hit Ponits it falls off and you leave this form.

Benefits
  • You have +1 bonus to your attack rolls.
  • While in this form, your unarmed strikes deal 1d8 bludgeoning damage and have a reach of 10 feet. This damage increases when you reach 5th level (2d6), 11th level (2d8), and 17th level (2d10). You may not make melee attacks with anything other than your unarmed strikes while in this form.
  • You become Gargantuan in size.
  • You gain advantage on Strength checks, saving throws, and attack rolls.
  • You gain temporary hit points equal to your Constitution modifier times your level.
  • You gain the Frightful Presence ability. Each creature that is within 60 feet of you and aware of you must succeed on a Wisdom saving throw(DC 8 + your proficiency bonus + your Constitution modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to saiyan's Frightful Presence for the next 24 hours.
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Disadvantages
  • You have disadvantage on Intelligence, Wisdom, and Charisma (excluding Intimidation) checks.
  • You become vulnerable to psychic damage.

The transformation ends if the moon or the planetary body that reflects sunlight is destroyed, if your tail is cut off, if you reaches zero hit points, or if you are knocked unconscious.

Unarmored Defense[edit]

While not wearing armor, your AC equals 10 + Constitution modifier + Dexterity modifier.

Ki[edit]

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. You can spend these points to fuel various Ki Features and Techniques. You start knowing three such features: Flurry of Blows, Step of the Wind, and the Ki Blast cantrip. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended ki back into yourself. Some of your ki 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 constitution modifier

If a technique requires an attack roll use this (Example: the Ki Blast cantrip):

Ki attack modifier = your proficiency bonus + your constitution modifier
Ki Blast

As an action, you manifest a ki blast from either hand, striking any one target within range. This is considered a cantrip. You must have at least 1 ki point to use this cantrip. Make a Ki attack roll. The damage is 1d6 + your Constitution modifier force or radiant damage (your choice). The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The range of this attack is equal to 10 times your Constitution modifier (minimum of 1). You can choose to spend 1 ki point to manifest a Ki Blast as a bonus action.

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Step of the Wind

You can spend 1 ki point to take the Dash action as a bonus action on your turn, and your jump distance and fly speed are doubled for the turn.

Flight[edit]

At 2nd level, as a bonus action you may spend 1 ki point to begin to levitate 5 feet of 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 and you may fly instead of levitating. At 11th level the duration is further increased to 1 hour.

Training Path[edit]

At 3rd level, you must choose the Primal Path, the Divine Path, or the Swordsman Path. The training path you choose represents the focus of your training. The focus of the Primal Path is rage and raw power. The focus of the Divine Path is ki power and control. The focus of the Swordsman Path is martial discipline and weapon mastery.

Technique[edit]

At 3rd level, you learn two techniques, you must meet the requirements for a technique to get it. Techniques are considered spells. You learn two additional techniques at 7th, 11th, 15th and 18th level. Additionally, when you gain a level in this class, you can choose one of the techniques you know and replace it with another techniques from the technique list. The techniques are found at the bottom of the page.

Ability Score Increase[edit]

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.

Extra Attack[edit]

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

Ki-Empowered Strikes[edit]

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

Super Saiyan[edit]

At 9th level, you gain the Super Saiyan transformation. You can transform as an action. This form consumes 2 ki points initially and you make a Constitution saving throw (DC 15), if you fail you gain a level of exhaustion upon transforming back. While in Super Saiyan, your hair becomes golden blonde and seems to stand on end, giving it a rising, flame-like appearance. This applies to all of the your, including scalp hair, eyebrows, and the fur on your tail. Your natural eye color changes to a greenish-blue and muscle tone becomes more defined. Excess ki is radiated from the body in the form of a golden, flame-like aura. While in Super Saiyan, even the most peaceful, rational, and calm Saiyans become hyper-aggressive, impulsive, and ruthless.

Benefits
  • You have +1 bonus to attack rolls.
  • You add +1 to damage rolls.
  • Your AC increases by 1.
  • All of your speeds increase by 5.
  • You have advantage on Strength checks and saving throws and Intimidation checks.
Disadvantages
  • You are vulnerable to psychic damage.
  • 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 stealth checks.

Mastered Super Saiyan[edit]

At 10th level, you can now go Super Saiyan as a bonus action, it only consumes 1 ki point initally and you no longer have to make a saving throw to avoid exhaustion. Leaving Super Saiyan no longer requires a bonus action. You no longer become hyper-aggressive, impulsive, or ruthless.

Super Saiyan 2[edit]

At 13th level, you gain the Super Saiyan 2 transformation. As an action you transform. This form consumes 3 ki points initally. You make a Constitution saving throw (DC 16), if you fail you gain a level of exhaustion upon transforming back. While in Super Saiyan 2, the golden hair brought on by the original transformation becomes longer and rigid and stands up even more. Your natural eye color changes to a greenish-blue and your muscle mass slightly increases from Super Saiyan. The aura has a jagged, fierce flame-like appearance rather than smooth or flowing also it exhibits sparks of blue electricity. While in Super Saiyan 2, you become even more aggressive, impulsive, and ruthless.

Benefits
  • You have +2 bonus to attack rolls.
  • You add +2 bonus to your damage rolls.
  • Your AC increases by 2.
  • All of your Speeds increase by 10.
  • You gain 5 temporary Hit Points
  • You have advantage on Strength checks and saving throws and Intimidation checks.
Disadvantages
  • You are vulnerable to psychic damage.
  • 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 stealth checks.

Primal Path[edit]

The Primal Path focuses on the natural rage and strength of the Saiyans. Based on Dragon Ball GT.

Rage

At 3rd level, you gain the rage feature. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws. If you are in Great Ape or a Super Saiyan form you can choose to instead get advantage on Dexterity or Constitution checks and saving throws from rage.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells (this includes techniques from this class), you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You can rage 2 times, after you rage 2 times, you must finish a long rest before you can rage again. At 8th level, the number of times you can rage increases to 3. At 13th level, the number of times you can rage increases to 4. At 18th level, the number of times you can rage increases to 5. If you are raging while transformed you must make a constitution saving throw DC (20 - player level) or suffer one stage of exhaustion upon leaving the rage.

Perfected Great Ape

At 7th level, you no longer have to make a saving throw to avoid going berserk and you no longer have disadvantage on Intelligence, Wisdom, and Charisma checks or saves during the transformation.

Improved Rage

At 11th level, when you make a melee weapon attack using Strength while raging, you gain a +3 instead of +2 bonus to the damage roll.

Rage of the Great Ape

At 14th level, when you rage while in Great Ape(or Golden Great Ape/Super Saiyan Great Ape) you are resistant to all damage, except psychic.

Golden Great Ape/Super Saiyan Great Ape

At 17th level, you gain the ability to go Super Saiyan while in Great Ape or Great Ape while in Super Saiyan. You must use an action to transform into Great Ape and a bonus action to transform into Super Saiyan, this does not have to be on the same turn. You drop any equipment you were holding and any clothes or armor you were wearing is destroyed, though you can have your clothes and armor magically tailored to grow with you. You can rage with Golden Great Ape/Super Saiyan Great Ape. This form consumes 5 ki points initially. You make a Constitution saving throw (DC 20), on a failure, you gain 3 levels of exhaustion on transforming back. On a successful save, you gain 2 levels of exhaustion on transforming back. While in this form you tail has an AC equal to 10 + your Dexterity modifier, Hit Points equal to 1/4 your maximum Hit Points (rounded down) + your Constitution modifier, and Vulnerability to Slashing damage. If your tail reaches 0 Hit Ponits it falls off and you leave this form.

Benefits
  • You have +2 bonus to your attack rolls.
  • While in this form, your unarmed strikes deal 3d8 bludgeoning damage and have a reach of 10 feet.
  • You become Gargantuan in size.
  • You gain advantage on Strength checks, saving throws, and attack rolls.
  • You gain temporary hit points equal to your Constitution modifier times your level.
  • All of your speeds increase by 5.
  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • You have advantage on Strength and Constitution checks, saving throws, and attack rolls, and Intimidation checks.
  • You gain the Frightful Presence ability. Any creature of your choice that is within 60 feet of you and can see you must succeed a Wisdom saving throw(DC 8 + your proficiency bonus + your Constitution modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. The Wisdom saving throw is made with disadvantage.
Disadvantages
  • You are double vulnerable to Psychic damage(meaning when you take Psychic damage it's multiplied by 4).
  • 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 stealth checks.

The transformation ends if the moon or the planetary body that reflects sunlight is destroyed, if your tail is cut off, if you reaches zero hit points, or if you are knocked unconscious.

Super Saiyan 4

At 20th level, by perfectly combining Super Saiyan and Great Ape you gain the Super Saiyan 4 transformation. As an action you transform. This form consumes 4 ki points initially. You make a Constitution saving throw (DC 18), on a failure, you gain 2 levels of exhaustion. On a success, you only gain one level of exhaustion. If you have lost your tail you regrow it when you go into this form. While in Super Saiyan 4, your hair returns to it's original color and is lengthened, but not as long as Super Saiyan 3. Your body and tail is covered in red fur. Your natural eye color changes to a greenish-blue, and you gain a shadow trim around your eyes and over the eyelids that varies in color, usually crimson or black. The aura becomes flame-like in color and it doesn't exhibit sparks of electricity. While in Super Saiyan 4, you become extremely aggressive, impulsive, and ruthless, you may even attack your allies if provoked or if they get in your way.

Benefits
  • You have +4 bonus to attack rolls.
  • You add +4 to damage rolls.
  • Your AC increases by 4.
  • All of your speeds increase by 20.
  • You gain 15 temporary Hit Points.
  • You have advantage on Strength checks and saving throws, and Intimidation checks.
Disadvantages
  • You are vulnerable to psychic damage.
  • 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 stealth checks.

Divine Path[edit]

The Divine Path focus on use of ki and pushing its limits. A god or powerful celestial of some sort has taken an interest in you and has decided to train you and help you master ki. You meet this celestial at 3rd level. The DM decides what god/celestial it is and roleplays as it. You meet this god/celestial at least every time you gain a Divine Path feature to train you and you can contact this god/celestial by meditating for 1 hour, which can be done during a short or long rest. This god/celestial will never help you fight, though may be willing to introduce you to other gods/celestials. Based on Dragon Ball Z and Super.

Ki Recharge

At 3rd level, you can use an action to regain 1d4 ki Points. You regain the ability to do so after a long rest.

Kaio-ken

At 7th level, you learn a technique that can momentarily increases your speed and power. You can use a bonus action to activate this technique. Requires concentration. There are multiple forms of this technique, you chose which one is activated. You can also leave Kaio-ken as a bonus action. All Super Saiyan forms can be used with Kaio-ken, but it will cost 1 additional ki point per minute, you take 1d4 necrotic damage per minute, and gain an additional point of exhaustion after leaving Kaio-ken. Excess ki is radiated from the body in the form of a dark red, flame-like aura and your muscles become more defined. While active, 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 stealth checks. This technique remains active until you either run out of ki points, you choose to deactivate it as another bonus action, you lose concentration, or 1 minute ends. While using Kaio-ken you gain the following benefits based on the form:

Kaio-ken X2-
While using form you gain the following benefits based on the form
  • You gain +5 movement speed.
  • You add +1 to unarmed strike damage rolls.
Kaio-ken X3- This form consumes 1 ki point initially.
While using form you gain the following benefits based on the form
  • You gain +10 movement speed.
  • You add +1d4 to melee damage rolls.
Kaio-ken X5- This form consumes 2 ki points initially.
While using form you gain the following benefits based on the form
  • You gain +15 movement speed.
  • You add +1d6 to melee damage rolls.
Kaio-ken X10- This form consumes 3 Ki points initially.
While using form you gain the following benefits based on the form
  • You gain +20 movement speed.
  • You add +1d8 to melee damage rolls.
Ki Recovery

At 11th level, after a short rest you regain a number of ki points equal to your 1/4 of your Saiyan Fighter level (rounded down).

Additional Technique

At 14th level, you learn an additional Technique.

God Ki

At 17th level, you gain God Ki, a type of ki only accessible to gods and very powerful beings, a result of it is you gain additional ki points equal to your Constitution modifier.

Super Saiyan God/Super Saiyan Blue

At 20th level, by combining God Ki with Super Saiyan you gain the Super Saiyan God/Super Saiyan Blue transformation. As an action you transform. This form consumes 4 ki points initally. You make a Constitution saving throw (DC 18), if you fail you gain two levels of Exhaustion. If you make the save you only gain one level of exhaustion. While in Super Saiyan God/Super Saiyan Blue, your hair becomes light blue and seems to stand on end like Super Saiyan. This applies to all of your hair, including scalp hair, eyebrows, and the fur on your tail. Your natural eye color changes to a light blue and your muscle tone becomes more defined. Excess ki is radiated from the body in the form of a vibrant, fiery, electric blue aura.

Benefits
  • You have +4 bonus to attack rolls.
  • You add +4 to damage rolls.
  • Your AC increases by 4.
  • All of your Speeds increase by 25.
  • You gain 20 temporary Hit Points
  • You have advantage on Strength checks and saving throws, and Intimidation checks.
Disadvantages
  • You are vulnerable to psychic damage.
  • 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 stealth checks.

Swordsman Path[edit]

Swordsman focus on martial prowess and discipline, especially with swords. Based on Trunks.

Swordsmans

At 3rd level, you gain proficiency in all swords and Smith’s tools. All swords are considered Martial Arts weapons to you(meaning you can use them with the Martial Arts feature), even if they have the two-handed property or the heavy property. For the sake of this feature Greatswords, Longswords, Rapiers, Scimitars, Shortswords, and the Z-Sword are considered swords.

Fighting Style

At 7th level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even when you get to choose again. Each time you gain a Swordsmen Path feature you can change your Fighting style:

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the bonus action Attack.

Shield Fighting

While holding a shield in one hand and a weapon in the other, you can still gain the benefits of Martial Arts.

Tail Mastery

You no longer have a -5 penalty to weapon attacks you make with weapons you are holding in your tail.

Ki Infused Blade

At 7th level, weapons you wield count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Blade Master

At 11th level, when you choose to make Unarmed Strikes as a bonus action from the Martial Arts feature or the Flurry of Blows feature, you can instead choose to make a weapon attack with a weapon you are holding. As well, you gain an additional Fighting Style.

Z-Sword

At 14th level, the Z-Sword is a powerful magic sword said to contain an elder god it's believed that training with it can make you incredibly powerful. You either find or make the Z-Sword using Smith’s tools. In any case you acquire the Z-Sword, you must spend the 2000 gold cost to get/make the Z-Sword.

The Z-Sword requires Attunement. To attune to the Z-Sword you must train with it for 8 hours in a row, at the end of the 8 hours you gain a level of exhaustion. While attuned your Strength, Dexterity, and Constitution become 18, unless they are already higher. The Z-Sword has a +2 bonus to attack and damage rolls.

Martial Melee Weapon
Z-Sword
Cost
2000 gp
Damage
2d6 magical slashing
Weight
40 lbs
Properties
Two-Handed, Heavy, Reach
Legendary Swordsman

At 17th level, you gain double proficiency in swords and Smith's tools. For the sake of this feature Greatswords, Longswords, Rapiers, Scimitars, Shortswords, and the Z-Sword are considered swords.

Perfected Super Saiyan

At 20th level, unlike the other Paths you don't gain a new form instead you focus on truly mastering the forms you have. You can stay a Super Saiyan when you have no ki left and it doesnt cost any ki to transform. You can now transform to a Super Saiyan without using an action or bonus action. You are not vulnerable to psychic damage and you can choose to radiate light or not.

Mastered Super Saiyan 2

You can now go Super Saiyan 2 as a bonus action, it only takes 2 ki point to transform, the exhaustion save DC is lowered to 8, and you no longer become hyper-aggressive, impulsive, or ruthless.

Technique List[edit]

Attack Techniques

Ki Blast Volley

As an action, you fire a volley of normal Ki Blast. This attack consumes 2 Ki points. The number of Ki Blasts is equal to your Constitution modifier.

Rush Attack

As an action, you dash toward your target and hit with multiple unarmed attacks. This attack consumes 1 Ki points. The number of attacks is equal to your Dexterity modifier.

Kamehameha/Galick Gun

As an action, you fire a blue or purple line attack with a foot width at the target. This attack consumes 2 Ki points. The range of this technique is 100 feet. The damage is 1d12 + Constitution modifier force or radiant damage (your choice). The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Burning Attack

As an action, you manifest a flaming ball. This attack consumes 3 Ki points. The range of this technique is 60 feet. Make a Ki attack roll. The damage is 1d10 + Constitution modifier fire damage. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). The creature catches fire. While it's on fire it takes 1d4 fire damage at the start of its turn, the creature can put the fire out by using a bonus action to pour water on itself(if it can touch water) or by using an action to attempt to pat it out by making a Strength check against your Ki save DC.

Spirit Sword

Requirements: Must be on the Swordsman Path and must be level 7 or higher

You gain the ability to infuse your Ki with a Sword. Your sword is surrounded by blue Ki. You can activate it as a bonus action. This technique consumes 1 ki point. It can remain active for up to 1 minute. Requires concentration. This technique remains active until you either run out of ki points, you choose to deactivate it as another bonus action, you lose concentration, or 1 minute ends. While active this technique gives you the following benefit:

Your sword attacks deal an additional 1d6 radiant damage. You can spend an additional ki point for it to deal additional d6 radiant damage.
Super Kamehameha/Super Galick Gun

Requirements: Must know the Kamehameha/Galick Gun technique and must be level 11 or higher

As an action, you begin to charge a blast of immense power, charging the attack this way takes your entire turn. As an action, on your next turn you fire a blue or purple line attack with a width of 5 feet at the target. This attack consumes 4 Ki points. The range of this technique is 300 feet. The damage is 4d12 + Constitution modifier force or radiant damage (your choice). You can spend additional ki points to increase the damage by 1d12 for each extra ki point. The target is knocked back a number of feet equal to 5 times the number of ki points used.

Spirit Bomb

Requirements: Must be on the Divine Path and must be level 15 or higher

As an action, you create a Spirit Bomb. This attack consumes 5 Ki points. This is a sphere attack with a 20 foot radius, creatures within this sphere must make a Dexterity saving throw. If they fail, they take 6d10 + your Constitution modifier radiant or force damage. If they succeed, they take half damage. Any willing creature may raise their hands to the sky as a reaction and spend an up to half of their hit points, for each 2 hit points spent the damage of the spirit bomb increases by 1. At 17th level, the damage increases to 8d10. You regain the ability to use this technique after a long rest.

Defensive Techniques

Stand Ground

As a reaction or bonus action, you spend 2 ki point to guard. While guarding you receive half damage from bludgeoning, piercing, and slashing damage, however you cannot move until after your next turn.

Ki Armor

As a reaction or a bonus action, you surround your body with a thin, but concentrated layer of ki that helps deflect attacks against you. This technique consumes 1 ki points. Until the start of your next turn you have additional AC equal to 1 + your Constitution modifier.

Energy Barrier

Requirements: Must be level 7 or higher

As an action, you surround yourself in a dense sphere of Ki. If someone breaks the AC of the barrier, the barrier dissipates. This technique consumes 2 ki point. It can remain active for up to 1 minute. Requires concentration. This barrier lets in only gas and creatures that you let in. You can fit up to other two medium creatures, four small creatures, or eight tiny creatures, you cannot fit a creature large in size or larger. The AC of the barrier is equal your AC or your Ki save DC (whichever is higher) + your Constitution modifier. Spells cast at your sphere that require any saves to be rolled instead require the caster to make a spell attack against the barriers AC. This technique remains active until you either run out of ki points, you choose to deactivate it as another bonus action, you lose concentration, or 1 minute ends.

Passive Techniques

Ki Sense

You are granted awareness of the life energy around you. You can perceive your surroundings without relying on sight or sound, within a 60 foot radius. You have advantage on Perception checks. You have +5 to Passive Perception. In addition, you may spend 1 Ki point to perceive targets obstructed from view or behind cover. While blinded you do not have disadvantage on attacks and attacks against you do not have advantage.

Greater Flurry

Requirements: Must be level 11 or higher

When you use the Flurry of Blows feature you can make three unarmed strikes. You can use the Flurry of Blows feature without spending a ki point. You regain the ability to do so after a long rest.

Ki Recharge

Requirements: Must be level 7 or higher

You can use an action to regain 1d4 Ki Points. You regain the ability to do so after a long rest.

Greater Ki Recharge

Requirements: The Ki Recharge technique or feature and must be level 11 or higher

The Ki Recharge die increases to 2d4.

Perfect Flight

Your fly speed increases by 10, activating it no longer requires a bonus action, and you do not need a ki point to use it.

Great Ape Mastery

Requirements: Must be level 7 or higher

You gain partial mastery over the Oozaru/Great Ape form. You can transform twice per long rest. The (DC) of the Wisdom saving throw to avoid going berserk is reduced by 5.

Intimidating Might

You gain proficiency in Intimidation. If you already are proficient in Intimidation you can add double your proficiency bonus to Intimidation checks. You can use your Strength modifier instead of your Charisma modifier for Intimidation checks.

Active Techniques

Frightening

You can use an action to make an Intimidation check, any creatures of your choice that can see you must make an Insight check against it. If the creature rolls lower than your Intimidation check, it is Frightened of you. At the end of its turn it makes an Insight check against the original Intimidation check, if it succeeds it is no longer Frightened. Any creature that succeeds cannot be Frightened by this feature for 24 hours.

Stunning Strike

Requirements: Must be level 7 or higher

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 against your Ki save DC or be stunned until the end of your next turn.

Solar Flare

As an action, you place your hands close to the center of your face with the fingers spread toward your eyes and you send out a bright white light. This technique consumes 2 Ki points. The range of this technique is 50 feet. Creatures within range must make a Wisdom saving throw vs. your Ki save DC, or be blinded until the end of its next turn.

False Moon

As a bonus action, you create a False Moon and throw it to an area within 30 ft. of you. It floats around 60 ft. above the ground wherever it is thrown and sheds bright light for 30 ft. and dim light for another 90 ft. This technique consumes 2 Ki points. A False Moon is a 1 foot diameter sphere of condensed Blutz Waves, it emits the kind of light needed to transform. A False Moon can be destroyed in which case any Great Apes leave this form. It has an AC equal to your Ki save DC and hp of 5 + your Constitution modifier. Note: Unless someone already knows what it is they would have to make an Intelligence check to figure out what it is and therefore if they should attack it. A False Moon allows saiyans to attempt to transform into a Great Ape without the need of a moon or planetary body, as well the saving throw to transform with advantage. You have +5 to the Wisdom saving throw.

Ki Transfer

You can transfer Ki to another creature as an action. This technique consumes the number of ki points you would like to transfer (minimum of 1). Doing so heals the creature for 1d6 + 2 for each Ki point you expend. If the creature has Ki points/the Ki feature you can choose to instead give the creature an amount of Ki points equal to the amount you expend. This cannot give a creature more than its maximum Ki points.

Ki Blade

Requirements: Must be level 11 or higher

As a bonus action, you surround your hands with concentrated Ki, shaped like a blade. This technique consumes 1 ki point. It can remain active for up to 1 minute. Requires concentration. While active your unarmed strikes do an extra 1d6 piercing or slashing damage, (The damage type depends on how you describe the attack, the damage does count as magical). While using this technique you can spend 1 Ki points to add +1 to an attack roll(You can only add up to +2). This technique remains active until you either run out of ki points, you choose to deactivate it as another bonus action, you lose concentration, or 1 minute ends.

Instant Transmission

Requirements: Must be level 15 or higher

As a bonus action, you teleport to another location by placing two fingers on your forehead and focusing your ki. You can also chose to bring any creatures that are touching you. This technique costs 3 ki points plus 1 additional ki point for each additional creature you bring. You must have an image of your destination in your mind, ie having been there before, seeing a picture or being given a mental image ect. You may also teleport directly to creature you know regardless of their plane of existence. If you are unable to place your fingers on your forehead, you must make a Constitution saving throw for any concentration spells that are active, if you fail you lose concentration.

Transformation Techniques

Kaio-ken

Requirements: Must be level 7 or higher

As a bonus action, you activate this technique. Requires concentration. There are multiple forms of this technique, you chose which one is activated. You can also leave Kaio-ken as a bonus action. All Super Saiyan forms can be used with Kaio-ken, but it will cost 1 additional ki point per minute, you take 1d4 necrotic damage per minute, and gain an additional point of exhaustion after leaving Kaio-ken. Excess ki is radiated from the body in the form of a dark red, flame-like aura and your muscles become more defined. While active, 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 stealth checks. This technique remains active until you either run out of ki points, you choose to deactivate it as another bonus action, you lose concentration, or 1 minute ends. While using Kaio-ken you gain the following benefits based on the form:

Kaio-ken X2-
While using form you gain the following benefits based on the form
  • You gain +5 movement speed.
  • You add +1 to unarmed strike damage rolls.
Kaio-ken X3- This form consumes 1 ki point initially.
While using form you gain the following benefits based on the form
  • You gain +10 movement speed.
  • You add +1d4 to melee damage rolls.
Kaio-ken X5- This form consumes 2 ki points initially.
While using form you gain the following benefits based on the form
  • You gain +15 movement speed.
  • You add +1d6 to melee damage rolls.
Kaio-ken X10- This form consumes 3 ki points initially.
While using form you gain the following benefits based on the form
  • You gain +20 movement speed.
  • You add +1d8 to melee damage rolls.
Improved Kaio-ken

Requirements: Must have the Kaio-ken technique or feature and must be level 15 or higher

You gain more powerful forms of Kaio-ken. While in any of these forms your muscles bulge to an almost ridiculous level and the aura become 15 feet of bright light and 15 feet of dim light. You and creatures within 30 feet of you have disadvantage on stealth checks.

Kaio-ken X20- This form consumes 4 ki points initially. After leaving this you gain a level of exhaustion.
While using form you gain the following benefits based on the form
  • You gain +30 movement speed.
  • You add +1d10 to all damage rolls.
  • You gain 10 temporary Hit Points.
  • You have advantage on Strength checks, saving throws, and attack rolls.
Kaio-ken X50- Every minute in this form you make a Constitution saving throw (DC 25), on a failure, you take 2d8 necrotic damage. On a success, you take half as much. This form consumes 5 ki points initially. After leaving this you gain two levels of exhaustion.
While using form you gain the following benefits based on the form
  • You gain +40 movement speed, swimming speed, and fly speed.
  • You add +2d10 to all damage rolls.
  • You gain 10 temporary Hit Points.
  • You have advantage on Strength and Constitution checks, saving throws, and attack rolls.
Kaio-ken X100- When you enter this form you make a Constitution saving throw (DC 30), on a failure, you take 4d8 necrotic damage. On a success, you take half as much. This form consumes 6 ki points initially. This Kaio-ken form can only be maintained until the end of your next turn. After leaving this form you gain three levels of exhaustion.
While using this form you gain the following benefits based on the form
  • You gain +50 movement speed, swimming speed, and fly speed.
  • You add +5d10 to all damage rolls.
  • You gain 20 temporary Hit Points.
  • You have advantage on Strength, Constitution, and Dexterity checks (excluding Stealth checks), saving throws, and attack rolls.
Ascended Super Saiyan

Requirements: Must have Super Saiyan

You gain the Ascended Super Saiyan transformation. As an action you transform. This form consumes 3 ki points initially. You make a Constitution saving throw (DC 16), if you fail you gain a level of Exhaustion upon transforming back. This form focuses on strength which causes your muscles to bulge, however, a result of this is that you cannot move with the same dexterity. While in Ascended Super Saiyan, your hair becomes golden blonde, seems to stand on end, and spikes outward. This applies to all of the your, including scalp hair, eyebrows, and the fur on your tail. Your natural eye color changes to a greenish-blue and muscles bulge massively. Excess ki is radiated from the body in the form of a golden, flame-like aura. While in Ascended Super Saiyan, even the most peaceful, rational, and calm Saiyans become hyper-aggressive, impulsive, and ruthless.

Benefits
  • You have +2 bonus to attack rolls.
  • You add +2 to damage rolls.
  • You have advantage on Strength checks and saving throws, and Intimidation checks.
Disadvantages
  • Your AC decreases by 1.
  • All of your speeds decrease by 5.
  • You are vulnerable to Psychic damage.
  • You have disadvantage on Dexterity checks, saving throws, and attack rolls.
  • 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 stealth checks.
Super Saiyan 3

Requirements: Must be level 18 or higher

You gain the Super Saiyan 3 transformation. As an action, you transform. This form consumes 4 Ki Points initally. You make a Constitution saving throw (DC 17), if you fail you gain a level of exhaustion upon transforming back. While in Super Saiyan 3, the rigid hair of Super Saiyan 2 becomes flowing and smooth again, and grows down to or may pass your waist. Your eyebrows vanish completely, making your forehead and eye ridges appear larger and revealing a more prominent brow ridge. Your natural eye color changes to a greenish-blue and a small increase in your muscle mass is evident, and your muscle tone is sharply defined. Excess ki is radiated from the body in the form of a golden, flame-like aura. The aura also exhibits sparks of electricity, at a higher rate than Super Saiyan 2. While in Super Saiyan 3, you become cocky and you may not take fights as seriously.

Benefits
  • You have +3 bonus to attack rolls.
  • You add +3 to damage rolls.
  • Your AC increases by 3.
  • All of your Speeds increase by 15.
  • You gain 10 temporary Hit Points.
  • You have advantage on Strength checks and saving throws, and Intimidation checks.
Disadvantages
  • You are vulnerable to Psychic damage.
  • 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 stealth checks.
Potential Unlock/Mystic

Requirements: Must be level 18 or higher.

As an action, you transform. You enter a state that brings out your full dormant potential and focuses it to push your power well-beyond your normal limits. This form cannot be used with any Super Saiyan form, Kaio-ken form, or Great Ape/Oozaru form. This form consumes 4 ki points initially. You make a Constitution saving throw (DC 17), if you fail you gain a level of Exhaustion upon transforming back. Excess ki is radiated from the body in the form of a white, flame-like aura.

Benefits
  • You have +3 bonus to attack rolls.
  • You add +3 to damage rolls.
  • Your AC increases by 3.
  • All of your Speeds increase by 30.
  • You gain 20 temporary Hit Points.
  • You have advantage on Strength checks and saving throws, and Intimidation checks.
Ultra Instinct

Requirements: Must be level 20.

As an action, you can attempt to transform. You make a Wisdom saving throw (DC 20), on a success, you transform. On a failure, you don't transform and you take 2d8 psychic damage. This form cannot be used with any Super Saiyan form, Kaio-ken form, or Great Ape/Oozaru form. Unlike other transformations, Ultra Instinct is a mental state rather than a physical state, as well it is very hard to acquire and transform. While in this form, you can automatically react to any threat without the need to acknowledge it and your body can adapt on its own. However, this ability is not an absolute guarantee against harm. While dodging and moving is easy, attacking while in Ultra Instinct is difficult as you are inclined to think about your attacks before making them, thus slowing you down and weakening your attack. This form consumes 5 ki points initially. You make a Constitution saving throw (DC 20), if you fail you gain three levels of exhaustion upon transforming back.

Benefits
  • Your AC increases by 4.
  • You cannot be surprised.
  • Attacks against you have disadvantage.
  • You gain three additional reactions each round.
  • You can choose to use a reaction after a creature ends its turn.
  • You can spend a reaction to do something that would normally take a bonus action.
  • You can spend two reactions to do something that would normally take an action.
  • All of your Speeds increase by 30.
  • You have advantage on Strength, Dexterity, and Wisdom checks and saving throws, and Intimidation checks.
Disadvantages
  • You have disadvantage on melee attack rolls.
  • Any melee damage you deal is reduced by half (rounded up).
  • You have disadvantage on Intelligence checks and saving throws.

Transformation Table[edit]

Great Ape/Oozaru Super Saiyan Ascended Super Saiyan Super Saiyan 2 Mystic Super Saiyan 3 Golden Great Ape Super Saiyan 4 Super Saiyan God Ultra Instinct
To Hit +1 +1 +2 +2 +3 +3 +2 +4 +4 +0
Damage +0 +1 +2 +2 +3 +3 +0 +4 +4 +0
A.C. +0 +1 -1 +2 +3 +3 +0 +4 +4 +4
Temp HP Constitution modifier * level 0 0 5 20 10 Constitution modifier * level 15 20 0
Speeds +0 +5 -5 +10 +30 +15 +5 +20 +25 +30
Damage resistance Non-magical Bludgeoning, Piercing, Slashing N/A N/A N/A N/A N/A Non-magical Bludgeoning, Piercing, Slashing N/A N/A N/A
Advantage Strength checks, Saving throws, Attack rolls Strength checks, Saving throws, Intimidation checks Strength checks, Saving throws, Intimidation checks Strength checks, Saving throws, Intimidation checks Strength checks, Saving throws, Intimidation checks Strength checks, Saving throws, Intimidation checks Strength checks, Saving throws, Intimidation checks, Attack rolls Strength checks, Saving throws, Intimidation checks Strength checks, Saving throws, Intimidation checks Strength, Dexterity, and Wisdom checks and saving throws, and Intimidation checks
Psychic Vulnerability Double Yes Yes Yes No Yes Double Yes Yes No
Aura No Yes Yes Yes No Yes Yes Yes Yes No
Frightful presence Yes No No No No No Yes No No No

All transformation conditions are in addition to conditions already present. For instance, saiyans are already resistant to bludgeoning damage so in Oozaru form they take a fourth of normal bludgeoning damage.

Kaio-ken Table[edit]

Kaio-ken X2 Kaio-ken X3 Kaio-ken X5 Kaio-ken X10 Kaio-ken X20 Kaio-ken X50 Kaio-ken X100
Damage +1 to unarmed strike +1d4 to melee +1d6 to melee +1d8 to melee +1d10 to all +2d10 to all +5d10 to all
Temp HP 0 0 0 0 10 15 20
Speed +5 +10 +15 +20 +30 +40 +50
Advantage None None None None Strength checks, saving throws, and attack rolls Strength and Constitution checks, saving throws, and attack rolls. Strength, Constitution, and Dexterity checks (excluding Stealth checks), saving throws, and attack rolls.
Aura Radius 20 ft. 20 ft. 20 ft. 20 ft. 30 ft. 30 ft. 30 ft.
Necrotic Damage 0 0 0 0 0 2d8 4d8

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Saiyan Fighter class, you must meet these prerequisites: 13 Strength and 13 Constitution.

Proficiencies. When you multiclass into the Saiyan Fighter class, you gain the following proficiencies: Athletics.


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