Path of the Super Saiyan (5e Subclass)
From D&D Wiki
Path of the Super Saiyan[edit]
Realise a Legend. Art by [JulienLasbleiz] |
Barbarian Subclass
Some sorcerers are born with a speck of draconic bloodline, allowing them to use dragon's innate magic. Source of your power is a bit different; long ago one of your ancestors was a offspring of a Saiyan - a race of great strength and savage physical might. Although you do not necessarily show physical traits that would make you out of a crowd as a Saiyan, for example long hair or a monkey tail, you achieved what only their blood can do. Attaining a temporary transformation, boosting your power beyond belief - a Super Saiyan.
- Saiyan Transformation
Your fury unleashes your true power. At 3rd level when you adopt this path, you can roll a d6 in place of the normal damage of your unarmed strike. Additionally, whenever you rage you can choose to transform. When you do so, you choose which transformation you adopt from available ones you gain as you progress in this class. Features granted by higher level transformations benefit from all of features from previous ones, unless otherwise stated.
- Super Saiyan Transformation
At 3rd level you can transform as part of a rage, making your hair glow and providing bright light in a 20-foot radius and dim light for an additional 20 feet. You can extinguish or restore the light as a bonus action. While this transformation is active you have a new attack option that you can use with the Attack action. This special attack is a ranged unarmed attack with a range of 30 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is bludgeoning, as it is a wave of air you punch to damage your enemies. You benefit from rage damage bonus for this attack. Also, when you dash you do not provoke opportunity attacks from enemies with a lower Dexterity score than you.
- Powerful smashes
Starting at 6th level your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and their damage die changes to d8.
- Super Saiyan 2 Transformation
At 6th level you can transform, manifesting small bolts of electricity around yourself. While this transformation is active each creature you choose in 5ft radius around you takes lightning damage equal to your rage damage bonus whenever they miss an attack roll against you. You also gain a flying speed equal to your walking speed until the end of your rage.
- Super Saiyan 3 Transformation
At 10th level you can transform, making your hair longer and your muscles bigger, loading them with condensed power. While this transformation is active you gain a +2 bonus to your AC, unarmed strike attack and damage rolls. When you stop raging you must succed a DC 10 Constitution saving throw or gain one level of exhaustion. Each time you use this feature after the first one, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
- Titanic smashes
Starting at 14th level your unarmed attacks die changes to d10.
- Super Saiyan 4 Transformation
At 14th level you can transform, growing fur over your body(not your chest) and heightening your primal instincts. While this transformation is active you score a critical hit on a roll of 19 or 20. Additionally, you can make one attack as a reaction whenever a creature misses you with an melee attack and is within reach of your attack options. You also have advantage on saving throws against spells and effects that would make you gain levels of exhaustion, including the one you make after your rage ends.
Back to Main Page → 5e Homebrew → Character Options → Subclasses