Saiyan Class (5e Class)

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Saiyan Class[edit]

Saiyans are a proud race of warriors, they master the ki in their bodies to fight and limitlessly power up. They're originated from planet Vegeta, and only a few pure saiyans are alive as of now. Saiyan fighters are always eager to fight and to improve themselves, even by putting their life on the line.

Creating a Saiyan Class[edit]


Quick Build

You can make a Saiyan Class quickly by following these suggestions. First, Strenght should be your highest ability score, followed by Constitution. Second, choose equipment, not starting wealth. Third, you are better off with no weapon or armor

Class Features

As a Saiyan you gain the following class features.

Hit Points

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

Proficiencies

Armor: none, except for Battle Armor
Weapons: simple weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, Perception, Nature, and Survival

Equipment

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

  • (a) 1 Training Gi or (b) Battle Armor
  • (a) any two simple weapons or (b) old model Scouter
  • (a) dungeoneer's pack or (b) explorer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Saiyan

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Unarmored Defense[edit]

When you're not wearing an armor, your CA is equal to 10 + your Constitution modifier + your Strength modifier

Martial Arts[edit]

You're a fighter, and you know how to hurt your enemy where it hurts most. At 1st level, Your melee unarmed attacks deal 1d6 more damage, powering up to 1d8 at level 5 and 1d10 at level 10

Zenkai[edit]

You're born for battle and whenever you fall, you come back stronger. If your hp fall below 0 and you manage to heal back at at least half your total hp, Strenght, Dexterity and Constitution permanently increase by 1. As normal, you can't increase an ability score above 20 using this feature. You can't make use of this feature more than once per long rest.

Saiyan Tail[edit]

As a Saiyan, you've had a tail since the moment you were born. The tail helps you balance your body well and makes your attacks more precise, but it is also one of your greatest weaknesses. Your tail has 1/4 of your hp and is weak to slashing damage. While you still have the tail, your attack rolls gain +1. An opponent might try to attack it or grab it. If the hp of your tail are reduced to 0 the tail is cut off your body, and you lose your balance, making your attack rolls lose 3 points for the rest of the fight. If your tail is grabbed, you will feel weak and powerless, you have disadvantage on all your attack rolls and your attacks deal half the damage they normally would until you break free from the grab. If someone tries to grab your tail must succeed a roll with DC = 15 + your Dexterity modifier, and while they're grabbing your tail, they can't move and one of their hands/arts is unable to attack. While you have your tail grabbed, you can still use the Defend action. If your tail has been cut off, it grows back in 2 days.

Great Ape

Your saiyan tail is also used to unlock your primal power. You must have your saiyan tail for the following to take effect. In the nights of full moon, if you look at it at any time, your body starts transforming into an oozaru. You become a giant ape, around 65 feet tall and with 50 times your weight, and you lose all conditions and magical effects, except Exhaustion. At the beginning of each turn, you must make an Intelligence or Wisdom (based on the higher one) saving throw with DC 10. On a failure, you must attack the closest creature within 120 feet. While in this state you can now only do unarmed attacks during your turn, that deal 1d8 damage per Saiyan Class level. Creatures must make a DC 18 Intelligence saving throw to learn that you need your tail to transform. If your tail is cut off or the night ends, you revert to your normal state and you must succeed a DC 15 Constitution saving throw. On a failure, you are unconscious for 1 hour.


Path to Power[edit]

At the 2nd level, you choose what you want to become, and what you want to evolve as. Choose between Path to Godhood or Path to Primal Power, detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 7th, 9th, 14th, 17th and 20th.

Ki[edit]

At the 2nd level, you gain mastery over ki, your life energy, that flows within your body. You learn how to manifest it and how to use it at your own advantage. Your ki is equal to your Saiyan Class level + Strenght modifier + Consitution modifier. When you attack, you can use ki to perform the following actions:

  • Extra Attack (3 ki): after you attack, you can attack again as a bonus action. Can't be used more than once per turn
  • Power Strike (2 ki): by concentrating your ki in your fists, you deal an additional 1d6 damage on your next attack. Powers up to 1d8 at level 7, 1d10 at level 11 and 1d12 at level 15. Can stack by multiplying the ki used
  • Extra Dash (2 ki): you gain 30 feet speed, you decide whether it's flying speed or normal speed
  • Ki Shield (3 ki): your aura protects you from the next 2 attacks. For the first 2 times you take damage, that damage is reduced by 1d4. Powers up to 1d6 at level 6 and 1d8 at level 10. Can stack by multiplying the ki used

Ki is also the source of your life force so you have to make sure not to waste it. If your ki drops to 0, you fall prone to the ground unconscious. While unconscious you're unable to do anything and you regain 2 ki every turn. If you're unconscious because of this, getting healed makes you regain consciousness and you recover 1/5 of your total ki, rounded down (min 2). You regain all of your ki after a long rest.

Flight[edit]

At the 2nd level, your control over ki lets you fly. When your turn starts, you can freely change your type of speed between normal and flying without the need of a bonus action, and you gain 15 feet of movement speed. When you levitate you have opponents on the ground have disadvantage on attack rolls when attacking you. At the end of the turn, if you flied during this turn, you spend 1 ki.

Ki Attacks[edit]

At the 2nd level, your ki mastery lets you use attacks made of ki to damage enemies. All of your ki attacks deal force damage and count as unarmed attacks. You can find a detailed list below of the ki attacks you can do.

Ability Score Improvement[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. As normal, you can't increase an ability score above 20 using this feature.

Shattering Blows[edit]

At level 5th, your hits are so strong, they overcome enemies' resistances. Opponents can no longer be immune to your melee unarmed attacks, and all resistances to your melee unarmed attacks are nullified.

Ki Sensory[edit]

At level 5th, you're now much more sensible to ki, and you start to "feel" the enemies instead of just seeing them. You now automatically sense all living creatures in a range of 60 feet from you, unless they're hiding their energy (if they're capable of doing so).

Extra Attack[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Super Saiyan[edit]

At level 7, you're eligible to become a Super Saiyan. You don't unlock the transformation as soon as you reach the 7th level, but you need to unlock it during a fight against a particularly strong enemy. If an ally's hp is really low or below 0, your sorrow for failing to protect the ones you care about lets you transform into a Super Saiyan. Once unlocked, you can turn Super Saiyan at will, as a bonus action at the start of your turn, you can go back to normal state at any time too. When you turn Super Saiyan, your hair gets spikier and turns into a golden yellow, your eyes become green and you gain a powerful visible golden aura around your body. The aura radiates bright light for 10 feet and dim light for another 10 feet. Whenever you start your turn as a Super Saiyan, you have to use 3 ki or the transformation ends. While transformed into a Super Saiyan you gain the following effects:

  • all your modifiers are doubled (your ki pool does not change) (not in negative, for example a -1 doesn't become -2)
  • all your ki attacks are powered up, and use one more dice for their damage


Limit Break[edit]

Starting at 10th level, you break your limit and go past them, your stats can now grow up to 22, and all the effects that say stats can't go above 20 are now lifted.

Super Saiyan 2[edit]

Starting at level 10th, you are now able to go past the limit of the Super Saiyan, and transform into a Super Saiyan 2. Your hair grow even spikier and your aura now generates faint electric shocks. Once unlocked, you can turn Super Saiyan 2 at will, as a bonus action at the start of your turn. When you start the turn as a Super Saiyan 2, you spend 5 ki or end the transformation. You retain all the effects Super Saiyan has. Furthermore you gain the following effects:

  • you now add 1d4 points at your attack rolls
  • all your ki attacks are powered up, and use one more dice for their damage
  • you can do another attack every turn

Ki Charge[edit]

Starting at level 11th, you now have better control over your ki and you know how to accumulate it faster. You can spend your action for the turn to charge up your ki, and recover 3d4 ki. Powers up to 3d6 at level 16th. You can only use this feature once per long rest

Super Saiyan 3[edit]

At 13th level, you break your limits once more, and you go even further beyond. Your hair grows really long, and you lose your eyebrows. Your aura is so powerful that wind currents start generating as a result of your transformation. Once unlocked, you can turn Super Saiyan 3 at will, as a bonus action at the start of your turn. When you start the turn as a Super Saiyan 3, you spend 8 ki or end the transformation. You retain all the effects Super Saiyan 2 has. Furthermore, you gain the following effects:

  • all your attacks now use 1 more dice for their damage
  • you now are able to utilize "Dragon Fist"

Teleport[edit]

Starting at level 15th, you can now teleport instead of moving. You can teleport to 3 feet near any creature you sense with Ki Sensory. Also, your Ki Sensory range is increased to 120 feet.

Limit Break +[edit]

At level 17th, you're now way past your old limits. Your stats now can go up to 24.

Saiyan Pride[edit]

Saiyan warriors are the toughest warriors in the universe, and they don't go down until they've drawn their last breath. Starting from level 18, whenever your hp would drop to 0, they don't and you're instead left with 1 hp. Your hp can't go below one for the rest of the round. You can use this feature only once per long rest.

Ascended Saiyan[edit]

At level 20, you have now mastered all forms of Super Saiyans. The cost to mantain Super Saiyan, Super Saiyan 2 and Super Saiyan 3 are reduced by 3, and you gain one extra attack whenever you're transformed in one of these forms.


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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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