High-Class Saiyan (Dragon Ball Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class and Adventurer (5e Background) background, and as such does not follow traditional CR.


Medium humanoid (Saiyan), chaotic evil


Armor Class 18 (Battle Armor (Adaptive Training))
Hit Points 170 (20d8 + 80)
Speed 70 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 19 (+4) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +11, Con +10
Skills Acrobatics +7, Athletics +11, Deception +6, Intimidation +6, Survival +6
Senses passive Perception 10
Languages Common
Challenge 20 (25,000 XP)


Ki. The Saiyan has 24 ki points which they can expend. All ki points are regained at the end of a long rest.

Damage Threshold. The Saiyan has a damage threshold of 10.

Oozaru. If the Saiyan looks at the full moon while they are benefitting from Prehensile Tail, they gain the following benefits.

  • Their size increases to Huge.
  • Their Strength becomes 24(+7), their Dexterity 16(+3), and their Constitution 23(+6) As such, their AC becomes 20, their bonus to hit for their Unarmed Strikes and Ki Blast attack becomes +13, and bonus to damage for those attacks becomes +7, their maximum hit points increase by 40, their maximum ki points by 2 and their damage threshold by 4.
  • They are blood-lusted.

These all last until they can no longer see the moon.

Further Beyond. When the Saiyan is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead. They can’t use this feature again until they finish a long rest.

Prehensile Tail. The Saiyan's biology includes a prehensile tail. They cannot hold a weapon or shield using his tail. If their tail is severed, they are no longer considered proficient in Acrobatics, additionally, they can make unarmed strikes with their tail. Making unarmed strikes in this way decreases the damage die by 2 tiers (d12 < d8 < d4 < 1). Their tail will slowly grow back over the course of a week, They regain use of it in 2d6 days.

Powerful Build. The Saiyan counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. And they require twice as much food as a normal Medium-sized creature would.

Saiyan Power. If the Saiyan is reduced to 0 Hit Points and isn't stable after utilizing the Further Beyond feature, they can permanently increase one Ability Score by 1 to a maximum of 20 after regaining at least 5 hit points, they can only do this six times (six instances included in strength, dexterity and constitution stats, redistribute or remove as appropriate).

Saiyan Brutality. Once per turn when the Saiyan hits with an attack, they can roll one additional damage dice and add it to the total damage, additionally, immediately after the Saiyan uses the Further Beyond or Saiyan Power trait, they can use their reaction to take the attack action, use a non charging technique, or cast a spell with a casting time of 1 action or bonus action..

Enduring Physique. The Saiyan has the following:

  • They have 40 extra hit points.
  • Whenever they regain hit points by spending hit dice the result is doubled.
  • They have advantage on saving throws against exhaustion and its effects.

True Warrior (6/Long Rest). Whenever the Saiyan rolls a 1 on an attack roll, they may reroll the attack and must use the new roll.

Brawn. When the Saiyan is targeted by an area effect that lets them make a Strength saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fails the save.

Unarmored Movement. The Saiyan can move along vertical surfaces and across liquids on their turn without falling during the move.

Limit Break (1/Day). When the Saiyan drops to 0 hit points, they make take a turn immediately before falling unconcious

ACTIONS

Multiattack. The Saiyan makes four attacks with its unarmed strikes or ki blasts.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) force damage.

Ki Charge As a full turn action The Saiyan regains 9 (2d8) Ki points.

See the High Class Saiyan's known Techniques

  • DC - 19
  • Attack bonus - +11
  • Technique slots - 8

REACTIONS

Deflect Missile. When the Saiyan is hit by a ranged attack, they reduce its damage by 26 (1d10 + 21). If this reduces it to 0, they may make an unarmed strike with a range of 20/60 feet.

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[Source].

High-class Saiyans are the elite warriors of the Saiyan race, characterized by their exceptional combat abilities, strategic thinking, and innate potential for power. Often born into royal families or prestigious bloodlines, they are trained from a young age in advanced fighting techniques and tactics. High-class Saiyans possess superior strength, speed, and agility compared to any other class of saiyan, they can easily harness their Ki into more complex techniques than their inferiors and retain their cunning even as Great Apes, making them dangerous opponents in battle. Known for their pride and sense of superiority, high-class Saiyans usually deem other fighters unworthy of their attention and wait for an opponent to defeat their subordinates before they do as much as lift a finger to fight them.



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