Saiyan Fighter, 4th Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Dragon Ball franchise, and/or include content directly affiliated with and/or owned by Toei Animation. D&D Wiki neither claims nor implies any rights to Dragon Ball copyrights, trademarks, or logos, nor any owned by Toei Animation. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Saiyan Fighter[edit]

Saiyan Fighters 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[edit]

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

When making a Saiyan Fighter, 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 + Con Mod 1d4 - Ki, Martial Arts, Unarmored Defense, Ki Blast, Techniques -
2nd +2 2 + Con Mod 1d4 - Training, Unarmored Movement, Oozaru +10 Feet
3rd +2 3 + Con Mod 1d4 - Saiyan Archetype +10 Feet
4th +2 4 + Con Mod 1d4 - Ability Score Improvement +10 Feet
5th +3 5 + Con Mod 1d6 - Extra Attack, Energy Detection, Advanced Techniques +10 Feet
6th +3 6 + Con Mod 1d6 - Ki Strike, Saiyan Archetype, Ability Score Improvement +15 Feet
7th +3 7 + Con Mod 1d6 10 Feet Flight, Evasion, Saiyan Archetype +15 Feet
8th +3 8 + Con Mod 1d6 10 Feet Ability Score Improvement +15 Feet
9th +4 9 + Con Mod 1d6 10 Feet Saiyan Archetype, Unarmored Movement +15 Feet
10th +4 10 + Con Mod 1d8 15 Feet Ki Charge +20 Feet
11th +4 11 + Con Mod 1d8 15 Feet Super Saiyan, Master Techniques +20 Feet
12th +4 12 + Con Mod 1d8 15 Feet Ability Score Improvement +20 Feet
13th +5 13 + Con Mod 1d8 20 Feet Limit Break +20 Feet
14th +5 14 + Con Mod 1d8 20 Feet Saiyan Archetype +25 Feet
15th +5 15 + Con Mod 1d10 20 Feet Endurable +25 Feet
16th +5 16 + Con Mod 1d10 20 Feet Ability Score Improvement +25 Feet
17th +6 17 + Con Mod 1d10 25 Feet Saiyan Archetype, Legendary Techniques +25 Feet
18th +6 18 + Con Mod 1d10 25 Feet Super Saiyan 2 +30 Feet
19th +6 19 + Con Mod 1d10 25 Feet Ability Score Improvement +30 Feet
20th +6 20 + Con Mod 2d10 30 Feet Super Saiyan 3, Golden Oozaru, Saiyan Archetype, Mythic Techniques +30 Feet


Ki[edit]

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 Your Saiyan Fighter Level with your Constitution Modifier. You can spend these points to fuel various Ki Features , some referred to as Techniques, 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 or Short 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.

Techniques[edit]

Starting at 1st level, you gain access to a series of special abilities known as Techniques. Techniques represent your mastery of unique martial arts, mystical skills, and powerful abilities that define your class.

Learning Techniques

At 1st level, you learn a number of Techniques equal to your proficiency bonus + your Strength Modifier. You can only learn Fundamental and Basic Techniques at this level. Fundamental Techniques count as half toward the total number of Techniques you know (rounded down). At higher levels, you gain access to more advanced Techniques as follows:

    5th Level: You can learn Advanced Techniques.
   11th Level: You can learn Master Techniques.
   17th Level: You can learn Legendary Techniques.
   20th Level: You can learn Mythic Techniques.

Each time you gain a level in this class, you can choose one of the Techniques you know and replace it with another Technique for which you meet the prerequisites.

Swapping Techniques

At the end of a long rest, you may unlearn one Technique you know and replace it with another. If you choose to unlearn two Fundamental Techniques, you can replace them with two other Techniques, as long as they are both Fundamental Techniques.

Below is a list of Techniques you may learn as you gain levels in this class:

Fundamental Techniques[edit]

Ki Sense

Cost: 0+ ki points

Range: Your movement speed radius

As a free action, you sense the ki in your surroundings within range. Until the end of your turn, creatures that were within the area can not be invisible to you. Additionally, you 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. You may continue using this technique across turns, or spend ki points increasing its range by its initial range each turn and with each ki point. Using this before taking the search action allows you to locate creatures within range. This can not sense creatures using a Godly Transformation unless you also have access to a Godly Transformation. You can take this technique multiple times, increasing its range by your movement speed again each time.


Good/Evil Sense

Cost: 1 ki point


As a bonus action when you use Ki sense, you may also know whether a creature sensed by your ki sense is your Good/Evil alignment or the opposite, or are hostile toward another creature within range.


Telepathy

Cost: 1 ki point per creature

Requirements: Ki Sense

As a free action or as part of using Ki Sense, you can create a telepathic connection to any creature within your Ki Sense range until the end of your next turn. You may speak telepathically in a language you know and the creature understands you only if it knows that language and it may respond telepathically, you can maintain this connection by spending a ki point when it would end to extend it to the end of your next turn.


Advanced Telepathy

Cost: 4 ki points

Requirements: Telepathy

When you use Telepathy, any creature of your choice that is touching you may communicate telepathically with creatures you are connected to through Telepathy, alternatively, as a bonus action when you use telepathy you may attempt to learn the surface thoughts of a creature you are connected with with whom you share a language, or as an action by touching the head of a creature see 10 minutes worth of their memory of events that happened no more than 72 hours prior, an unwilling creature must succeed a Wisdom saving throw to resist this effect, a creature with an intelligence score of 6 or lower cannot be willing and have a +10 bonus to their saving throw, creatures with an intelligence score of 3 or lower are unaffected.


Ki Suppression

Cost: 0+ ki points

As a free action, bonus action, or reaction, you may temporarily reduce up to 1/10th of your Strength, Dexterity and/or Constitution scores, placing these points into a "pool." While in the pool, these points are not accessible to you. You can restore up to 1/10th of your Strength, Dexterity and/or Constitution from the pool as a free action, bonus action, or reaction. You 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. At the end of each of your turns, if you have at least 2/10ths of all three of your Strength, Dexterity and/or Constitution in the pool, you regain 1 ki point per 2/10ths in the pool, up to a maximum of half your average ki charge. You do not gain this benefit if you benefited from the stats placed in the pool during that turn. If your Strength or Dexterity is brought to 0 in this way you become paralyzed until they are above 0, if your Constitution is brought to 0 in this way you gain a level of exhaustion at the end of your turn and every subsequent turn until it is above 0, at which point you lose the levels of exhaustion at the same rate, if you would die from gaining exhaustion levels in this way you instead automatically waste any possible actions and/or ki to release as much suppressed stats as possible, this technique can be used even if the user is incapacitated, but not unconscious.


Ki Control

Cost: 0+ ki points

When you use Ki Suppression, you can also, or instead, temporarily reduce your maximum hit points, ki points, AC, damage dealt, or the range of techniques used, placing these values into the pool in the same way you would with your Strength, Dexterity, and Constitution scores. If the range of techniques is reduced, the damage must be reduced proportionally. This does not grant ki regeneration.


Flurry of Blows

Cost: 1 ki point

As a bonus action immediately after you take the Attack action on your turn, you make two unarmed strikes.


Full Power Blow

Cost: 1+ ki points

As a bonus action or reaction, immediately before you make an unarmed strike as part of the attack action. You may turn two of the unarmed strikes you can make with the attack action into one attack, rolling one attack roll but adding their damage together. You may add an additional unarmed strike you can make with the attack action into this attack for each additional ki point you spend.


Perfect Dodge

Cost: 1 ki point

You take the dodge action as a bonus action.


Ki-Enhanced Movement

Cost: 1 ki point

As a bonus action, you take the disengage action or dash action, and your jump distance is doubled for the turn.


Ki Jump

Cost: 1 ki point

As a bonus action, you may jump up to 30 feet and make one unarmed strike.


Flight

Cost: 1 ki point

As a bonus action, you gain a flying speed equal to your movement speed for 1 minute.


Sledgehammer

Cost: 1 ki point

As part of an unarmed strike, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. You may only make one sledgehammer attack per turn.


Stand Ground

Cost: 1 ki point

As an action, or as a bonus action for 1 additional ki point, you receive half as much damage from all sources, but you cannot willingly move until your next turn.


Exchange Blows

Cost: 2 ki points

As a reaction when an attack roll is made against you, you make an unarmed attack against the attacker.


Ki Dash

Cost: 2 ki points

As a Lengthy Action, you move forwards at sextuple your movement speed, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against you having disadvantage while using any of this movement, any movement from the ki dash may only be used in a straight line.


Ki Surge

Cost: 10 ki points

You make one action as a free action.


Ki Transfer

Cost: 1+ ki points

As an action, you can transfer any amount of ki points that you have currently to a creature within your Ki Sense range. You can also use your ki points to transfer other types of resources to that creature (use the One Currency System for the appropriate exchange rates). The ki points or other resources transferred cannot push that creature over their maximum amount for that resource.


Afterimage Technique

Cost: 2 ki points

As a bonus action, or as a reaction to being targeted by a saving throw or attack, you may move half your movement speed and force any creatures that could see you while at your original position to attempt a Wisdom saving throw. On a failure, you become invisible to them until the start of your next turn. It also ends if you make a harmful action against them, such as an attack or a technique that deals damage. You may spend 3 additional ki points to make an unarmed strike against the attacker immediately after moving.


Solar Flare

Cost: 2 ki points

As an action, every creature you are facing that is not blinded within 45 feet facing you must succeed a Wisdom or Dexterity save. On a failure, they are blinded and stunned until the end of their next turn.


Iaigiri

Cost: 1 ki point

You may imbue a single attack with an excess of ki. Once per turn when you hit a creature with an unarmed strike, you may spend 1 ki point to roll an additional damage die. If the target hasn't taken a turn since rolling for initiative, you do not need to spend ki.


Ki Blade Enhancement

Cost: 2 ki point

As a bonus action, one melee weapon you are proficient with that you wield can benefit from any effect your unarmed strikes would (except ki strike), and their damage counts as magical for the sake of overcoming resistance and immunity to nonmagical attacks. In addition, you can end this effect early by granting one attack and damage roll you make with that melee weapon to gain a +2 bonus. You must spend 1 ki point at the beginning of each of your turns to keep this active.


Ki Shot Enhancement

Cost: 2 ki point

As a bonus action, one ranged weapon you are proficient with that you wield can benefit from any effect your unarmed strikes would (except ki strike), and their damage counts as magical for the sake of overcoming resistance and immunity to magical attacks. In addition, you can end this effect early by granting one attack and damage roll you make with that ranged weapon to gain a +2 bonus. You must spend 1 ki point at the beginning of each of your turns to keep this active.


Super Unyielding Spirit

Cost: You gain 1 level of exhaustion

As an action, you gain 10 ki points, and all creatures within 30 ft. must attempt a Strength saving throw, being pushed 15 ft. away from you on a success, or 30 ft. away from you on a failure.


Bloody Dance

Cost: 1 ki point

As a free action, any creatures you hit with an unarmed attack until the beginning of your next turn can not take opportunity attacks until the end of your next turn.


Massive Blow

Cost: 1+ ki points

When you hit a creature with an unarmed strike, you can use a free action to turn it into a massive hit. They must make a Strength saving throw, or be moved up to the damage dealt in feet, rounded to the nearest 5. On a success, they only move half the distance. They can only move a maximum of 15 feet for every ki point you spend making it a massive hit.

In the case that something is in the targeted creature's way, they 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.


Spirit Sword

Cost: 1+ ki points

As a part of an unarmed strike or an attack with Energy Blade, you can spend 1 ki point to increase the attack’s reach by an additional 10 feet. You can add another 5 feet to the reach for every ki point over the first that you spend.


Energy Blade

Cost: 1+ ki points

As a free action, you mold your ki into the form of a weapon. You may create any melee weapon which you are proficient with out of your ki for an amount of ki equal to half its average damage, you may change its damage type to force, may use your unarmed damage die, and you cannot be disarmed of it, this weapon dissipates after 1 minute.


Ki Cushion

Cost: 1+ ki points

As a reaction, you can spend 1 or more ki points when you fall to reduce any falling damage you take by an amount equal to five times the ki spent.


Risking it All For a Friend

Cost: 3+ ki points

Range: Half your movement speed

As a reaction, when a creature within range is hit by an attack or targeted by a saving throw, you may move up to this technique’s range and take the hit instead, reducing the damage by your Ki attack modifier and taking the rest. For 2 ki points each time, you can interpose again for subsequent attacks on the same ally within the same turn, using any remaining required movement and damage reduction from the previous use. You can reduce the ki cost to a minimum of 0 by doubling the damage dealt to you for each ki point reduced. You may double the initial ki cost and lose your next turn's action to double the range of this technique.


Lord Frieza!

Cost: 2 ki points

As an action, one creature within 30 ft. of you must succeed a Wisdom saving throw or become frightened of you until the end of their next turn.


Rock Scissors 'N' Paper: Paper!

Cost: 1 ki points

Once per turn, as part of your unarmed strike, the target must succeed a Dexterity saving throw or become prone. The DC for this cannot exceed 18.


Rock Scissors 'N' Paper: Scissors!

Cost: 1 ki point

Once per turn, as part of your unarmed strike, the target must succeed a Constitution saving throw or be knocked blinded until the end of their next turn. The DC for this cannot exceed 18.


Rock Scissors 'N' Paper: Rock!

Cost: 1 ki point

Once per turn, as part of your unarmed strike, the target must succeed a Strength saving throw or become stunned until the end of their next turn. The DC for this cannot exceed 18.


Powerhouse

Cost: 1 ki point

Transformation: Base

As a full turn action, your size increases by one category, your Dexterity score decreases by -4, and your Strength and Constitution scores both increase by +4. You must spend 1 ki point at the end of each of your turns to maintain this Transformation.


Gigantification

Cost: 1 ki point

Transformation: Base

As a full turn action, your size increases by two categories. You must spend 1 ki point at the end of each of your turns to maintain this Transformation.


Spread-Shot Retreat

Cost: 1 ki point

As part of taking the disengage action, you make 1 unarmed strike.


Basic Techniques[edit]

Ki Barrier

Cost: 3+ ki points

Transformation: Supplementary

As a bonus action, you may create an up to 5-foot ki barrier around yourself. Within the barrier, all creatures gain +6 damage threshold and damage reduction against effects outside the barrier until the end of your next turn. For every 2 additional ki points, you can either increase the damage threshold and reduction by 1 or expand the barrier by 5 feet. By spending 3 more ki points separately from the previous effects, you can further boost the reduction by your Ki Attack Modifier. To extend the barrier's duration, spend half the initial ki cost each turn as a bonus action. For 3 additional ki points separate from the previous effects, you can activate this barrier as a reaction.


Kamehameha

Cost: 5+ ki points

Charge: 2+ rounds

You prepare the legendary blue ki wave of the Turtle School. When it is unleashed, every creature in a 60 ft. long, 30 ft. wide line must make a Constitution saving throw. If they fail, they take 7d10 force damage, but if they succeed they take half as much. You can increase this damage by 2d10 for every additional ki point spent, increase its length by 30 ft., and increase its width by 15 ft. Each additional ki increases its charge time by 1 round.


Masenko

Cost: 1+ ki point

Charge: 0.5+ rounds

You prepare an advanced ki blast known primarily to the Demon School. All creatures in a 30 foot long and a 10 foot wide line must attempt a Dexterity saving throw. On a failure, they take 2d6 force damage. You can add an additional 2d6 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.


Galick Gun

Cost: 4+ ki points

Charge: 1.5+ rounds

You prepare a purple ki wave passed down through saiyan royalty for generations. All creatures in a 60 ft. long, 20 ft. wide line must make a Constitution saving throw. If they fail, they take 6d10 force damage. On a success, they take half as much damage. You can increase this damage by 1d10 for every additional ki point spent, increase its length by 30 ft., and increase its width by 10 ft. Each additional ki increases its charge time by 0.5 rounds.


Scattering Bullet

Cost: 5+ ki points

Charge: 1+ round

You prepare a ki barrage that acts as a beam, but requires precise movement to dodge. All creatures in a 60 ft. long, 10 ft. wide line with a 10 ft. radius sphere centered on its end must make a Intelligence saving throw. If they fail, they take 6d8 force damage. On a success, they take half as much damage. You can increase this damage by 2d8 for every additional ki point spent, increase its length by 15 ft., and increase its width or the sphere's radius by 5 ft. Each additional ki increases its charge time by 0.5 rounds.


Critical Upper

Cost: 1 ki point

As part of making an unarmed strike, you target all creatures within 5 ft. of the initial target as well.


Dodoria Headbutt

Cost: 3 ki points

As a reaction when you are knocked prone, you take the attack action and immediately stand up.


Cross Arm Dive

Cost: 1 ki point

As an action, you move twice your high jump height, or your flying speed if any, and stay there until the beginning of your next turn, upon which you move up to twice your movement speed without any vertical movement, after which you descend to the ground, taking the Attack action, only targeting one creature. These attacks gain a +1 bonus to your attack and damage rolls.


Ki-Focused Aim

Cost: 1+ ki points

Requirements: Ki Shot Enhancement

As a free action, or reaction, when you miss with a weapon benefitting from Ki Shot Enhancement, you can spend up to 4 ki points to increase your attack roll by the amount spent, potentially turning the miss into a hit.


Ki-Infused Slash

Cost: 1+ ki points

Requirements: Ki Blade Enhancement

As a free action, or reaction, when you hit with a weapon benefitting from Ki Blade Enhancement, you can spend up to 4 ki points to increase your damage roll by twice the amount spent.


Dodon Ray

Cost: 1 ki point

Requirements: Ki Blast

You learn the primary assassination Technique of the Crane School. 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.


Death Beam

Cost: 1 ki points

Requirements: Ki Blast

You can generate a purple beam from your fingertips that moves at unavoidable speeds. As a free action, until the beginning of your next turn when you make a Ki Blast attack you may spend this technique's cost, its range is halved and it becomes a line, it deals twice as much damage, and all creatures within range must attempt a Constitution saving throw, taking the ki blast's damage on a failure.


Magnum Finger

Cost: 1 ki point

You train your Ki Blasts, allowing you to expand them into an almost Masenko-sized beam. 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 attempt a Strength saving throw, taking the ki blast's damage on a failure.


Spirit Ball

Cost: 3 ki point

When you make a Ki Blast attack, you can spend 3 ki points to transform it into a Spirit Ball as a free action. The Spirit Ball is a yellow-orange sphere of energy that you form in your open palm and control with precise hand movements. Immediately after creating the Spirit Ball, you can redirect it up to three times within a range of 60 feet, Each time, you make a ranged ki attack against a target within range On a hit, the Spirit Ball deals your current Ki Blast Damage. After the final redirection, you may trigger the Spirit Ball to explode, dealing an additional 4d6 Force damage in a 10-foot radius. All creatures in this radius must make a Dexterity saving throw against your Ki save DC, taking half damage on a successful save


Wolf Fang Fist

Cost: 2 ki points

You focus your ki while embodying the aggressive fighting style of a wolf. When you make an unarmed strike, you make 1 additional unarmed strike.


Arm Break

Cost: 2 ki points

You channel your ki into raw strength and precision. When you make an unarmed strike, if you roll the target’s AC + 10 or higher, it counts as a critical hit. You can only use Arm Break once per turn.


Mouth Energy Wave

Cost: 5 ki points

When you use a Technique that deals damage that does not require charging, including Ki Blast, or when you begin charging a Technique that does require charging, you instead gather its ki in your mouth. If it did not require charging, you gain advantage, or creatures that make its saving throw gain disadvantage. If it did require charging, you may make 1 action on each of your turns without needing to make a concentration check.


Final Shine

Cost: 5 ki points

When you use a Technique that deals damage that does not require charging, including Ki Blast, or when you begin charging a Technique that does require charging, you instead gather its ki quickly in a single hand. If it did not require charging and was an action, you may use it as a bonus action or reaction. If it did require charging, you may make 1 bonus action on each of your turns or 1 reaction per round without needing to make a concentration check.


Kill Driver

Cost: 4 ki points

Charge: 2 rounds

You prepare a powerful ring of Ki. Every creature in a 120 foot line must succeed a Dexterity saving throw or take 6d12 force 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 to additional creatures. Creatures that are Small or Tiny have advantage on this saving throw.


Tri-Beam

Cost: 5 ki points

Also known as the Kikoho, the Tri-Beam is a powerful, risky attack. As an action, you make a ranged attack against every creature in a 60ft cube with one edge within 5 ft. of you, dealing 10d10 force damage on a hit, and you take 8d8 necrotic damage. If using this feature reduces you to 0 hit points, you automatically fail your first death saving throw.


Telekinetic Paralysis

Cost: 4 ki points

As an action, you focus your telekinetic abilities into one creature within 45 ft., forcing them to succeed a Strength saving throw or become paralyzed until the end of their next turn.


Blast Ball

Cost: 2 ki points

As an action, you create a Small ball of energy that occupies any space within 10 feet, where it stays for 5 minutes or until it is destroyed. If it is destroyed, the creature that does so regains 2 Ki Points. When you would make an unarmed attack, you can make a Ki Blast attack as if you were in the same space as as the ball. This can be done once per ball. It has 10 hit points, 10 AC, and a 10 in all ability scores.


Blast Storm

Cost: 3 ki points

You can launch a disk of Ki at a creature within your Ki Blast range. They must succeed a Dexterity saving throw. On a failure, they are restrained for 1 minute. They may retry this saving throw at the end of each of your turns. On a success, they are not restrained.


Purple Comet Hurricane

Cost: 5 ki points

Transformation: Supplementary

As a bonus action, you take on a state of unrivaled erraticism. You reduce your movement speed to 0 and restrict your action to making unarmed strikes. When you make an unarmed strike, you may move half your unreduced movement speed as part of each unarmed strike, and you may make 2 additional unarmed strikes when you take the attack action.


Healing Ray

Cost: 2 ki points

As an action, make one unarmed strike. This attack deals no damage and the target regains hit points equal to the damage they would have taken.


Invisibility

Cost: 9 ki points

As an action, you cloak body and any items you were wearing when you use this technique in light-reflecting ki for up to 1 minute. You must maintain concentration on this technique as if you were charging, but you can move up to half your movement speed without needing to make a concentration check, afterwards you must make a concentration check for every 10 additional ft. of movement. This counts as two techniques for the sake of your technique limit.


Devilmite Beam

Cost: Half the technique's cost, rounded up

Requirements: Good or Evil alignment

When you use a technique that deals force damage, you turn the energy of the target's conflicting thoughts against each other. On an attack roll hit/saving throw failure, any creatures of your (Good/Evil) alignment take no damage, and creatures of the opposite alignment take twice the damage. Neutral creatures take the technique's normal damage.


Binding Strike

Cost: 3+ ki points

When you use a technique that deals force damage, you turn its destructive energy into tensile strength, allowing you to move yourself or the target. On an attack roll hit/saving throw failure, instead of taking damage, a target that is your size category or smaller is moved anywhere within 5 ft. of you. If the target has a greater size category than you, you may move anywhere within 5 ft. of it.


False Courage

Cost: 3 ki points

Transformation: Supplementary

As a bonus action, you are able to convince yourself that you are stronger than you actually are. At the start of each of your turns, you gain a number of temporary hit points up to your Constitution modifier. You must spend ki points equal to half the amount of temporary hit points at the end of each of your turns to maintain this form.


Kiai

Cost: 1+ ki point

Requirements: Ki Sense

As an action, you release transparent blasts of air with a mighty shout. Everything within 10 feet must make a Strength saving throw, or take 1d8 force damage and be pushed outside of this technique's range. For every additional 2 ki points you spend, the range increases by 10 feet and the damage increases by 1d8. You cannot increase the range past your Ki Sense technique's range.

You can spend 4 extra ki points to use this as a reaction when an attack is made against you, before any attack rolls are made. This causes it to fail, but this technique does half as much damage as it would normally.

Alternatively, when you make a Ki Blast attack, you can use this technique to instead make its range a line, force everything in range to make a Strength save, or take the Kiai's damage + your ki blast damage modifier and be pushed back half as much as it would normally on a failure.


Vanishing Cosmic Illusion

Cost: 2+ ki points

As a reaction, whenever you would be hit by an attack you can spend 2 Ki Points to reduce the damage by 1d8 + your Ki attack modifier. For every additional Ki point, you can reduce the damage by an additional 1d8 OR reduce the damage of an additional attack made against you on the same turn. If the damage is reduced to 0, you can teleport up to your movement speed, anywhere within 10 feet of the attacker in an unoccupied space.


Four Witches Technique

Cost: 2 ki points

Transformation: Supplementary

As an action, you sprout an additional pair of arms. While in this form you gain the following effects:

  • You may make one additional bonus action on each of your turns.
  • You may add your Proficiency bonus to Strength saving throws and Athletics checks an additional time.
  • Your Strength increases by +2.
  • You must spend 1 ki point or 2d8 hit points at the end of each of your turns to maintain this form.


Speedster

Cost: 3 ki point

Transformation: Form

As an action, you manipulate your ki to increase your maneuverability. You gain the following:

  • Your Dexterity increases by +2.
  • When you use Ki-Enhanced Movement, you may do it as a free action instead of a bonus action.
  • You may add your Proficiency bonus to Dexterity saving throws and Acrobatics checks an additional time.
  • You must spend 1 ki point to maintain this form.


Muscular Form

Cost: 3 ki point

Requirements: Frost Demon

Transformation: Base

As an action, you release the first layer of bio-suit, entering your second form. You gain the following:


Advanced Techniques[edit]

Destructo-Disk

Cost: 3 ki points

Requirements: Ki Blast

When you fire a ki blast, you transform the ki into a vicious, highly efficient disk of ki from your fingertips. On a hit, you deal twice as much damage and ignore any form of damage reduction, resistance or threshold.


Special Beam Cannon

Cost: 5+ ki points

Charge: 3+ rounds

Otherwise known as the Makankōsappō, the Special Beam Cannon is a yellow and pink spiraling ki beam known to the Demon School. All creatures in a 120ft x 5ft line must make a Dexterity saving throw. If they cannot move, they automatically fail. On a success, they take no damage. On a failure, they must take 6d10 force damage. For every additional 2 ki points you spend, the damage increases by 3d10, and you spend an additional round charging.


Double Sunday

Cost: 5+ ki points

Charge: 1+ round

You prepare two pink orbs of ki in your hands and then fire both into two separate waves of ki, weaker but more versatile than traditional ki waves. When unleashed, every creature within any of two 30 ft. long, 10 ft. wide lines in any directions of your choice, must make a Dexterity saving throw for each wave they're within. For each failure, they take 4d8 force damage, but if they succeed they take half as much, if a creature fails both saving throws this technique ignores Evasion. You can increase this damage by 1d8 for every additional ki point spent, increase its length by 15 ft., and increase its width by 5 ft. Each additional ki point increases its charge time by 1 round.


Explosive Demon Wave

Cost: 10 ki points

You fire a 15 ft. radius ki blast up to 180 ft. from you. Every creature within range must attempt a Strength 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 center of the radius they are.


Evil Impulse

Cost: 10 ki points

You fire a 45 ft. radius ki blast up to 120 ft. from you. Every creature within range must attempt a Wisdom 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 center of the radius they are.


Elegant Blaster

Cost: 3 ki points

Charge: 1+ rounds

You teleport up to your movement speed and fire a 30 foot long, 15 foot wide line ki wave. All creatures inside this range must attempt a Constitution saving throw. If they fail, they take 6d6 force damage, but if they succeed they take half damage. You can increase this damage by 2d6 for every additional ki point spent. Each additional ki increases its charge time by 0.5 rounds.


Ultra Fighting Bomber

Cost: 3 ki points

Charge: 3 rounds

You begin to charge a massive energy attack. While charging this technique, you do not have to attempt a concentration check when you take damage. All creatures in a 60 ft. radius must attempt a Constitution saving throw. On a failure, they take 7d8 force damage and are moved up to the damage dealt in feet, rounded to the nearest 5. On a success, they take half as much damage and are moved half as far.

In the case that something is in the targeted creature's way, they must make a Dexterity save, or take half the damage the targeted creature took from failing the saving throw, stopping them from moving further unless this drops them to 0 hit points.


Crusher Ball

Requirements: Blast Ball

As a bonus action while a Blast Ball is within your Ki Blast range, you can make it detonate as a bonus action. You regain 1 ki point, and every creature within 10 feet of it must succeed a Dexterity saving throw. On a failure, they take your Ki blast's damage + your Ki attack bonus damage. On a success, they take half as much damage.


Blast Shower

Cost: 8 ki points

As an action, you cover a 30 foot radius area centered on you in a thick cloud with beams of Ki dancing across it for 1 minute. If a creature ends its turn within the area or enters the area for the first time on that turn, you may immediately make a Ki Blast attack against them.


Spirit Bomb

Charge: Up to your Charisma modifier rounds

By calling on the positive energy of every living thing, you can create a ball of immense energy with minimal ki cost, but with a huge charge time. When launched, all creatures within a 10 ft. radius up to 40 ft. from you must attempt a Strength saving throw. On a failure, they take 3d8 force damage. On a success, they take half as much damage and they may deflect it to another point within its range, targeting the creatures in the new spot with the remaining damage. Evil creatures have disadvantage on this saving throw, while Good creatures have advantage.

You have disadvantage on concentration checks to maintain a Spirit Bomb if you are in a Transformation that restricts using certain Techniques.

For every round spent charging the bomb, it gains 3d8 force damage, its range by 10 ft., and its radius increases by 5 ft.

Willing creatures or creatures controlled by you within the same plane of existence may contribute power to the bomb by spending one hitdie as an action. The bomb's damage increases by 1, its range by 5 ft., and its radius by 2.5 ft per each 5 hitdie received, a number of times up to your Charisma score times the rounds charged, any increases gained that are above this limit come into effect in subsequent rounds.


Revenge Death Ball

Charge: Up to your Charisma Modifier rounds

By calling on the negative energy of every living thing, you can create a ball of immense energy with minimal ki cost, but with a huge charge time. When launched, all creatures within a 10 ft. radius up to 40 ft. from you must attempt a Strength saving throw. On a failure, they take 3d8 force damage. On a success, they take half as much damage and they may deflect it to another point within its range, targeting the creatures in the new spot with the remaining damage. Good creatures have disadvantage on this saving throw, while Evil creatures have advantage.

You have disadvantage on concentration checks to maintain a Revenge Death Ball if you are in a Transformation that restricts using certain Techniques.

For every round spent charging the bomb, it gains 3d8 force damage, its range by 10 ft., and its radius increases by 5 ft.

Willing creatures or creatures controlled by you within the same plane of existence may contribute power to the bomb by spending one hitdie as an action. The bomb's damage increases by 1, its range by 5 ft., and its radius by 2.5 ft per each 5 hitdie it received, a number of times up to your Charisma score times the rounds charged, any increases that are above this limit come into effect in subsequent rounds.


Supernova

Cost: 5 ki points

Charge: 1+ rounds

You create a burning ball of ki from your fingertip. When launched, all creatures within a 10 ft. radius up to 40 ft. from you must attempt a Strength saving throw. On a failure, they take 2d12 force damage. On a success, they take half as much.

For every round spent charging the bomb, it gains 2d12 force damage, its range by 10 ft., and its radius increases by 5 ft., and you must spend 1 ki point.


Mafuba

Cost: 15 ki points

In order to use this technique you need a container of some kind and a seal with a god's name on it. One creature within 20 ft. must succeed a Constitution or Wisdom saving throw. On a failure, they are under the effect of the Minimus Containment version of the imprisonment spell. You must make the same saving throw. If you succeed you gain 1 level of exhaustion and cannot spend ki for 1 minute. If you fail, you also fall to 0 hit points.


Thunder Shock Surprise

Cost: 3 ki points

When you deal force damage, you may instead deal lightning damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), the target must roll a Constitution saving throw, or become stunned until the end of their next turn. If the force damage is the result of a saving throw, on a failure they become stunned for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Nova Death Ray

Cost: 3 ki points

When you deal force damage, you may instead deal fire damage


Icicle Claws

Cost: 3 ki points

When you deal force damage, you may instead deal cold damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become paralyzed encased in ice until the end of their next turn. If it is a saving throw, on a failure they become paralyzed for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Bloody Sauce

Cost: 3 ki points

When you deal force damage, you may instead deal poison damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become poisoned until the end of their next turn. If it is a saving throw, on a failure they become poisoned for 1 minute, and they may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Multi-Form Technique

Cost: 4 ki points

As an action, you create up to three clones. You and the clones divide your hit points and ki points evenly across each other(as well as their maximums). The clones can take actions as normal, however they do not benefit from the Extra Attack or Ki Charge feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their ki, you dismiss them at will, or you fall unconscious. If the clone still has hit points or ki when it dissipates, it is divided across you and the other clones.

  • Clones have no range limit as to how far away they can be.
  • Any effects affecting you when the clone is created carry over to the clone.
  • A clone carries a copy of all your equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a clone dissipates, the main body will receive any knowledge, experiences, and memories it has acquired as if it experienced it itself, as well as matching your clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.


Super Speedster

Cost: 1 ki point

Requirements: Speedster

Transformation: Form

As an action, or as a bonus action while Speedster is active, you push your speed and maneuverability even further. You gain the following in addition to the benefits of Speedster::

  • Your Dexterity, and Constitution increases by +4.
  • Your movement speeds are increased by 10.
  • You must spend 1 ki point at the end of each of your turns to maintain this form.


Premature Victory Declaration

Cost: 3 ki points

Transformation: Supplementary

As an action, you yell out a declaration of your early victory while raising one or both your arms, along with the first two fingers on each hand to form a “V”. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on any attack roll that isn't against you, and when that creature hits a creature other than you with an attack, the targeted creature has resistance to the damage dealt. This effect ends on the creature if you are incapacitated or die. You must spend 1 ki point at the end of each of your turns to maintain this form.


Instant Transmission

Cost: 1+ ki point

Requirements: Ki Sense

As a bonus action, you teleport to an open space within 5 ft. of a creature you can detect using Ki Sense. You can spend an additional ki point for each willing creature that you are touching or that is touching you within 5 feet of you to teleport them with you as well. If you are touching an unwilling creature or an unwilling creature that is touching you is within 5 feet of you when you use this technique and try to teleport them with you, they must make a Wisdom Saving Throw. On a failure, they are treated as a willing creature when you teleport with this technique.

Master Techniques[edit]

Dimensional Shatter

Cost: 5 ki points

You attempt to freeze an enemy in time before shattering reality around them. One creature within 60 ft. of you must attempt a Constitution saving throw. On a failure, they take 4d10 force damage and are incapacitated for their next turn. On a success, they take half as much and can act freely.


Eraser Cannon

Cost: 3+ ki points

Charge: 0.5+ rounds

You prepare a massive ki blast. Every creature in a 10 ft. radius sphere centered on a point within 30 ft. of you must attempt a Dexterity saving throw. On a failure, they take 2d10 force damage. On a success, they take half as much. For every 0.5 a round you charge this Technique, you must spend 1 additional ki point, and you deal an additional 2d10 force damage, the sphere's radius increases by 5 ft., and its range increases by 10 ft.


Blaster Meteor

Cost: 15 ki points

As an action, you surround yourself in a shield of ki. Until the beginning of your next turn, you gain a damage threshold of 30. At the beginning of your next turn, you launch a number of Ki blasts equal to your Strength modifier. The ki blasts are split evenly between all creatures within range to attack.


Hellzone Grenade

Cost: 4+ ki points

As an action, you create one ki ball per 2 ki points spent, and scatter all of them all up to your movement speed away. These ki balls are Small objects with 10 hit points and 12 AC, and automatically self-destruct after 1 minute. If a creature enters a ki balls area, they automatically take your unarmed strike damage as the ball self-destructs. As a free action on a later turn, you can bring all of the remaining ki blasts down on a single target within your movement speed, forcing them to make a Intelligence saving throw. On a failure, they take the collective damage of all the remaining ki balls. On a success, they take half as much damage.


Transfiguration Beam

Cost: Twice the technique's cost

When you use a technique that deals force damage, you instead turn them into a Tiny object for 1 minute. They retain their statistics, lose any damage immunities, resistances, and vulnerabilities, and can not take actions, bonus actions, or reactions, but can make free actions. If they have a flying speed, they may make 1 unarmed strike on each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Body Change

Cost: 10 ki points

As an action, you fire a ki blast containing your soul at a creature within 30 ft. that must attempt a Dexterity saving throw. On a success, you gain control of their body, and they gain control of yours. You trade Strength, Dexterity, and Constitution scores and hit points, and racial features but both creatures keep their respective features.


Possession

Cost: 10 ki points

As an action, one creature you can touch must attempt a Constitution saving throw. On a failure, they become charmed by you. They may retry this saving throw at the end of each minute, ending this effect early on a success.

Legendary Techniques[edit]

Metamoran Fusion

As an action, you and one other willing creature within 5 ft. that uses its reaction whose Strength, Dexterity and Constitution scores added together are equal to yours must make a DC 40 Performance check in which both of your rolls and modifiers are added. Regardless of the outcome, you and the other creature become a single creature with an appearance resembling both creatures clad in a vest and robe-like pants that has the highest ability scores and hit points of each of its components, as well as access to each of their features for 30 minutes. On a failure, this creature's Strength, Dexterity and Constitution scores decrease by -6. On a success, this creature's Strength, Dexterity and Constitution scores increase by +6 and you gain the Fusion Attack technique.


Fusion Attack

Cost: 2 Ki Points

You may choose two techniques that require charging or deal damage, although at least one of them must require charging, you may charge and fire both simultaneously. You must pay the cost of both at once. Both Techniques count as one for the sake of concentrating on charging. And its charging time is equal to the technique with the longest charging times 1.5. This counts as half a technique for your technique limit and you may take this multiple times choosing two more techniques each time, a technique that is already paired can't be chosen again.


Regenerate

Cost: 5 ki points

As a reaction when you are reduced to 0 hit points, you may make an unarmed strike against yourself. This attack deals no damage and the target regains hit points equal to the damage they would have taken.


Petrification

Cost: 8 ki points

As part of a Ki Blast attack, you may forgo dealing damage to instead force one target to make a Constitution saving throw, on a failure they are restrained, if they fail by 5 or more they are instantly petrified. A creature that is restrained may reroll this saving throw at the end of each of their turns until they succeed or fail twice, becoming stunned on their first failure, and then petrified on their second, on two successes they are freed from this effect. The creature remains petrified until you die.


Solar Flare x100

Cost: 5 ki points

Requirements: Solar Flare

As an action, you release a bright flash of ki that not only blinds opponents, but destabilizes their ki, all while circumventing even having closed eyes or turning away. Every creature of your choice within 90 feet must succeed a Wisdom saving throw. On a failure, they are blinded, stunned, and can not benefit from Ki Sense until the end of their next turn.


Stardust Breaker

Cost: 5+ Ki points

Charge: 1 round

Requirements: Good or Evil alignment, Ki Sense, Good/Evil Sense

You prepare a sparkling rainbow orb of ki to annihilate the good or evil energy from a creature. A creature within your Ki Blast range that you have used Good/Evil Sense on in the last minute must make a Constitution saving throw. On a failure, they take 2d20 force damage for every ki point spent. On a success, they take half. A creature of the opposite alignment takes twice the damage and has their alignment switched to its opposite (ie. Lawful Evil -> Lawful Good, Neutral Good -> Neutral Evil). A creature of the same alignment or neutral creature takes the technique's normal damage. This circumvents features that reduce all/half effects to half/none.


Forced Spirit Fission

Cost: 8 Ki Points

You can use your ki to unravel the essence of your enemies. As a bonus action, spend 8 ki points to perform Forced Spirit Fission. When you do, choose a target you have damaged this turn. The target must make a Wisdom saving throw against your Ki save DC. On a failed save, the target suffers one of the following effects of your choice:

•Undo Fusion: Any fusion or absorption effects affecting the target are reversed, causing them to return to their separate forms.

•Release Souls: Any trapped or imprisoned souls or spirits within the target are freed.

•Revive: If the target is a creature that has died within the last minute, you can attempt to restore them to life. You take the life energy from a creature you damaged on this turn, transfering it to the revival target, they are revived with hit points equal to the damage done.


Time Skip

Cost: 7 ki points

As an action, you momentarily skip ahead in time, allowing you to act while others are frozen in place. For the next two rounds (the one that you take this action and the next), you take an additional turn immediately after your regular turn each round. If another creature uses a Time Stop effect, you can use your reaction to activate Time Skip and take your turns simultaneously with theirs.


Tides of Time

Cost: 4 ki points

Requirements: Time Skip

As a bonus action or reaction to being attacked or being in the area of a saving throw, you make your body and all items you are carrying intangible. Until the beginning of your next turn, you can not receive damage or any effect (spell effect, conditions, etc.) and must spend 5 ki to take an action, 3 ki to take a bonus action, and you can not take reactions. Creatures within a Time Stop can affect you normally.


Tremor Pulse

Cost: 6+ ki points

Requirements: Time Skip

As a reaction to being targeted by a harmful effect, you may pause time briefly to move the minimum distance it would take to get out of range, causing you to ignore the effects. For an additional 3 ki points, you can make an unarmed attack as part of this reaction.

Cocotte Zone

Cost: 5+ ki points

As an action, you can cover a 15-30 foot radius area in a purple interdimensional barrier. No creature can exit a barrier, even through teleportation or dimensional travel, such as by the dimension door spell. You may spend 5 additional ki as a bonus action to create an additional barrier with an area twice the size of the previous area. Each barrier has 16 AC, damage reduction of 5, and 150 hit points. You may destroy a barrier at will.


Mythic Techniques[edit]

Ultra Instinct Sign

Cost: 10 ki points

Transformation: Instinct Base

As an action, you awaken the beginnings of Ultra Instinct, granting you a thin blue aura. You gain the following:

  • Your Dexterity increases by +10.
  • Once per turn at will, and as a reaction for 1 ki, you can add half your Dexterity modifier again to any d20 roll using your Dexterity modifier (except attack clashes) or to your AC against one attack.
  • You must spend 6 ki at the end of each of your turns to maintain this form.


Ultra Ego Sign

Cost: 10 ki points

Transformation: Ego Base

As an action, you awaken the beginnings of Ultra Ego, granting you a thin purple aura. You gain the following:

  • Your Strength increases by +10.
  • When you are brought below half of your maximum amount of hitpoints, all of your attacks gain the effects of Iaigiri.
  • You must spend 6 ki at the end of each of your turns to maintain this form.


Cocotte Zone

Cost: 5+ ki points

As an action, you can cover a 15-30 foot radius area in a purple interdimensional barrier. No creature can exit a barrier, even through teleportation or dimensional travel, such as by the dimension door spell. You may spend 5 additional ki as a bonus action to create an additional barrier with an area twice the size of the previous area. Each barrier has 16 AC, damage reduction of 5, and 150 hit points. You may destroy a barrier at will.


Hakai

Cost: 25 ki points

As an action, you fill one creature or object within 15 feet of you, with the pure energy of destruction. It must attempt any saving throw of its choice. On a failure, it takes 500 necrotic damage, if the creature has a level or CR lower than your level the damage they take is doubled, while if it's higher than your level the damage they take is halved, this ignores any immunities and resistances. Should it's HP be reduced to 0 in this way, with your DM's discretion, that object or creature may be erased from existence.


Ultra Instinct

Cost: 10 ki points

Requirements: Ultra Instinct Sign

Transformation: Instinct Form

As an action while Ultra Instinct Sign is active, you awaken the full power of Ultra Instinct, silvering your irises and whitening your hair. You gain the following in addition to the benefits of Ultra Instinct Sign:

  • Your Dexterity increases by +2, and your Constitution increases by +10.
  • You may use the Afterimage technique without using a bonus action or reaction once each turn even if you don't have it as one of your techniques.
  • You must maintain concentration to keep this form active. If you lose concentration while this form is active, you take 5d8 necrotic damage, and if you have any other transformations active, they automatically deactivate.
  • You must spend 8 ki at the end of each of your turns to maintain this form.


Ultra Ego

Cost: 10 ki points

Requirements: Ultra Ego Sign

Transformation: Ego Form

As an action while Ultra Ego Sign is active, you gain the more emotion driven counterpart to Ultra Instinct, turning your hair purple and losing your eyebrows. You gain the following in addition to the benefits of Ultra Ego Sign:

  • Your Strength increases by +6 and your Constitution increases by +10.
  • Half of your damage Threshold turns into damage reduction.
  • If you take damage three times as much as your damage reduction from one source, one attack of your choice on your next turn counts as being under the effects of Full Power Blow as if you had spent your ki maximum on it, on the case you use a technique you may add the additional damage that attack would have had to your technique instead.
  • You become blood-lusted, this bypasses immunity.
  • You must spend 10 ki at the end of each of your turns to maintain this form.

Martial Arts[edit]

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[edit]

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

Ki Blast[edit]

At 1st level, as an action, you can manifest a Ki blast from either hand at any single opponent within range make a ranged attack with an attack bonus equal to your Strength Modifier + your Proficiency Bonus. On a hit, you deal 1d8 + your Strength Modifier force damage. This attack's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The range of this attack is equal to 30 ft. plus your Dexterity Modifier, with each number being an additional 5 ft. of range. As an action rather than attacking, you may begin charging the ki blast and increase the damage by 1d8 per round that it is charged. This will progressively get stronger in terms of damage and increase per charge 2d8 at 5th Level, 3d8 at 11th level, and 4d8 at 17th Level.

Training[edit]

At 2nd level, you can take ten hours to train and make a DC 10 + Half of Proficiency Bonus (Rounded Down) + Your Constitution Modifier of an Athletics Check. This training must be all at once. If successful and after the training is complete, 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 towards a different stat or convert them into +1s in two stats but regardless of the choice - The time limit is reset however you can only benefit from one training session at a time.

Unarmored Movement[edit]

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[edit]

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 Wisdom or Intelligence saving throw to avoid looking at it of DC 10 + Str Or Con (Whichever is Higher) + Half Of Proficiency Bonus (Rounded Up). If you look at the moon voluntarily or fail the saving throw, your body transforms into an Oozaru. You become a giant ape, keeping your wisdom score, your proficiency chi bonus, and your saving throw proficiencies, 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 (Whichever may've been used to prevent the transformation or whichever is lower if willing caused) DC 10 + Proficiency Bonus. On a failure, you must attack the closest creature within 120 feet. If a creatures wonders how this transformation is caused or occurred; they can 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 which may change at the start of your next turn. 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.

At 7th Level; you will automatically succeed the Constitution Saving Throw to Remain Conscious at the End if you choose to.

Saiyan Archetype[edit]

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[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Energy Detection[edit]

Beginning at 5th level, As a free action, you sense the ki in your surroundings within 2 miles, creatures that are within the area can not be invisible to you. You have advantage on Perception checks for tracking down or locating another creature, as long as they are still alive and fully organic.

Ki-Empowered Strikes[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion[edit]

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[edit]

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, as you gain levels past 7th,the cost of maintaining the flight goes down extends by an additional turn, at level 8 you only spend ki every other turn, at level 9 every third turn etc.

Ki Charge[edit]

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[edit]

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 possibility 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 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.

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[edit]

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[edit]

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[edit]

At 18th level, you can transcend 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 unarmed strikes deal +1 damage die for every base existing die.
  • Your aura increases by 5 feet.
  • Your Strength, Dexterity, and Constitution increases by +2 as does its maximum.
  • 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 for every base existing die.

Super Saiyan 3[edit]

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 base 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 as does its maximum.
  • Your Constitution decreases by -2.
  • Your aura increases by 5 feet.

Golden Oozaru[edit]

At 20th level, you gain full access to your Oozaru power. You can benefit from both Oozaru and any Super Saiyan form(s) simultaneously. You have disadvantage on saves to not attacking the closest creature while benefiting from both forms. The Golden Oozaru will have Maximum Strength, Dexterity, and Constitution scores of 30 regardless of any effects which would decrease them.

Saiyan Archetypes[edit]

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[edit]

Royal Saiyans, as the name would imply, are Saiyans of 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[edit]

At 3rd level, your royal lineage tailors you to become the perfect warrior. You may gain your proficiency in Acrobatics and Athletics. You also gain +1 to attack rolls with your Marital Arts.

Galick Gun[edit]

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 8d10 radiant damage, but if they succeed they take half damage. You can expend 1 additional ki to increase this damage by 2d10 at 9th, 11th, and 17th Level. Each additional ki increases its charge time by 0.5 turns. (Costs 5 ki points+1 for each additional round charging)

Gravity Rune Training[edit]

At 7th Level, your royal status allowed you to increase the benefits of training. You gain an additional +1 to attack rolls with your Martial Arts after training for a full 20 hours. In addition, your proficiency in both Acrobatics and Athletics has been furthered, you may double your proficiency bonus in both of those skills.

Power Ball[edit]

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.

Saiyan Pride[edit]

"You may have invaded my mind and my body, but there is one thing a Saiyan always keeps, his PRIDE!!!" At 11th level, you gain immunity to mind control effects such as charm and fear.

Big Bang Attack[edit]

At 14th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 12d10 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[edit]

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)d20 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[edit]

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 8d20 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[edit]

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[edit]

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

Kamehameha[edit]

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 8d10 radiant damage, but if they succeed they take half damage. You can charge for an additional round to increase the dice to 11d10 at 9th level (3 turns), 14d10 at 14th (4 turns), and finally 18d10 at 17th (5 turns). (Costs 5 ki points+1 for each additional round charging)

Dragon Fist[edit]

At 7th level, you learn the Dragon Fist! As an action, you may spend ki to charge forwards at a creature with your 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 60 feet + 10 feet per every additional ki point you spend on the attack. When you reach your target, you make one unarmed attack with advantage. When rolling for damage, you will deal 1 additional die of damage for every additional point of Ki spent on this attack. On a successful hit, the dragon leaves you and slams into the target, pushing the target backwards 10 feet + 1d10 feet for every ki point spent in total for the move. (Ki cost base 3)

Spirit Bomb[edit]

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 6d10 force damage. You can gather and control energy up to your Strength score x 6d10. After you reach the limit, 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 10ft per round charged. If any part of the Spirit Bomb hits a corporeal object, including it's target, it explodes, all creatures and objects within a number of feet equal to half of it's radius of the Spirit Bomb's edge must succeed a Dexterity or Wisdom saving throw or take it's damage. Good creatures have advantage on this saving throw. Objects within range automatically take this damage if they aren't being worn or carried.

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

Martial Arts Genius[edit]

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

Spirit Saiyan[edit]

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[edit]

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. The limit on the number of d10s you can have stored with spirit saiyan is multiplied by 10, but you can only spend an amount of d10s on any one effect equal to your strength modifier plus 2.

Legend[edit]

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[edit]

At 3rd level, your ki is directly pulled from your unending rage. Your ki blasts can instead deal necrotic damage rather than force damage. In addition, you can spend 1 ki point to make your ki blasts attack every creature within 5 feet of the original target for half damage if it were to hit. You will gain 3 additional ki and for every level after that, you gain an additional 1 ki per level.

Echos of the Legend[edit]

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 for every base existing die.
  • Your Strength, Dexterity, and 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.

Eraser Cannon[edit]

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

True Demon[edit]

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 lose 2 ki points. This does not effect hit dice healing or long rest.

Legendary Super Saiyan[edit]

At 14th level, your rage wreaths your Super Saiyan forms in green ki where you obtain immense size and strength with a maniacal shift in your personality and aura. As a bonus action, you can enhance the Super Saiyan form you are in for 1 ki which causes your size to be doubled in terms of size, height and weight which you are considered one size larger than before. For every turn within this enhanced form, you must spend 1 ki and must make 2 Wisdom saving throws against your spell save DC at the beginning of your turn. If the first is a failure, you must spend an additional +1 ki every turn to remain in this form 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 attacks deal an additional +1 necrotic damage die for every base existing die for every ki point spent maintaining this form.
  • Your ki blasts are always under the effect of Powerful Ki.
  • Your maximum of Ki is doubled alongside you will regain your maximum Ki Points when you enter this form.
  • Your Strength, Dexterity, and Constitution increases by +2 as does its maximum.
  • Your aura increases by 10 feet.
  • The entirety of your aura is dim light.

Overflowing Power[edit]

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 can benefit from any form(s) that 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 and structures.
  • Your Strength, Dexterity, and Constitution increases by +2 as does its maximum.
  • Your unarmed attacks deal an additional +1 necrotic damage die for every base existing die for every ki point spent maintaining this form.
  • You cannot be frightened, and have advantage against being charmed and effects that would make you unconcious.
  • Your maximum of Ki is doubled again alongside you will 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[edit]

At 20th level, as an action you may surrounded yourself with a shield of Ki only to unleash countless attacks. Until the beginning of your next turn, you gain a damage reduction of 30. At the beginning of your next turn after this feature, you launch a number of Ki blasts equal to your strength modifier x 10. The ki blasts are split evenly between all creatures. You may add an additional 1 point of Ki point per ki blasts to increase damage as if you charged the blasts. (Costs 15 Ki Points)

Successor[edit]

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[edit]

At 3rd level, Your ki blasts can instead deal radiant damage rather than force 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 3d8 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 3rd, 5th, 9th, 13th, and 17th level. (Costs 1 ki point)

Trained Ki[edit]

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

Flashes of Rage[edit]

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[edit]

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[edit]

At 9th level, your limits are lessened. Your Strength, Dexterity, Wisdom, and Constituion score maximums increase by +2, as does one of their scores.

Tears of Rage[edit]

At 13th level you may gain access to Super Saiyan 2 transformation, but only when an ally or party member dies within your vision.

Mystical Ki[edit]

At 17th level, your ki resonates with that of the gods. While in any transformation, you gain resistance to necrotic damage as well as 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[edit]

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[edit]

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[edit]

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[edit]

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 Vengeance[edit]

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

Finish Buster[edit]

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 8d8 fire damage (Costs 4 ki)

Super Saiyan Grade 3[edit]

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 turns, you spend 2 ki.

Sword of Hope[edit]

At 17th level, as a bonus action you can charge your ki into your martial melee weapon for two turns. At the beginning of your third turn, your weapon will now deal extra 8d10 radiant damage. You must spend 1 ki each turn to maintain this, and you count as concentrating.

At 20th level, you only need to charge for 1 turn.

Super Saiyan Rage[edit]

At 20th level, as a super saiyan you may gather hatred deep within your heart to enter a Rage State. As bonus action while on any super saiyan form, you can enter super saiyan rage. You gain the following benefits:

  • Your unarmed strikes will have their damage tripled.
  • You have a +5 to hit one creature selected when you enter this form.
  • You must spend 5 ki at the beginning of your turn to sustain this state.

You can only a use this once per long rest.

Soldier[edit]

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[edit]

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 Wisdom saving throws to avoid attacking the nearest creature. You can revert to your normal state at a full turn action.

Rebellion Spear[edit]

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 your unarmed attack's damage + 6d8 lightning damage. (Costs 4 Ki Points)

Rising Strength[edit]

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[edit]

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[edit]

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[edit]

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 by the transformation. Becoming an Oozaru with this effect won't effect your size.

Visions of the Future[edit]

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[edit]

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[edit]

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

Spread-Shot Retreat[edit]

At 6th level, when you take the Disengage action which you can make a ki blast attack as apart of the single action.

Sudden Storm[edit]

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 with the blast. This can be done multiple times on a single attack, but you must spend 1 ki point for every other additional ki blast past 3.

Kill Driver[edit]

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[edit]

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 1/2 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[edit]

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[edit]

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[edit]

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

Heavy Finish[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

At 17th level, you learn the Double Sunday! 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 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 6 ki points)

Saibamaster[edit]

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[edit]

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[edit]

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

Bloodlust[edit]

At 6th level, whenever you enter combat alone against a creature with a CR or Level higher than your own, you can choose to regain 1 ki point at the beginning of your turn. To use this feature again after it has been used, you may recharge it with a (5-6) on d6.

Shadow Tail[edit]

At 7th level, for 1 ki point and seemingly regrow your tail in an instant. While you have your Saiyan Tail, you gain proficiency or expertise in Intimidation if already proficient.

Dèsastre Eraser[edit]

At 9th level, as a full turn action, you can begin charging a large blast of dark ki. You may create up to 2 blasts or 4 blasts 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[edit]

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[edit]

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[edit]

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[edit]

Non-Transformation Variant Features[edit]

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.

Enhanced Training[edit]

At 2nd level, your training regiment has been perfected. You may distribute an additional temporary +1 to either your Strength, Dexterity, Wisdom, or Constitution ability score from Training.

Trained Fighter[edit]

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[edit]

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[edit]

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[edit]

Natural Prodigy[edit]

Your Martial arts are seemingly above and beyond that of your peers, You may take this feat in place of an Ability Score Increase. When you make a unarmed attack, you may add half of your level to damage but rounded down, as well as gaining a +1 to attack rolls. When you use Flurry of Blows, you may attack an extra time.

Strength of Body[edit]

Prerequisite: Strength 13, Constitution 13

You may take this feat in place of an Ability Score Increase. Your maximum Ki Points increase by an amount equal to your Strength modifier. Additionally, When you use a Ki feature that requires a saving throw, you can add your Constitution modifier to the DC for that saving throw.

Perfected Super Saiyan[edit]

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[edit]

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[edit]

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[edit]
  • 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[edit]

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

Multiclassing[edit]

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 fighter class, you must meet these prerequisites: Strength of 13 and Constitution of 13.

Proficiencies. When you multiclass into the Saiyan fighter 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)

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: