Saiyan's Techniques (Dragon Ball Supplement )
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Saiyan's Techniques[edit]
The following is a list of every technique the saiyans can use. Attack bonuses, DC and the maximum amount of techniques he can have at a given time should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of saiyan that gains such a technique, with lower listed versions being able to use any that higher listed versions can.
Infiltrator Saiyan[edit]
Flurry of Blows (1 Ki Point)/(Half Technique slot). As a bonus action immediately after the saiyan takes the Attack action on their turn, they make two unarmed strikes.
Ki Enhanced Movement (1 Ki Point)/(Half Technique slot). As a bonus action the saiyan takes the disengage or dash action and their jump distance is doubled until the end of their turn.
Stand Ground (1+ Ki Point)/(Half Technique slot). The saiyan takes half as much damage from all sources, but can not willingly move until the beginning of their next turn. They may use this as a bonus action for 1 additional ki point.
Sledgehammer (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Constitution saving throw or be stunned until the end of the saiyan's next turn. They may only make one sledgehammer attack per turn.
Ki Jump (1 Ki Point)/(Half Technique slot). As a bonus action, the saiyan jumps up to 30 feet and makes one unarmed strike.
Ki Cushion (1+ Ki Points)/(Half Technique slot). As a reaction, the saiyan can spend 1 or more ki points when they fall to reduce any falling damage they take by an amount equal to five times the ki spent.
Reactions[edit]
Exchange Blows (2 Ki Points)/(Half Technique slot) When an attack roll is made against the saiyan, they make an unarmed strike against the attacker.
Low-Class Saiyan[edit]
Ki Blast (1 Ki Point)/(Half Technique slot). As a bonus action, the Saiyan's unarmed strikes have their reach increased by his movement speed. until the end of their turn. They may spend 1 additional ki point to use this as a free action.
Ki Wave (1 Ki Point). As part of making a Ki Blast attack, its range becomes a line and all creatures within range must attempt a Dexterity saving throw, taking the ki blast's damage on a failure.
Flight (1 Ki Point)/(Half Technique slot). As a bonus action, The Saiyan gains a flying speed equal to their movement speed for 1 minute.
Ki Dash (2 Ki Points)/(Half Technique slot). As a Lengthy Action, The Saiyan moves forwards at six times their movement speed, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against them having disadvantage until the end of their turn.
Full Power Blow (1+ Ki Points)/(Half Technique slot). As a bonus action, when the Saiyan makes an attack action, they combine two of the attacks they can make into one attack, adding the damage die and half of the modifier to damage from attacks beyond the first, they may add one more attack they can make per additional ki point spent.
Massive Blow (1+ Ki Points)/(Half Technique slot). As a Free Action when the Saiyan hits a creature with an unarmed strike, the target must succeed a Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hit points.
Middle-Class Saiyan[edit]
Brutal Strike (2 Ki points). Once per turn when the Saiyan makes an unarmed strike, if their attack roll equals the target's AC + 10 it gains the benefits of being a critical.
Destructive Ki Wave (1 Ki Point). As part of making a Ki Blast attack, its range is halved and it becomes a line, its width increases by 15 ft., and all creatures within range must succeed a Strength saving throw, taking the ki blast's damage on a failure.
High-Class Saiyan[edit]
Perfect Dodge (1 Ki Point)/(Half Technique slot). As a bonus action, the Saiyan takes the Dodge action.
Ki Infused Strike (1 Ki Point)/(Half Technique slot) Once per turn when the martial artist hits with an unarmed strike, they may spend 1 ki point to roll one more of the attack's damage, adding the rolls together and dealing an equal amount of damage. If the target hasn't taken a turn since rolling for initiative, they do not need to spend ki.
Full Powered Ki Wave (4+ Ki Points)/(Charging). After charging for 1.5 rounds, all creatures in a 60 ft. long, 20 ft. wide line must attempt a Constitution saving throw. If they fail they take 39 (6d10) + their Attack bonus force damage, but if they succeed they take half damage. They can increase this damage by 5 (1d10) force damage, increase its length by 30 feet, and increase its width by 10 feet for 1 additional ki point by charging for 0.5 a round, for every two times they charge they add their attack bonus to it another time.
Power Ball (5 Ki Points). As an action, the saiyan throws a a ball of energy that is a Small object with 10 hit points and 12 AC, and automatically self-destructs after 1 minute anywhere within 60 feet. Granting every creature within 120 ft. the effects of being under the full moon.
Evolved Saiyan[edit]
Ki Sense (0+ Ki Points)/(Half Technique slot). As a free action, all creatures within The Saiyan's movement speed are detected. Until the end of the Saiyan's turn, creatures that were within the area can not be invisible to him. Additionally, they learn how many ki points or other currencies converted to their equal amount in ki and hit points the creature has, as well as its AC and the presence of any magical effects originating from such a creature. They may continue using this technique across turns, increasing its range by their movement speed each time. Using this before taking the search action allows them to locate creatures within range. This can not sense creatures using a Godly Transformation unless they also have access to a Godly Transformation. They can take this technique multiple times, increasing its initial range by their movement speed again each time.
Explosive Ki Attack (10 Ki Points). As an action every creature in a 30 foot radius up to 120 feet from the Saiyan must make a Constitution saving throw. On a failure they take 12d10 force damage. On a success, they take half as much damage. This damage decreases by 2d10 for every 5 feet away from the initial target they are.
Evil Saiyan[edit]
Usually only this version of Saiyan has access to the following technique:
Evil Saiyan (3 Ki Points). As an action, The Saiyan's Strength, Dexterity, and their Constitution scores increase by +2, Their AC increases by +2 (+1 if they're using Armor with Adaptive Training), their DCs, attack, damage bonuses and damage threshold increase by +1, their maximum and current hit points increase by their CR, their maximum ki points by 1, and their movement speed by 5 feet, their aura radiates dim light for 20 feet. They can't use Ki Suppression and must spend 3 Ki Points at the end of each of their turns to maintain this effect.
Super Saiyan[edit]
Ki Suppression (0+ Ki Points)/(Half Technique slot). As a free action, bonus action, or reaction on the Saiyan's turn, they may select up to 1/10th of their maximum hit points, ki points, AC, And/or the damage of all attacks they make. These are put in a "pool" where they can not be accessed by them. They may remove up to 1/10th of their maximum hit points, ki points, AC, And/or penalty to damage from the pool as a free action, bonus action, or reaction. They may spend ki points to increase the amount added or removed from the pool by the initial amount added or removed per ki point spent.
Super Saiyan (1 Ki Point). As an action, or a bonus action while Super Saiyan A type is active in which case they retain its benefits, The Saiyan's Strength, Dexterity, and their Constitution scores increase by +4, their AC increases by +4 (+2 if they're using Armor with Adaptive Training), their DCs, attack, damage bonuses and damage threshold increase by +2, Their maximum and current hit points increase by twice their CR, their maximum ki points by 2, and their movement speed by 10 feet, their aura radiates bright light for 10 feet and dim light for another 10 feet. They can't use Ki Suppression and must spend 1 Ki Point at the end of each of their turns to maintain this effect.
Legendary Super Saiyan[edit]
Super Saiyan A-Type (1 Ki Point). As an action, The Saiyan's Strength, Dexterity, and their Constitution scores increase by +1, their AC increases by +1 and their DCs, attack, damage bonuses and damage threshold increase by +1, their movement speed by 5 feet, their aura radiates dim light for 20 feet. They can't use Ki Suppression and must spend 1 Ki Point at the end of each of their turns to maintain this effect.
Super Saiyan C-Type (1 Ki Point). As an action or bonus action while both Super Saiyan and Super Saiyan A-Type are active the Saiyan gains the following in addition to the benefits of Super Saiyan: The Saiyan's Strength, Dexterity, and their Constitution scores increase by another +1, their AC increases by +1 (unless they're using armor with adaptive training), their maximum and current hit points increase by their CR, and their aura radiates dim light for an additional 20 feet. They can't use Ki Suppression and must spend 1 Ki Point at the end of each of their turns to maintain this effect.
Legendary Super Saiyan (5 Ki Points)/(Counts as Two Techniques). As an action, or as a bonus action while any Super Saiyan form is active, The Saiyan gains the following in addition to the effects of that form: The Saiyan's Strength, Dexterity, and their Constitution scores increase by +4, their AC increases by +4 (+2 if they're using Armor with Adaptive Training), their DCs, attack, damage bonuses and damage threshold increase by +2, Their maximum and current hit points increase by twice their CR, their maximum ki points by 2, and their movement speed by 10 feet, their aura radiates dim light for an additional 20 feet, Ki charge grants half as many ki points, they become berserk and regain 3 Ki Points at the end of each of their turns.