Saiyan Warrior (5e Class)
Saiyan[edit]
Saiyan Class[edit]
Saiyans are a proud race of warriors, they master the Ki in their bodies to fight and limitlessly power up. They're originated from planet Sadala, and Saiyan fighters are always eager to fight and to improve themselves, even by putting their life on the line. Only a few pure Saiyans are alive as of now but you've taken inspiration from them, studying their culture and techniques.
Creating a Saiyan Class[edit]
- Quick Build
You can make a Saiyan Combatant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Strength or Dexterity, depending on fighting Style with Wisdom also being an Attribute to look out for. Second, choose a combat oriented background.
Class Features
As a Saiyan Warrior you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Saiyan Warrior level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Saiyan Warrior level after 1st
- Proficiencies
Armor: Light, Medium, Battle Armor
Weapons: Simple Melee, Martial Melee
Tools: none
Saving Throws: Constitution, and Wisdom
Skills: Choose the from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded Leather or (b) battle armor
- (a) quarterstaff or (b) old model Scouter
- 2 daggers
- (a) Dungeoneer's pack or (b) Explorer's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Ki Point Bonus | Bonus Movement | Flight Bonus | Features |
---|---|---|---|---|---|
1st | +2 | 0 | 0 | 0 | Unarmored Defense, Martial Arts, Zenkai Boost |
2nd | +2 | 2 | 5 | 0 | Ki, Flight |
3rd | +2 | 2 | 5 | 0 | Path to Power, Ki Blast |
4th | +2 | 2 | 5 | 0 | Ability Score Improvement |
5th | +3 | 4 | 5 | 0 | Training, Ki Sensory, Olympian Physique, Martial Arts Improvement |
6th | +3 | 4 | 10 | 10 | Extra Attack, Path to Power Feature |
7th | +3 | 4 | 10 | 10 | Fist of the Oozaru, Super Saiyan |
8th | +3 | 4 | 10 | 10 | Ability Score Improvement |
9th | +4 | 6 | 10 | 10 | Shattering Blows, Limit Breaker, Path to Power Feature |
10th | +4 | 6 | 10 | 10 | Martial Arts Improvement |
11th | +4 | 6 | 15 | 20 | Ki Charge |
12th | +4 | 6 | 15 | 20 | Ability Score Improvement, Super Saiyan 2, Path to Power Feature |
13th | +5 | 8 | 15 | 20 | Saiyan Pride |
14th | +5 | 8 | 15 | 20 | — |
15th | +5 | 8 | 15 | 20 | Path to Power Feature |
16th | +5 | 8 | 20 | 30 | Ability Score Improvement, Super Saiyan 3 |
17th | +6 | 10 | 20 | 30 | Dragon Fist |
18th | +6 | 10 | 20 | 30 | Path to Power Feature |
19th | +6 | 10 | 20 | 30 | Ability Score Improvement |
20th | +6 | 10 | 20 | 30 | Super Saiyan 4 |
Unarmored Defense[edit]
When you're not wearing an armor, your AC is equal to 10 + your Constitution modifier + your Strength or Dexterity modifier.
Martial Arts[edit]
You're a fighter, and you know how to hurt your enemy where it hurts most. At 1st level, your melee unarmed strikess deal 1d6 more damage, powering up to 1d8 at level 5 and 1d10 at level 10.
Zenkai Boost[edit]
You're born for battle and whenever you fall, you come back stronger. If your hit points falls below 0 and you manage to heal back at at least half your total hit points, choose between Strength, Dexterity, Constitution, or Wisdom which permanently increases by 1. As normal, you can't increase an ability score above 20 using this feature. You can't make use of this feature more than once per long rest. Can't be gained more than your proficiency bonus.
Ki[edit]
At the 2nd level, you gain mastery over Ki, your life energy, that flows within your body. You learn how to manifest it and how to use it at your own advantage. Your Ki is equal to your Ki Points Chart plus Saiyan Warrior Class level + Strength modifier + Constitution modifier + proficiency bonus. On your Turn, you can use ki to perform the following actions:
- Flurry of Blows (1 ki): Immediately after you take the attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Power Strike (2 ki): As a bonus action, by concentrating your ki in your fists, you deal an additional 1d6 damage on your next attack. Powers up to 1d8 at level 7, 1d10 at level 11 and 1d12 at level 15. Can stack by multiplying the ki used.
- Extra Dash (2 ki): As a bonus action or a reaction, you gain 30 feet speed; you decide whether it's flying speed or normal speed
- Ki Shield (3 ki): As a reaction, your aura protects you from the next 2 attacks. For the first 2 times you take damage, that damage is reduced by 1d4. Powers up to 1d6 at level 6 and 1d8 at level 10. Can stack by multiplying the ki used.
Ki is also the source of your life force, so you have to make sure not to waste it. When you use a hit die to heal, you also gain that much Ki back as well. If your ki drops to 0, you gain two Levels of exhaustion. You then begin to regain 2 ki every turn, however cannot use any effects that require it until you regain at least half your total Ki. You regain all of your ki after a long rest.
Flight[edit]
At the 2nd level, your control over ki lets you fly. When your turn starts, you can freely change your type of speed between normal and flying without the need of a bonus bction, and you gain movement speed equal to what's shown on the Saiyan Warrior chart. When you levitate you have opponents on the ground have disadvantage on Melee attack rolls when attacking you. At the end of the turn, if you flew during this turn, you spend 1 ki.
Path to Power[edit]
At the 3rd level, you choose what you want to become, and what you want to evolve as follow a path. Choose between Low-Class, Successor, Traveler, Soldier, Elite, or Legend detailed at the end of the class description. Your choice grants you features at 3rd, 9th, 15th, and 18th levels.
Ki Blast[edit]
At level 3, while you have at least 1 Ki you can attack with your very spirit. Make a ranged attack roll based on Wisdom that does 2d8 radiant Damage. This damage increases to 3d8 at level 7, 4d8 at level 11 and 5d8 at level 16.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Training[edit]
At 5th level, you can take four hours to train. This training must be all at once. After training, either your Strength, Dexterity, Wisdom, or Constitution increases by +1 for 12 hours. If you train again before the previous training bonus has worn off, you may redistribute the +1 and reset the time limit, but you can only benefit from one +1.
Olympian Physique[edit]
You keep your body in peak physical condition. At level 5 you gain movement speed equal to the Saiyan Warrior Chart. Additionally, you have advantage on Acrobatics or Athletics check once per short or long rest.
Extra Attack[edit]
Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Ki Sensory[edit]
At level 6th, you're now much more sensible to ki, and you start to "feel" the enemies instead of just seeing them. You now automatically sense all living creatures in a range of 60 feet from you, unless they're a Construct, Undead, or hiding their energy (if they're capable of doing so).
Fist of the Oozaru[edit]
A Saiyan's true power is in his Great Ape form an at level 7, you've learned to imitate that strength! As a Standard Action make a standard Melee Attack with bonus +2 to Hit for 3d10 force plus 4d8 magical piercing Damage. Cost 5 Ki to use.
Super Saiyan[edit]
At level 7, you're eligible to become a Super Saiyan. Once unlocked, you can turn Super Saiyan at will, as a bonus action at the start of your turn, you can go back to normal state at any time too. While a Super Saiyan, your now fiery golden hair stands on end, your irises and pupils become a pale cyan, and you gain a visible ki aura. While transformed, you gain the following features:
- Your To-Hits and unarmed strikes deal an additional +1 damage die.
- You gain +5 Temporary Ki as long as you remain in the Transformation.
- Your Strength, Dexterity, Constitution, and Wisdom increases by +2 as do their maximum.
- Your aura radiates bright light for 10 feet and dim light for another 10 feet. You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.
This transformation costs 5 Ki to enter and drains 2 Ki at the End of your Turn while Transformed. It lasts until you dismiss it as a bonus action or ends automatically if you are reduced to 0 hit points or ki points or go unconscious.
Shattering Blows[edit]
At 9th level, your hits are so strong, they overcome enemies' resistances. Opponents can no longer be immune to your Melee unarmed strikes, and all resistances to your Melee unarmed strikes are nullified.
Limit Breaker[edit]
Also at 9th level, you break your limit and go past them, your stats can now grow up to 22, and all the effects that say stats can't go above 20 are now lifted. You can now gain the effects of Zenkai Boost twice per long rest. When you reach Level 18 your Starts may go up to 24 and Zenkai Boost can be gained thrice every long rest.
Ki Charge[edit]
Starting at level 11, you now have better control over your ki and you know how to accumulate it faster. You can spend an attack action for the turn to charge up your Ki, and recover 1d4+2 Ki. Powers up to 1d6+2 at level 14th, and 1d8+4 at 17th, 1d10+4 at 20.
Super Saiyan 2[edit]
At level 12, you've unlocked the next stage of Super Saiyan. Once unlocked, you can turn Super Saiyan 2at will, as a bonus action at the start of your turn, you can go back to normal state at any time too. While a Super Saiyan, your now fiery golden hair stands on end, your irises and pupils become a pale cyan, you gain a visible ki aura and bolts of lightning zap around you. While transformed, you gain the following features:
- Your To-Hits and unarmed strikes deal an additional +1 damage die.
- Your Damage Die for your Unarmed Strikes increases a Tier.
- You gain +7 Temporary Ki as long as you remain in the Transformation.
- Your Strength, Dexterity, Constitution, and Wisdom increases by +3 as do their maximum.
- Your aura radiates bright light for 10 feet and dim light for another 10 feet. You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.
This transformation costs 6 Ki to enter and drains 2 Ki at the End of your Turn while Transformed. It lasts until you dismiss it as a bonus action or ends automatically if you are reduced to 0 hit points or ki points or go unconscious.
Saiyan Pride[edit]
Saiyan warriors are the toughest warriors in the universe, and they don't go down until they've drawn their last breath. Starting from level 13, whenever your HP would drop to 0, you are instead left with 1 hit point. Your hit points can't go below one for the rest of the round. You can use this feature only once per long rest.
Super Saiyan 3[edit]
At level 16, you've managed to go even further beyond. Once unlocked, you can turn Super Saiyan 3 at will, as an Action at the start of your turn, you can go back to normal state at any time too. While a Super Saiyan 3, your now fiery golden hair grows and drapes down your back, your irises and pupils become a pale cyan, and you gain a visible ki aura with bolts of electricity zapping around you. While transformed, you gain the following features:
- Your To-Hits and unarmed strikes deal an additional +3 damage die.
- Your Damage Die for your Unarmed Strikes increases a Tier.
- You gain +7 Temporary Ki as long as you remain in the Transformation.
- Your Strength, Dexterity, Constitution, and Wisdom increases by +4 as do their maximum.
- Your aura radiates bright light for 10 feet and dim light for another 10 feet. You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.
This transformation costs 10 Ki to enter and drains 3 Ki at the End of your Turn while Transformed. It lasts until you dismiss it as a bonus action or ends automatically if you are reduced to 0 hit points or ki points or go unconscious.
Dragon Fist[edit]
At level 17th, you can now attack with a massive Unarmed blow is the shape of a golden dragon made of Ki! As a Full Turn Action make a standard Melee Attack with bonus +4 to Hit, with Reach of 30ft, that deals 7d12 force damage on a hit. You end your position at the target's location when the Attack ends. Also, your Ki Sensory range is increased to 120 feet. Costs 10 Ki to use.
Low-Class[edit]
Members of a lower caste of the Saiyan race, they love to fight, often partaking in sparing matches with friends and seeking out enemies constantly trying to get stronger.
- Meteor Combo
At 3rd level, you can deal a series of blows in quick succession. When you take the attack action using only unarmed strikes, you may gain 1 additional attack in exchange for decreasing your damage die by 1 tier.
- Kamehameha Wave
At 6th level, you learn the Kamehameha, a rival to the Galick Gun. As an Full Turn Action, you begin to charge. You fire the Attack at the end of your next Turn. You can only charge and change the aim of your Kamehameha by turning your body. When the Kamehameha is unleashed, it fires a massive blue ki wave 60ft long and 10ft wide in a straight line. Every creature in its path must make a Dexterity saving throw. If they fail they take 4d10 force damage, but if they succeed they take half damage. You can charge for an additional round to increase the dice by +1d10 at 9th level (3 turns), +2d10 at 12th (4 turns), +3d10 at 15th (5 turns) and finally +4d10 at 17th level (Costs 5 ki points +1 for each additional round charging).
- Spirit Bomb
at 9th level, you have mastered the Spirit Bomb. By calling on the Ki of every living thing, you can create a bomb on immense energy. For every Round spent charging the bomb, it gains 2d10 force damage. You can gather and control energy up to double your Wisdom score Modifier times 2d10.
If you are attacked while controlling or charging the Spirit Bomb, you must make a DC 10 + (number of d10s charged) Wisdom saving throw or have the bomb dissipate, loosing all the energy stored inside.
When you launch the Spirit Bomb, as an Action, choose a point within 120 feet of you. The Spirit Bomb has a radius of 20ft, plus an additional 10ft per charge after the first. If any part of the Spirit Bomb hits a corporeal object, including it's target, it explodes, dealing it's damage to all objects and creatures within a radius.
You may use this twice, regaining both uses of this feature at the end of a long rest.
- Martial Arts Genius
At 12th 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, if all other attacks hit, then your last attack is a Critical Success.
- Spirit Saiyan
At 15th 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, Kamehameha Damage and/or to heal yourself. 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 also uses your use of Spirit Bomb. This can be used at the same time as other forms. Any stored d10 dissipate after 5 minutes.
You have one usage of this, regaining use at the end of a short rest.
- Super Spirit Bomb
At 18th 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 5 feet past 30 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 an additional 2, but you can only spend an amount of d10s on any one effect equal to your Strength modifier plus 2.
Successor[edit]
Successor Saiyans are those who see a new way forward, some even like fighting, but share the same raging power within. What they lack in the raw bloodlust of their fellow Warriors, they make up in their ability to grow exponentially.
- Masenko
At 3rd level, Your ki blasts can instead deal radiant damage rather than force damage. In addition, you gain the Masenko: a strong ki attack with a 30 foot long and a 10 foot wide line range that deals 5d4 Force Damage that can be used as an Action. You can add an additional 3d4 damage at the cost of 2 additional ki points at 9th, 12th, 15th, and 18th level (Costs 2 ki point).
- Trained Ki
At 6th level, you use ki sparingly and efficiently. You may add your Wisdom modifier to your ki point maximum.
- Flashes of Rage
At 9th 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
At 12th 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
At 15th level, your limits are increased. Your Strength, Dexterity, Wisdom, and Constitution score maximums increase by +2, as does one of their scores.
- Mystical Ki
At 18th 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
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
At 3rd level, you gain proficiency in a single one handed martial weapon. While wielding this martial weapon, you can do it's Damage Die instead of your Unarmed Die, and it counts as an unarmed strike for the purposes of Flurry of Blows and similar features.
- Burning Attack
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).
- Finish Buster
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
At 12th 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 speed 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
At 15th 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 of Rage
At 18th level, as a super saiyan you may gather righteous fury deep within your heart to enter a Raging State. As bonus action while on any super saiyan form, you can enter Super Saiyan of 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 normal Warriors Saiyans, do not only fight for pleasure, but rather, focus on power. They typically desire nothing more than to conquer others and/or defend their homes and people.
- Rebellion Spear
At 3rd level, as an action and bonus action, you can move 10 + your flying speed in 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 strike's damage + 1d8 bludgeoning + 2d6 lightning damage (costs 4 Ki Points).
- Spirit of Vengeance
At 6th 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
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).
- Rising Strength
At 12th level you may add your Wisdom modifier to your AC. Additionally, your Strength, Dexterity, Constitution, and Wisdom maximums are raised by 2.
- Time-Breaker
At 15th level, while above 2/3 your maximum hit points, you are immune to being charmed and frightened. When you become a Super Saiyan, you can grant advantage to your first Melee or Ki Blast Attack.
- Visions of the Future
At 18th level, when you are reduced to 0 hit points, you may spend your inspiration to negate the Damage. You may only use this ability a number of times equal to your half your Wisdom modifier (rounded down). You regain uses for this feature on a long rest.
Elite[edit]
Elite Saiyans, as the name would imply, are the best of the best. Saiyans born and bred to be the strongest warriors and leaders. They are often proud, sometimes to the point of arrogance, and have harsh and abrasive personalities, even to their allies.
- Superior Conditioning
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 unarmed strikes.
- Galick Gun
At 6th level, you gain access to the Galick Gun, a beam that rivals the Kamehameha. It takes 1 turn to charge and fires as a bonus action at any time on your next turn. It fires in a 60ft long and 5ft wide line. Every creature in its path must make a Constitution saving throw. If they fail, they take 5d8 Force Damage, but if they Succeed they take Half Damage. You can expend 1 additional Ki to increase this Damage by 2d8 at 9th, 12th, 15th and 18th Level. Each additional ki increases its charge time by an additional Turn (Costs 5 ki points + 1 for each additional round charging).
- Royal Pride
"You may have invaded my mind and my body, but there is one thing a Saiyan always keeps; his PRIDE!!!" At 9th level, you gain immunity to mind control effects such as Charm and Fear.
- Big Bang Attack
At 12th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 5d12 Force Damage. Every creature within a 30ft radius of the target is hit and must make a Constitution 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
At 15th level, you can fire the Final Flash. It must charge for two Turns. This attack fires out a massive ki blast that is 120ft long and 20ft wide. This attack costs all your current Ki Points except one. Every creature in range must make a Constitution saving throw. On a Fail, they take (Ki spent times 1d8 force damage. On a Success, they take half damage.
- Final Explosion
At 18th 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 (90 + 5) feet for every point of ki radius is hit. They take the amount of ki you have remaining x 2d12 force Damage. This treats features that reduce all/half effects to half/none. This Attack treats Immunity as Resisted and Resistance as Normal Damage. You take 1d6-your Constitution modifier levels of exhaustion immediately after using this.
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
At 3rd level, your ki is directly pulled from your unending rage. Your ki blasts can instead deal necrotic damage rather than force. 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 2 additional ki and for every level after that, you gain an additional 1 ki per level.
- Echos of the Legend
At 3th 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
At 6th 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
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
At 12th 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 7 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 stirkes 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
At 15th 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 strikes 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
At 18th 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).
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the saiyan warrior class, you must meet these prerequisites:
Proficiencies. When you multiclass into the saiyan warrior class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes