Saiyan Fighter, Variant (5e Class)

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Saiyan Fighter

Saiyan fighers are those trained in the art of destroying their foes with devastating blows and powerful ki attacks. These expert warriors originated from the planet Vegeta, where constant fights and immense gravity are 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 Wisdom, 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, Constitution
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
  • any two simple weapons
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Saiyan Fighter

Level Proficiency
Bonus
Ki Points Martial Arts Flying Speed Features
1st +2 1 1d4 - Ki, Martial Arts, Unarmored Defence, Ki Blast
2nd +2 2 1d4 - Training, Oozaru
3rd +2 3 1d4 - Saiyan Archetype
4th +2 4 1d4 - Ability Score Improvement, Ki Strike
5th +3 5 1d6 - Extra Attack, Energy Detection
6th +3 6 1d6 - Saiyan Archetype
7th +3 7 1d6 10 Feet Flight, Evasion
8th +3 8 1d6 10 Feet Ability Score Improvement
9th +4 9 1d6 10 Feet Saiyan Archetype
10th +4 10 1d8 15 Feet Ki Charge
11th +4 11 1d8 15 Feet Super Saiyan
12th +4 12 1d8 15 Feet Ability Score Improvement
13th +5 13 1d8 20 Feet Limit Break
14th +5 14 1d8 20 Feet Saiyan Archetype
15th +5 15 1d10 20 Feet Endurable
16th +5 16 1d10 20 Feet Ability Score Improvement
17th +6 17 1d10 25 Feet Saiyan Archetype
18th +6 18 1d10 25 Feet Super Saiyan 2
19th +6 19 1d10 25 Feet Ability Score Improvement
20th +6 20 2d10 30 Feet Super Saiyan 3, Golden Oozaru


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 three such features: Flurry of Blows, Perfect Dodge, and Stand Ground. 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 Constitution 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 Attack 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.

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 + Wisdom Modifier.

Ki Blast

At 1st level you can manifest a Ki blast from either hand, striking any single opponent within range for 1d8 + Wisdom 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.

Training

At 2nd level, you can take ten hours to train. This training must be all at once. After training, either your Strength, Dexterity, Wisdom, or Constitution increases by +1 for 4d20 hours. If you train again before the previous training bonus has worn off, you may redistribute the +1 and reset the time limit, but you can only benefit from one +1.

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 must make an Intelligence or Charisma saving throw. 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.

Saiyan Archetype

Upon reaching the 3rd level Saiyan Fighters must choose an archetype: Royal, Warrior, Legend, or Successor.

You gain additional features at 6th, 9th, 14th and 17th 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 Strike

At 4th level, while you have at least 1 ki point, your unarmed strikes count as Force damage for the purpose of overcoming resistance and immunity to non-magical 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, while you have at least 1 ki point, 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 may use this once, regaining use of this feature at the end of a short rest.

Super Saiyan

At 11th level, you gain the Super Saiyan transformation. You can expend 2 ki points to transform as a bonus action. While a Super Saiyan, your now fiery golden hair stands on end, your irises and pupils become a pale cyan, and you gain a visible ki aura. While transformed, you gain the following features:

  • Your unarmed strikes deal 1d4 additional bludgeoning damage.
  • Your Strength, Dexterity, or Constitution increases by +2 as does its maximum.
  • 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.

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

Limit Break

At 13th level, you can push yourself past your limits. Your Strength, Dexterity, Wisdom, and Constituion maximums increase by +2. When you are under 1/4 of your hit point maximum, your Strength, Dexterity, or Wisdom 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. You must spend 1 ki point at the end of every round to maintain this form, and Super Saiyan no longer has a timer. You gain the following benefits:

  • Your aura increases by 5 feet.
  • Your Strength, Dexterity, Constitution, or Wisdom increases by +2.
  • Ranged ki attacks deal an additional 1d4 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 at the end of 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. Exiting this form is a bonus action. While in this form, you gain the following benefits in addition to those of Super Saiyan 2, which no longer costs ki to maintain:

  • Your unarmed attacks deal an additional 1d4 damage.
  • Your flying speed increases by 10 feet.
  • All abilities that use ki deal an additional 1d4 damage.
  • Your Strength or Dexterity increases by +2, as does its maximum.
  • 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.

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 Reflexes

At 3rd level, your royal lineage tailors you to become the perfect warrior. You may add your Proficiency bonus an additional time to Acrobatics rolls.

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(one full turn to charge and a bonus action when you start your next turn to finish off the charge with the firing of the beam being the main attack). 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 1d10 at 9th and 11th level. Expending 2 additional ki requires another full turn to charge. (Costs 3 ki points)

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. You have advantage on saving throws to resist attacking the closest creature. Otherwise, every creature within 120 feet has advantage on their first damage roll each turn. It stays at its point of origin and has 10 hit points. (Costs 6 ki points)

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, decreasing damage 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 current maximum ki points. Every creature in range must make a Constitution saving throw. On a fail, they take 5d10+(ki spent x 2) radiant damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none. You are hit by this effect as well.

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 until the beginning of your next turn.

Kamehameha

At 6th level, you learn the Kamehameha. This move takes two turns to charge and during those 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)

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 Wisdom score 2d10, afterwards you must make a DC 15 + (number of d10 above your maximum) Wisdom saving throw or have the bomb dissipate, loosing all the energy stored inside.

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. Loosing control of the Spirit Bomb while charging results in it dissipating as described above.

When you launch the Spirit Bomb, make a ranged attack (using Wisdom) as an action. The Spirit Bomb has a radius of 20ft, plus an additional 10ft per charge after the first. If any part of the Spirit Bomb hits a corporeal object, including it's target, it explodes, dealing it's damage to all objects and creatures within 100ft of the Spirit Bomb's edge.

You may use this once, regaining 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, grapple them, or make a shove attack. 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 Wisdom modifier +2, after which you must succeed a DC 15+the amount of additional d10 Wisdom saving throw or the energy dissipates. Using this feature does not use your use of Spirit Bomb.

You may use this feature once, regaining use at the end of a long rest.

Legend

Once every 10,000 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.

False Super Saiyan

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

True Demon

At 9th level, pain and pleasure become mixed. When you take more than 7 damage from a single attack, you gain 2 ki points. If you are healed for more than 7 hit points from a single source, you loose 2 hit points.

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 attack’s deal an additional 1d4 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 creature with the highest CR within 240 feet.
  • You know the CR and direction of every creature within 240 feet.
  • You deal double damage to objects.
  • You can not be stunned, and have advantage against being charmed and effects that would make you unconcious.
  • You have unlimited ki while in this form.
  • This form lasts for 4d20 hours or until you are knocked unconcious, charmed, or killed.
  • Your aura increases by 10 feet.
  • You “spend” 5 ki each turn on Legendary Super Saiyan.

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, you gain the Masenko, a strong ki blast that deals 2d8 damage. You can add an additional 1d8 at the cost of 2 additional ki points at 9th, 13th, and 17th level. (Costs 2 ki points)

Trained Ki

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

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 Unleashed

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

God Ki

At 17th level, your ki resonates with that of the gods. While in any transformation, you have advantage on attack rolls against creatures with at least 1 of the following types: fiends, monstrosities, aberrations, or undead. You may change which types you have chosen at the end of a short rest. You gain resistance to necrotic damage. Your entire aura is bright light.

Variant Rules

The following options replace features at the appropriate levels.

Enhanced Training

At 2nd level, your training regiment has been perfected. You may distribute an additional temporary +2 to either your Strength, Dexterity, Wisdom, or Constitution ability score from Training.

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 an action, you gain an additional reaction, in which you may shoot a Ki Blast or make an unarmed strike against a creature that attempts to damage 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, giving you 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 without having a remaining use if you are attacking a CR 21 or greater creature (at your DMs discretion).

You may use this once, regaining use at the end of a long rest.

Past Level 20

If you wish to further increase your power as a saiyan to absurd heights, consider the Ascended Saiyan or Z Fighter 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 Wisdom of 13.

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



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