Saiyan Fighter, 2nd Variant (5e Class)

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Contents

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 common place. They are fighters at heart, absolutely vicious in battle, and are quick to anger.

Creating a Saiyan Fighter

Gohan%2C_all_depictions%2C_2014.jpg
A saiyan that has become a Super Saiyan. Akira Toriyama

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? Think about what goals you would have. Do you want to become powerful to gain something, protect someone, or do you just want to fight strong opponents?

Quick Build

You can make a saiyan fighter quickly by following these suggestions. First, choose the saiyan race. Second, Strength should be your highest ability score, followed by Dexterity, then 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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three 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) training gi or (b) common clothes or (c) battle armor
  • (a) any two simple weapons or (b) A Scouter
  • (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
Bonus
Ki Points Martial Arts Flying Speed Features Unarmored Movement
1st +2 1 1d4 - Ki, Martial Arts, Unarmored Defense, Ki Blast, Unarmored Movement -
2nd +2 2 1d4 - Training, Oozaru +10 Feet
3rd +2 3 1d4 - Saiyan Archetype +10 Feet
4th +2 4 1d4 - Ability Score Improvement, Ki Strike +10 Feet
5th +3 5 1d6 - Extra Attack, Energy Detection +10 Feet
6th +3 6 1d6 - Saiyan Archetype +15 Feet
7th +3 7 1d6 10 Feet Flight, Evasion, Saiyan Archetype +15 Feet
8th +3 8 1d6 10 Feet Ability Score Improvement +15 Feet
9th +4 9 1d6 10 Feet Saiyan Archetype, Unarmored Movement +15 Feet
10th +4 10 1d8 15 Feet Ki Charge +20 Feet
11th +4 11 1d8 15 Feet Super Saiyan +20 Feet
12th +4 12 1d8 15 Feet Ability Score Improvement +20 Feet
13th +5 13 1d8 20 Feet Limit Break +20 Feet
14th +5 14 1d8 20 Feet Saiyan Archetype +25 Feet
15th +5 15 1d10 20 Feet Endurable +25 Feet
16th +5 16 1d10 20 Feet Ability Score Improvement +25 Feet
17th +6 17 1d10 25 Feet Saiyan Archetype +25 Feet
18th +6 18 1d10 25 Feet Super Saiyan 2 +30 Feet
19th +6 19 1d10 25 Feet Ability Score Improvement +30 Feet
20th +6 20 2d6 30 Feet Super Saiyan 3, Golden Oozaru, Saiyan Archetype +30 Feet


Ki

Starting at 1st 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 Ki points are calculated by adding the Ki Points column of the Saiyan Fighter table to your Constitution modifier. You can spend these points to fuel various Ki Features and Special Attacks. You start knowing Seven such features: Flurry of Blows, Perfect Dodge, Stand Ground, Ki Jump, Ki Surge and Ki Dash. 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 regenerate all expended ki. 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 effect save DC = 8 + your proficiency bonus + your Strength modifier
Ki attack modifier = your proficiency bonus + Strength modifier
If you are attacked while charging a feature, you must succeed a concentration saving throw.
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.

Perfect Dodge -

You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.

Stand Ground -

You can spend 1 ki point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.

Exchange Blows -

When you are attacked, you can spend 2 ki as a reaction to make an unarmed attack.

Ki Jump -

You may spend 1 Ki point and use a bonus action to make a jump kick at an enemy 30 feet or less away,making one unarmed strike.

Ki Surge -

You may spends 10 Ki points to activate Ki Surge,letting you have another action on your turn.

Ki Dash -

You may spend 2 Ki points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed,passing through enemies with them taking opportunity attacks at disadvantage.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Ki Fighter levels, as shown in the Martial Arts column of the Saiyan Fighter table.
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored Defense

At 1st level while not wearing armor your AC equals 10 + Strength Modifier + Dexterity Modifier.

Ki Blast

At 1st level you can manifest a Ki blast from either hand at any single opponent within range for 1d8 + Strength modifier. This spell's damage increases by 1d8 when you reach 5th level (2d8), and 11th level (3d8). The range of this attack is equal to 30 ft. plus your Flight Speed, as shown in the Flight Speed column of the Ki Fighter chart. This spell is also subject to the extra attack feat,as an action you may charge the attack and increase the damage by 1d8 per round.

Training

At 2nd level, you can take ten hours to train and make a DC 10+1/2 your Proficiency bonus+your Constitution modifier Athletics check. This training must be all at once. After training, either your Strength, Dexterity, Wisdom, or Constitution increases by +2 for 4d20 hours. If you train again before the previous training bonus has worn off, you may redistribute the +2 to +1s in two stats and reset the time limit, but you can only benefit from one training session at a time.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain saiyan fighter levels, as shown in the table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Oozaru

At 2nd level, your Saiyan blood leads to a bizarre transformation. You must have your saiyan tail for the following to take effect. Every full moon, you must make a Constitution or Intelligence saving throw to avoid looking at it. If you look at the moon voluntarily or fail the saving throw, your body transforms into an oozaru. You become a giant ape, as on page 323 of the Monster Manual, and you lose all conditions and magical effects of your choice, except Exhaustion. At the beginning of each turn, you must make an Intelligence or Wisdom saving throw DC 10+prof mod. On a failure, you must attack the closest creature within 120 feet. Creatures must make a DC 18 Intelligence saving throw to learn that you need your tail to transform. Your tail has 1/4 of your maximum hit points, and occupies one space of your choosing that you cover. If your tail is destroyed 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.

Saiyan Archetype

Upon reaching the 3rd level Saiyan Fighters must choose an archetype.

You gain additional features at 6th, 7th, 9th, 14th, 17th and 20th level

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

Ki-Empowered Strikes

Starting at 4th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Extra Attack

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

Energy Detection

Beginning at 5th level, you have advantage on Perception checks for tracking down another creature, as long as they are still alive and fully organic.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Flight

At 7th level you gain the ability to use your Ki to fly or levitate short distances. As you gain levels 10th, 15th, 17th, and 20th the distance you may travel increases. You can activate this technique as a bonus action. This technique remains active until you either run out of Ki points or choose to deactivate it as another bonus action. You must have at least 1 Ki point to activate this ability

Ki Charge

At 10th level, you can regain ki. In place of a turn, you can regain an amount of ki using your unarmed damage die. You regain use of this feature at the end of 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 to enter this form. While a Super Saiyan, your now fiery golden hair stands on end, your irises and pupils become a pale cyan, and you gain a visible ki aura. Optionally, you may talk with your DM on how you unlock this transformation, even with the possiblity of gaining it earlier than level 11. While transformed, you gain the following features:

  • Your unarmed strikes deal +1 damage die for every base existing die.
  • Your Strength, Dexterity, and Constitution increases by +2.
  • Your aura radiates 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.

You may only use this transformation once, regaining use at the end of a long rest. At 15th level, you master the transformation and no longer need ki to transform into it,nor does it have a time limit

This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or ki points, or go unconscious.

Limit Break

At 13th level, you can push yourself past your limits. Your Strength, Dexterity, Wisdom, and Constitution maximums increase by +2. When you are under 1/4 of your hit point maximum, your Strength, Dexterity, Wisdom and Constitution increases by +2, to a maximum of 24.

Endurable

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.

Super Saiyan 2

At 18th level, you can trancend the power of a Super Saiyan. You can transform from Super Saiyan 1 to 2 for 1 ki point as a bonus action. Leaving your Super Saiyan 1 form no longer requires a bonus action. Your hair becomes swept back by the immense force of your ki, and your aura gains electric sparks. This form lasts for 1 minute, after which you return to Super Saiyan. While in this form, you gain the following benefits in addition to those of Super Saiyan 1.

  • Your aura increases by 5 feet.
  • You gain proficiency in Constitution saving throws.
  • Your Movement and Flying increase by 5 feet
  • Ranged ki attacks deal 1 damage die extra of lightning damage.

Super Saiyan 3

At 20th level, you gain the ability to go even further beyond. While in this form, your hair extends to just below your waist, and you lose your eyebrows. You can enter the Super Saiyan 3 form as an action for 3 ki point if you are already in Super Saiyan 2. You must spend 2 ki points every round after to maintain this form. You can not enter this form while below half of your total ki, but it can be maintained past this limit. You return to Super Saiyan 2 as a bonus action or when you are reduced to 0 ki points. While in this form, you gain the following benefits in addition to those of Super Saiyan 2.

  • Your unarmed strikes deal +1 damage die for every existing die.
  • Your flying speed increases by 10 feet.
  • All abilities that use ki deal +1 damage die.
  • Your Strength and Dexterity increases by +2.
  • Your Constitution decreases by -2.
  • Your aura increases by 5 feet.

Golden Oozaru

At 20th level, you gain full access to your Oozaru power. You can benefit from both Oozaru and any Super Saiyan form simultaneously. You have disadvantage on saves to not attacking the closest creature while benefiting from both forms. Golden oozaru have a maximum Strength, Dexterity, and Constitution of 30.

Saiyan Archetypes

Features that require charging are considered fully charged on initiative count 20 x rounds after you use your action to begin charging, where x represents the listed number of rounds required to charge. Charging for “half a round” means charging costs an action, your movement, or half your movement and a bonus action. Firing a charged feature does not require an action.

Royal

Royal saiyans, as the name would imply, are saiyans or royal decent. They often view others as lesser warriors simply by not being royal, even other saiyans. They have been known to murder allies simply for underperforming in combat, and view others as either subjects or corpses.

Superior Conditioning

At 3rd level, your royal lineage tailors you to become the perfect warrior. You gain Expertise in the Acrobatics and Athletics skills, you also gain +1 to attack rolls with your marital arts.

Galick Gun

At 6th level, you gain access to the Galick Gun, a beam that rivals the Kamehameha. It takes 1.5 turns to charge. It fires in a 60ft long and 20ft wide line. Every creature in its path must make a Constitution saving throw. If they fail, they take 4d10 radiant damage, but if they succeed they take half damage. You can expend 1 additional ki to increase this damage by 4d10 at 9th and 11th level. Each additional ki increases its charge time by 0.5 turns. (Costs 3 ki points)

Gravity Rune Training

At 7th Level, your royal status allowed you to increase the benefits of training. You gain a +1 to attack rolls with your martial arts after training for a full 20 hours.

Power Ball

At 9th level, you can create a Power Ball. This ball replicates the Blutz waves that a full moon emits, transforming any saiyans within 120 feet into an Oozaru. Every non-saiyan creature within 120 feet has advantage on their first damage roll each turn. It can be thrown up to 60 feet in any direction where it hovers for 1 minute, until you ordered it to return to you, or it is destroyed. It has 12 AC and 10 hit points. (Costs 6 ki points)

Additionally, you no longer need to make saving throws to control your Oozaru form, even in the event of a full moon.

Big Bang Attack

At 14th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 6d10 radiant damage. Every creature within a 30ft radius of the target is hit and must make a Dexterity save, taking half damage on a success. This damage decreases by 1 die for every 5 feet away from the initial target they are. (Costs 10 ki points)

Final Flash

At 17th level, you can fire the Final Flash. It must charge for one turn. This attack fires out a massive ki blast that is 120ft long and 60ft wide. This attack costs your all current ki points. Every creature in range must make a Constitution saving throw. On a fail, they take (ki spent x 2)d6 radiant damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none. You take 1d6-your Constitution modifier levels of exhaustion immediately after using this.

Final Sacrifice

At 20th level, as a full round action, you may charge up and release a massive self sacrificing blast of ki from your body. Every creature in a 240 feet + 20 feet for every point of ki radius takes the amount of ki you have remaining x 2d20 damage. Creatures can not have immunity, resistance, or vulnerability to this damage. After this feature is used, you die instantly and your form crumples to ash. You may only be revived using True Resurrection or a Wish spell.

Warrior

Saiyan warriors are often lower class saiyans. As members of a warrior race, they love to fight, often partaking in sparing matches with friends and seeking out enemies.

Meteor Combo

At 3rd level, you can deal a series of blows in quick succession. When you take the attack action using only unarmed attacks, you gain 1 additional attack in exchange for decreasing your damage die 1 tier.

Kamehameha

At 6th level, you learn the Kamehameha. As an action, you begin to charge. For your next two turns, you can only charge and change the aim of your kamehameha by turning your body. When kamehameha is unleashed, it fires a massive blue ki wave 60ft long and 30ft wide in a straight line. Every creature in its path must make a Constitution saving throw. If they fail they take 4d10 radiant damage, but if they succeed they take half damage. You can charge for an additional round to increase the dice to 5d10 at 9th level (3 turns), 6d10 at 14th (4 turns), and finally 8d10 at 17th (5 turns). (Costs 3 ki points+1 for each additional round charging)

Dragon Fist

At 7th level, you learn the dragon fist. As an action, you may spend ki to charge forwards at a creature, fist ready. A dragon of ki forms around you as you move, forcing all creatures of your choosing within 5 feet of your path to make a Dexterity or Constitution save or be knocked prone. The distance of this attack is a base 60 feet + 10 feet for every additional ki point you spend on the attack. When you reach your target, you make one unarmed attack with advantage, however when rolling damage, you deal 1 additional die of damage for every additional point of Ki spent on the attack. On impact, the dragon leaves you and slams into the target making it get pushed back 10 feet + 1d10 feet for every ki point spent in total for the move. (Ki cost base 3)

Spirit Bomb

At 9th level, you have mastered the Spirit Bomb. By calling on the Ki of every living thing, you can create a bomb on immense energy. For every round spent charging the bomb, it gains 2d10 force damage. You can gather and control energy up to your Strength score x 2d10, afterwards you must make a DC 15 + (number of d10 above your maximum) Strength saving throw or have the bomb dissipate, loosing all the energy stored inside. If you are in a Saiyan transformation, the amount of d10 you can control is decreased by 20.

If you are attacked while controlling or charging the Spirit Bomb, you must make a DC 20 Wisdom saving throw to avoid loosing control of the Spirit Bomb. You have disadvantage if you are in a Saiyan transformation. Loosing control of the Spirit Bomb while charging results in it dissipating as described above.

When you launch the Spirit Bomb, it moves at a pace of 30+the amount of d10 controlled feet at the beginning of your turn. The Spirit Bomb has a radius of 20ft, plus an additional 10ft per round charged after the first. If any part of the Spirit Bomb hits a corporeal object, including it's target, it explodes, all creatures and objects within 100ft of the Spirit Bomb's edge must succeed a DC 15+your Ki effect modifier Dexterity or Wisdom saving throw or take it's damage. Good creatures have advantage on this saving throw.

You regain use of this feature at the end of a long rest.

Martial Arts Genius

At 14th level, you have mastered hand-to-hand combat. On unarmed critical hits, instead of dealing additional damage, you can choose to knock the opponent prone or grapple them. When using Meteor Combo, if all other attacks hit, your last attack has advantage.

Spirit Saiyan

At 17th level, you can bring the Spirit Bomb into your very being. You must charge a Spirit Bomb for at least 2 rounds. Instead of launching it, you absorb it. Any d10 stored in said Spirit Bomb enter a pool. You can expend any amount of d10 to increase your unarmed, ki blast, or Kamehameha damage or to heal yourself or others. Your aura increases by an amount of feet equal to 5 x the number of d10 you have stored. You can store as many d10 as twice your Strength modifier +2, after which you must succeed a DC 15+the amount of additional d10 Strength saving throw or the energy dissipates. Using this feature does use your use of Spirit Bomb. This can be used at the same time as other forms. Any stored d10 dissipate after 5 minutes.

You regain use of this feature at the end of a long rest.

Universal Spirit Bomb

At 20th level, you are no longer limited in your control of the spirit bomb. You may now charge it indefinitely and no longer have to make saves to control the bomb. Taking damage does not cause it to dissipate, instead it remains in the air till you make an action to gain control of it again, For every 50 feet past 300 feet from the blast edge, damage taken by creatures from this is reduced by one tenth.

Legend

Once every 1,000 years, a legendary saiyan is born. These Saiyans have a massive pool of incredibly powerful ki. This ki is nigh uncontrollable, often causing them to go berserk.

Powerful Ki

At 3rd level, your ki is directly pulled from your unending rage. Your ki blasts deal necrotic damage. In addition, you can spend 1 ki point to make your ki blasts also attack every creature within 5 feet of the target for half damage, you also gain and additional 1 ki per level retroactivelly.

Echos of the Legend

At 6th level, your ki begins to replicate the myth your kind created. As an action, you gain partial bonuses of a Super Saiyan. You must spend 1 ki point at the beginning of each turn to maintain this form.

  • Your unarmed strikes deal +1 damage die of your level.
  • Your aura radiates 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.

Eraser Cannon

At 7th level, as an action, you can use the Eraser Cannon, a massive ki blast that deals 1d10 necrotic damage for every point of Ki you charge into it. Every creature in a 10 + 5 per ki point foot sphere centered on a point no further than 30 + 10 per ki point feet from you must succeed a Constitution saving throw to take half damage. You may charge it for 0.5 a round to compress 1 point of ki into the blast a number of times equal to your Strength modifier. (Cost 3 Ki Points)

True Demon

At 9th level, pain and pleasure become mixed. When you take more than 7 damage from a single attack, you gain 1 ki points. If you are healed for more than 7 hit points from a single source, you lose 2 ki points, this does not effect hit dice healing or long rest.

Legendary Super Saiyan

At 14th level, your rage wreaths your Super Saiyan forms in green ki. As a bonus action, you can enhance the Super Saiyan form you are in for 1 ki. For every turn you use this enhanced form, you must spend 1 ki and must make 2 Wisdom saving throws at the beginning of your turn. If the first is a failure, you must spend +1 ki every turn, to a maximum of +5. The second’s DC is your spell save DC+twice the amount of ki spent using this form. If it is a failure, your next attack must be against the closest creature. While in this form, you gain the following features:

  • Your unarmed attack’s deal an additional 1 necrotic damage for every ki point spent maintaining this form.
  • Your ki blasts are always under the effect of Powerful Ki without spending the ki point.
  • Your aura increases by 10 feet.
  • The entirety of your aura is dim light.

Overflowing Power

At 17th level, you can harness your berserk state. While above half of your maximum ki points and using Legendary Super Saiyan, you may choose to go berserk in exchange for your action and bonus action. While berserk, you benefit from any form you were already in, as well as the following:

  • You must attack the Strongest creature within 240 feet.
  • You know the Strongest creature within 240 feet.
  • You deal double damage to objects.
  • You can not be frightened, and have advantage against being charmed and effects that would make you unconcious.
  • You have twice your normal maximum of Ki and you regain your maximum Ki Points when you enter this form.
  • This form lasts for 4d20 rounds or until you are knocked unconcious, charmed, killed, or run out of ki.
  • Your aura increases by 10 feet.
  • You spend 5 ki each turn on Legendary Super Saiyan.

Blaster Meteor

At 20th level, as an action, you may surrounded yourself with a shield of Ki. Until the beginning of your next turn, you gain a damage reduction of 30. At the beginning of your next turn, you launch a number of Ki blasts equal to your strength modifier x 10. The ki blasts are split evenly between all creatures within range to attack. (Costs 15 Ki Points)

Successor

Successor saiyans came about when a disaster forced the few remaining saiyans to breed with humans. What they lack in the raw power of their forefathers, they make up in their ability to grow exponentially.

Masenko

At 3rd level, your ki blasts deal radiant damage. In addition, you gain the Masenko: a strong ki beam with a 30 foot long and a 10 foot wide line range that deals 2d8 radiant damage that can be used as an action. You can add an additional 1d8 damage at the cost of 1 additional ki point at 9th, 13th, and 17th level. (Costs 1 ki point)

Trained Ki

At 6th level, you use ki sparingly and efficiently. You may add your Wisdom modifier to your ki point maximum.

Flashes of Rage

At 7th level, when one of your allies drops to 0 hit points or dies, you may immediately take a turn. This can be done once, regaining use at the end of a long rest.

Hidden Ki

At 9th level, you know not to waste any ki. You can choose whether or not your transformations have an aura, and in turn its Stealth disadvantage.

Potential Unlocked

At 14th level, your limits are lessened. Your Strength, Dexterity, Wisdom, and Constituion score maximums increase by +2, as does one of their scores.

Mystical Ki

At 17th level, your ki resonates with that of the gods. While in any transformation, you gain resistance to necrotic damage as well as one of the following for 1 minute, regaining use at the end of a long rest.

  • Your ki now is much better suited for your abilities, you now spend half as much ki on all abilities for the same benefit.
  • Your speed and flying speed increase by 30 feet
  • You have +3 bonus to attack rolls on martial arts

Mystical Ki Fully Unlocked

At 20th level, Your ki seems to fully adapt to the mystic benefits fully. You gain all of the benefits of Mystical Ki permanently.

Traveler

Travelers are similar to successors in that they are not pure-blooded saiyans. Having come from many places and even times, their abilities make use of their vast experience.

Ki-Blade

At 3rd level, you gain proficiency in a single one handed martial weapon. While wielding this martial weapon, you can choose do deal your unarmed damage die instead of its own, and it counts as an unarmed strike for the purposes of flurry of blows and similar features.

Burning Attack

At 6th level, you can fire a ki blast that deals 3d8 fire damage to a single creature within 45 feet. You can spend 1 additional ki point to move 15 feet and make an unarmed strike as part of your action.(Costs 1 ki point)

Spirit of Vengance

At 7th level, when a friendly creature is reduced to 0 hit points, you gain the benefits of Super Saiyan until then end of your next turn.

Finish Buster

At 9th level, as an action, you can fire a beam of Ki in a 60 foot x 5 foot line as an attack roll. As a bonus action, if you are already grappling a creature, you can throw them 20 feet into the air on a successful grapple check, ending the grapple and gaining advantage on this feature’s attack roll. On a hit, they take 4d8 fire damage (Costs 4 ki)

Super Saiyan Grade 3

At 14th level, you can push your Super Saiyan power to the limit. While in Super Saiyan, as an action, your muscles gain a significant amount of mass and your hair becomes thicker. You can exit this form as a bonus action. You gain the following bonuses:

  • Your movement and flying speed decreases by 5 feet.
  • You add your Proficiency bonus to your damage rolls instead of your attack rolls.
  • Your Strength increases by +2.
  • At the beginning of your turn, you spend 2 ki.

Sword of Hope

At 17th level, you can charge your ki into your martial melee weapon for two turns. At the beginning of your third turn, your weapon’s damage die becomes 2d10. You must spend 1 ki each turn to maintain this.

Super Saiyan Rage

At 20th level, you may enter a Rage State. Your attacks now deal triple damage and you have a +5 to hit one creature selected when you initiate this form. You must spend 5 ki at the beginning of your turn to sustain this state. You regain 1/2 a use at the end of a long rest.

Soldier

Soldier saiyans, unlike warrior saiyans, do not fight for pleasure, but rather for power. They typically desire nothing more than to conquer planet after planet.

Unbridled Oozaru

At 3rd level, as a full turn action, you can transform into an oozaru regardless of time of day. While transformed in this way, you have disadvantage on the Intelligence or Charisma saving throw to avoid attacking the nearest creature. You can revert to your normal state at a full turn action.

Rebellion Spear

At 6th level, as an action and bonus action, you can move 30+your flying speed feet, taking half damage from opportunity attacks, after which you force every creature within a 15 foot x 5 foot line to make a Dexterity saving throw or take 3d8 lightning damage. (Costs 3 Ki Points)

Rising Strength

At 7th level, when a friendly creature is reduced to 0 hit points or killed, you become immune to all conditions until the end of your next turn.

Deflection

At 9th level, as a reaction, when you are targeted by a ranged attack, you can contest their attack roll with one of your own. On a success, you can make the same ranged attack against a different creature. If you are targeted by a spell-like effect that’s range is a line that requires a saving throw, you can choose to increase the DC for yourself by +3, decreasing by 1 for every additional ki point spend. On a success, you can change the direction of the remaining range. (Costs 3 Ki Points)

Oozaru Blast

At 14th level, as an action while you are an Oozaru, you can open your maw and fire a massive blast. Every creature in a 120 foot x 25 foot line must succeed a Dexterity saving throw or take 5d10 lightning damage. (Costs 5 Ki Points)

Time-Breaker

At 17th level, while above 2/3 your maximum hit points, you are immune to being charmed and frightened. When you become an Oozaru, you may choose what ability scores are effected. Becoming an Oozaru in this way does not change your size.

Visions of the Future

At 20th level, when you are killed by a creature, you may revert time 1d6 hours before you died, you may only use this ability a number of times equal to your Wisdom modifier. You can not regain uses for this feature.

Crusher

Crusher saiyans are mercenaries and pirates. They fight for neither king nor country, but rather for power. Those who work for them do so either out of fear or for their wealth.

Crusher Corp

At 3rd level, you gain proficiency in Persuasion checks and have advantage on such checks to haggle with mercenaries.

Spread-Shot Retreat

At 6th level, when you take the disengage action, you may make a ki-blast attack.

Sudden Storm

At 7th level, when you make a ki-blast attack, you can reduce its damage by 1 die tier (2d8>2d6>2d4>1d8) to attack an additional time. This can be done multiple times on a single attack, but you must spend 1 ki point for every other additional creature attacked past 3.

Kill Driver

At 9th level, you can fire a powerful ring of Ki. You must charge for 2 rounds. Every creature in a 120 foot line must succeed a Dexterity saving throw or take 6d12 radiant damage and are restrained, taking half damage and not being restrained on a success. If a creature fails this saving throw, the ring can not deal any damage additional creatures. Creatures that are Small or Tiny have advantage on this saving throw. (Costs 4 Ki Points)

Tree of Might Seed

At 14th level, you gain a single seed for the Tree of Might, an evil, life-eradicating tree. You may plant the seed. For every day it grows, it creates a 1 mile radius in which all life with a CR lower than 1/4 dies. The tree must grow a for 15 days before it produces a single fruit, after which consuming said fruit increases your Ki pool by the number of miles its dead zone grew and it ceases growing. If the seed is destroyed before the tree bears fruit, you must spend an entire day focusing your ki to create another. You may only create one tree that produces fruit.

Crusher Corp Captain

At 17th level, you gain proficiency, or expertise if you already have proficiency, in Charisma saving throws and Persuasion checks.

Fully Unleashed Tree of Might

At 20th level, you may plant a second tree of might seed. The tree’s growth is no longer restricted to 15 days, and kills creatures with a CR of 1 or lower. This tree produces endless Fruit of Might, with a new fruit being grown every 3 days. You may exchange 20 Ki Points from your maximum to increase an ability score by +2 permanently. Over the course of the various fruits growing, the DM may send stronger enemies as the Fruits are grown. Once the planet has been fully absorbed, a seed will be formed from the now dead tree for you to take.

Brute

Saiyan brutes fight with overwhelming strength out of a sense of duty, often disguising a deep fear of their superiors.

Heavy Finish

At 3rd level, as part of a successful unarmed strike, you may spend 2 Ki Points to force the target to succeed a Dexterity saving throw or become stunned until the end of their next turn.

Arm Break

At 6th level, as part of a successful unarmed strike, you may spend 3 Ki Points to force the target to succeed a Strength saving throw or have their arm broken, removing their ability to use it until the end of their next long rest or until they are subject to Greater Restoration.

Break Cannon

At 7th level, you can spend 1 Ki Point as part of a Ki Blast to negate disadvantage and the need to have a free hand by firing it from your mouth.

Saibamen

At 9th level, as an action, you can convert a normal seed of any kind into a saibaman seed for 5 ki points. When planted as an action, it becomes a saibaman at the end of your next turn. You may have up to 3 saibamen alive at once. They are allied to you, but not charmed by you. Each saibaman lasts for 1 minute, after which they die instantly.

Blazing Storm

At 14th level, as an action, you create a 15 ft. radius explosion anywhere within 90 ft. of you. Every creature within range must attempt a Constitution saving throw. On a failure, they take 5d10 force damage. You may charge this for 1 round without spending additional ki to double its range or damage. (8 Ki Points)

Double Sunday

At 17th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 2d10 radiant damage. Every creature within a 30ft radius of the target is hit and must make a Dexterity saving throw, taking half damage on a success. This damage decreases by 1 die for every 5 feet away from the initial target they are. You may do this twice on a single action, doubling its cost. (Costs 4 ki points)

Saibamaster

At 20th level, you can have any number of saibamen alive at a time, they last until the end of your next long rest, and they are charmed by you.

Evil Saiyan

Evil saiyans are an ancient breed, dating back to the oldest eras of the Saiyan race. In some respects, they are the truest form of saiyan, having the raw strength all saiyans strive for. At your DM’s behest, your alignment must be Evil to take this archetype.

Dèsastre Claw

At 3rd level, as a bonus action, you can create a pair of hands made of Ki. While this is active, your unarmed strikes have an additional 5 feet of reach, deal necrotic damage, and do not have disadvantage while restrained. You must spend 1 ki every minute to keep this active.

Bloodlust

At 6th level, when you enter combat alone against a creature with a CR higher than your own, you can choose to regain 1 ki point at the beginning of your turn. To use this feature again, it must recharge (5-6).

Shadow Tail

At 7th level, for 1 ki point you can regrow your tail. While you have your saiyan tail, you gain proficiency or expertise in Intimidation.

Dèsastre Eraser

At 9th level, as a full turn action, you can charge a large blast of dark ki. You can create up to 2 blasts, 4 while Dèsastre Claw is active. Each blast can hit a different target within 120 feet as a ranged ki attack, dealing 3d8 necrotic damage on a hit. Every creature within 10 feet of a successfully hit creature takes damage as well, decreasing by 1d8 for every 5 feet. (Costs 3 ki per Blast)

Super Saiyan Berserk

At 14th level, while in a Super Saiyan form, you can corrupt a creature within 60 feet as an action. They gain the effects of Super Saiyan, even if they are already in a saiyan form, and must succeed a Charisma saving throw or attack the closest creature within 120 feet that is not you. They can repeat the saving throw at the end of each turn. This last for 10 minutes or until they are unconscious. (Costs 4 Ki Points)

Savagery

At 17th level, when you are reduced to 0 hit points, you may instead drop to 1 hit point and gain a damage threshold of 5 for 1 minute. You may use this once, regaining use at the end of a short rest.

Super Saiyan 3 Full-Power

At 20th level, while using Super Saiyan 3, you do not lose ki at the end of your turn and you can maintain it for up to 10 minutes at a time.


Variant Features

Non-Transformation Variant Features

The following take the place of the saiyan transformations. If you take one of the following features, you must take the later level ones as well.

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 as described in chapter 5 of the Dungeon Master’s Guide.
  • You gain proficiency in the Athletics skill, and if you already have proficiency in it, your proficiency bonus is doubled for any Strength (Athletics) check you make.

Retaliatory Strike

Starting at 18th level, whenever you use the Stand Ground or Perfect Dodge features as a bonus action, you gain an additional reaction, in which you may shoot a Ki Blast or make an unarmed strike against the creature that made an attack against you.

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. You regain use of this feature after you finish a long rest. While in Ki Peak, you gain the following benefits:

  • At the start of your turn, you gain 10 temporary hit points and you regain 1 ki point.
  • You can not have disadvantage on attack rolls with your unarmed strikes or with ranged spell attacks with Ki Blast and subclass techniques.
  • You may use this a second time without taking a long rest if you are attacking a CR 21 or greater creature at your DMs discretion.

Other Variant Features

Strength of Body

You may take this feat in place of an Ability Score Increase. The user’s maximum Ki Points increase by an amount equal to their level + their Strength modifier

Perfected Super Saiyan

At 18th or 20th level, in place of Super Saiyan 2 or 3, entering Super Saiyan no longer consumes uses gained at the end of a long rest. If this is taken at 18th level, you can not gain Super Saiyan 3.

Super Saiyan Power

After one has obtained Super Saiyan, in place of an Ability Score Increase, they may take this feature. You can expend 1 ki point to transform as a bonus action to enter this form. You are cloaked in a golden aura as your hair is swept up similar to Super Saiyan, but lacking the golden hair or cyan eyes. While transformed, you gain the following features:

  • Your unarmed strikes deal +1 damage.
  • Your Strength, Dexterity, and Constitution increases by +2.
  • Your aura radiates 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.
  • You can transform into Super Saiyan for 1 ki as a free action and revert to this form from Super Saiyan 1, 2, or 3 as a bonus action.

At 15th level, you master the transformation and no longer need ki to transform into it.

This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or ki points, or go unconscious. You may use this a number of times equal to your Constitution modifier, regaining all uses at the end of a long rest.

False Super Saiyan

At 1st level, you may take a feature allowing you to gain a false state of the super saiyan transformation under certain conditions

  • 1. All of your party must be downed or below 1/4 their maximum health
  • 2. You have 1 or more Ki remaining
  • 3. Further Beyond must have already been used

If all conditions are met, you may enrage and transforms into the false super saiyan state as a bonus action or reaction. Your hair flares up, you gain a red aura as your eyes go white, and your body bulges as it uses latent power it should not be able to access. While in this State you gain the following benefits and downsides

  • Your unarmed damage is doubled
  • Your speed increases by 10 feet
  • You have unlimited ki in this form
  • You lose all conditions and magical effects of your choice, except Exhaustion
  • Your health may go below 0 and you will remain standing, however doing so will increase the severity of the downsides as follows
Downsides
  • At the beginning of every turn spent in this form, your Strength, Dexterity and Constitution decrease by 1. If you are below 0 hitpoints, they decrease by 2.
  • Taking damage when below 0 while in this form further decreases your Constitution by 1/10 the damage taken rounded down.
  • You leave this form at the end of combat automatically
  • You are Paralyzed from the neck down until you complete a long rest once you have left the form
  • You may regain one point of Strength, Dexterity and Constitution at the end of each long rest

Past Level 20

If you wish to further increase your power as a saiyan to absurd heights, consider the Ascended Saiyan, Variant (5e Class).

Multiclassing

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 Constitution of 13.

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

(This class is based off of an existing class called saiyan fighter,variant all credit goes to that,this is just my edits of it)


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