Saiyan Warrior (5e Class)

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Saiyan Class

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 Vegeta, and only a few pure Saiyans are alive as of now. Saiyan fighters are always eager to fight and to improve themselves, even by putting their life on the line.

Creating a Saiyan Class


Quick Build

You can make a Saiyan Class quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom and Constitution. Second, choose equipment, not starting wealth. Third, you are better off with no weapon or armor.

Class Features

As a Saiyan Warrior you gain the following class features.

Hit Points

Hit Dice: 1d8 per Saiyan Warrior level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Saiyan Warrior level after 1st

Proficiencies

Armor: Light, Medium, Battle Armor
Weapons: simple weapons
Tools: none
Saving Throws: Strength or Dexterity, and Constitution
Skills: Choose two 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) 1 Training Gi or (b) Battle Armor
  • (a) any two simple weapons or (b) old model Scouter
  • (a) dungeoneer's pack or (b) explorer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Saiyan Warrior

Level Proficiency
Bonus
Ki Point Bonus Features
1st +2 2 Unarmored Defense, Martial Arts, Zenkai Boost, Saiyan Tail
2nd +2 2 Ki, Flight, Warrior Race
3rd +2 2 Path to Power
4th +2 2 Ability Score Improvement
5th +3 2 Ki Sensory
6th +3 4 Extra Attack
7th +3 4 Super Saiyan, Oozaru Fist
8th +3 4 Ability Score Improvement
9th +4 4
10th +4 4 Limit Break, Super Saiyan 2
11th +4 6 Ki Charge
12th +4 6 Ability Score Improvement
13th +5 6 Super Saiyan 3
14th +5 6
15th +5 6 Shattering Blows, Dragon Fist
16th +5 8 Ability Score Improvement
17th +6 8 Limit Break +
18th +6 8 Saiyan Pride
19th +6 8 Ability Score Improvement
20th +6 8 Ascended Saiyan, Golden Oozaru

Unarmored Defense

When you're not wearing an armor, your AC is equal to 10 + your Constitution modifier + your Strength or Dexterity modifier.

Martial Arts

You're a fighter, and you know how to hurt your enemy where it hurts most. At 1st level, your melee unarmed attacks deal 1d6 more damage, powering up to 1d8 at level 5 and 1d10 at level 10

Zenkai Boost

You're born for battle and whenever you fall, you come back stronger. If your HP falls below 0 and you manage to heal back at at least half your total HP, 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 Prof. Bonus.

Saiyan Tail

As a Saiyan, you've had a tail since the moment you were born. The tail helps you balance your body well and makes your attacks more precise, but it is also one of your greatest weaknesses. Your tail has 1/4 of your max HP and is weak to Slashing damage. While you still have the tail, your attack rolls gain +1. If the HP of your tail is reduced to 0 the tail is cut off your body, and you lose your balance, making your Attack rolls gain Disadvantage and lose 3 points of Damage for 5 minutes. If your tail is grabbed, you will feel weak and powerless, your Attacks deal half damage until you break free from the grab. If someone tries to grab your tail, they must succeed a roll with DC = 15 + your Dexterity modifier, and while they're grabbing your tail, they can't move and one of their hands/arts is unable to attack. While you have your tail grabbed, you can still use the Defend action. If your tail has been cut off, it grows back in 2 days until your character is 18-21 years of age at which point it no longer regrows.

Great Ape

Your Saiyan tail is also used to unlock your primal power. You must have your saiyan tail for the following to take effect. Every full moon, if you look up at it, your body transforms into an Oozaru. You become a Giant Ape, as on page 323 of the Monster Manual, and must make an Intelligence or Wisdom saving throw. On a failure, you must attack the closest creature within 120 feet. Creatures must 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. If your tail is destroyed or the night ends, you revert to your normal state. You gain 1 Attack: Oozaru Beam (Recharge 5-6). You exhale a beam of Ki in a 60-foot line. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (10d6) Force Damage on a failed save, or half as much damage on a successful one.

Ki

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. When you attack, 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): 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): you gain 30 feet speed; you decide whether it's flying speed or normal speed
  • Ki Shield (3 ki): 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.

You're Melee and Ranged Attacks count as Magical while you have at least 1 Ki.

Ki is also the source of your life force, so you have to make sure not to waste it. If your ki drops to 0, you fall prone to the ground unconscious. While unconscious you're unable to do anything and you regain 2 ki every turn. If you're unconscious because of this, getting healed makes you regain consciousness and you recover 1/5 of your total ki, rounded down (min 2). You regain all of your ki after a Short or Long Rest.

Flight

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 action, and you gain 15 feet of movement speed. 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

At the 3rd level, you choose what you want to become, and what you want to evolve as. Choose between Low-Class, Royal, Legendary, or Inheiritor Saiyan Sub-Classes, detailed at the end of the class description. Your choice grants you features at 3rd, 5th, 8th, 10th, 13th.

Training

At 2nd level, you can take ten hours to train. This training must be all at once. After training, either your Strength, Dexterity, Wisdom, or Constitution increases by +1 for 24 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.

Ability Score Improvement

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.

Ki Sensory

At level 5th, 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 hiding their energy (if they're capable of doing so).

Ki Blast

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 10, 4d8 at level 15 and 5d8 at level 20.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Super Saiyan

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 Unarmed Strikes deal an additional +1 damage die. 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 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.


Ki Charge

Starting at level 9, you now have better control over your ki and you know how to accumulate it faster. You can spend your action for the turn to charge up your ki, and recover 2d4 ki. Powers up to 2d6 at level 11th and 2d8 at 13th, 2d10 at 15th and 2d12 by level 17.

Limit Break

Starting at 10th 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

Super Saiyan 2

Starting at level 10th, you are now able to go past the limit of the Super Saiyan and transform into a Super Saiyan 2. Your hair grows even spikier and your aura now generates faint electric shocks. Once unlocked, you can turn Super Saiyan 2 at will, as a bonus action at the start of your turn. When you start the turn as a Super Saiyan 2, you spend 5 ki or end the transformation. You retain all the effects Super Saiyan has. Furthermore, you gain the following effects:

  • You now add 1d4 points at your attack rolls
  • All your ki attacks are powered up, and use one more dice for their damage
  • You can do another attack every turn


Oozaru Strike A Saiyan's true power is in his Great Ape form! As a Standard Action make a standard Melee Attack with bonus +5 to Hit for 4d10 Force plus 6d8 Magical Piercing Damage. Cost 5 Ki to use.

Super Saiyan 3

At 13th level, you break your limits once more, and you go even further beyond. Your hair grows really long, and you lose your eyebrows. Your aura is so powerful that wind currents start generating as a result of your transformation. Once unlocked, you can turn Super Saiyan 3 at will, as a bonus action at the start of your turn. When you start the turn as a Super Saiyan 3, you spend 8 ki or end the transformation. You retain all the effects Super Saiyan 2 has. Furthermore, you gain the following effects:

  • All your attacks now use 1 more dice for their damage


Shattering Blows

At level 15th, your hits are so strong, they overcome enemies' resistances. Opponents can no longer be immune to your melee unarmed attacks, and all resistances to your melee unarmed attacks are nullified.

Dragon Fist

Starting at level 15th, 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 +7 to Hit, with Reach of 20ft, that deals 10d15 Force Damage on a hit. Also, your Ki Sensory range is increased to 120 feet. Costs 10 Ki to use.

Limit Break +

At level 17th, you're now far past your old limits. Your stats now can go up to 24.

Saiyan Pride

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 18, whenever your HP would drop to 0, they don't, and you're instead left with 1 HP. Your HP can't go below one for the rest of the round. You can use this feature only once per long rest.

Ascended Saiyan

At level 20, you have now mastered many forms of Super Saiyans. The cost to maintain Super Saiyan, Super Saiyan 2 and Super Saiyan 3 are reduced by 3, and you gain one extra attack whenever you're transformed in one of these forms.

Golden Oozaru

At 20th level, you gain full access to your Oozaru power. You can benefit from both Oozaru and your Super Saiyan 3 form simultaneously. You have disadvantage on Wisdom saves to not attacking the closest creature while benefiting from both forms that must be made every Round. Golden Oozaru have a maximum Strength, Dexterity, and Constitution of 30. Succeeding in 3 Wisdom Saves in a row of this Transformation only allows you to unlock Super Saiyan 4.

Super Saiyan 4

After unlocking through Golden Oozaru at any other time you may transform into a Super Saiyan 4 as an action while in Super Saiyan 1 or 2, or as a bonus action while in Super Saiyan 3, for 5 ki. Your hair returns to its original shade, though it now slightly resembles a mane, your irises become a glowing amber, and your upper body and tail become covered in red fur. You can no longer become on Oozaru. While you are in Super Saiyan 4, in addition to the benefits of Super Saiyan 3, you gain the following:

Your Constitution increases by +4. You attack an additional time when you use the attack action. Your unarmed strikes deal +1 damage die for every base existing die. You cannot deal non-lethal damage. You cannot age and appear to be in your prime. Your flying speed increases by 15 feet. Your transformations no longer have a timer. You no longer return to your base form while unconscious. You gain 10 Ki.

Path to Power

Low-Class

Many Saiyan warriors are often lower-class Saiyans. Still, as members of a warrior race, they love to fight, often partaking in sparing matches with friends and seeking out enemies.

Meteor Combo

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

Kamehameha

At 5th level, you learn the Kamehameha. This move takes one turn to charge and one Action to fire. Any type of movement while charging counts as though in Difficult Terrain. When Kamehameha is unleashed, it fires a massive blue ki wave 300ft long and 30ft wide in a straight line. Every creature in its path must make a Constitution saving throw. If they fail they take 4d10 radiant damage, but if they succeed they take half damage. Objects not being worn or carried, and structures, within the area take double this damage. You can charge for an additional round to increase the dice to 6d10 at 9th level (3 turns), 8d10 at 14th (4 turns), and finally 16d10 at 17th (5 turns). Costs Concetration (costs 3 ki points)

Spirit Bomb

At 8th 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, afterwards you must make a DC 15 + (number of d10 above your maximum) Wisdom saving throw or have the bomb dissipate, loosing all the energy stored inside.

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. Loosing control of the Spirit Bomb while charging results in it dissipating as described above.

When you launch the Spirit Bomb, as an action, choose a point within 1000 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 100 feet greater than that of the spirit bomb's.

You may use this once, regaining use of this feature at the end of a long rest.

Martial Arts Genius

At 10th level, you have mastered hand-to-hand combat. On unarmed critical hits, instead of dealing additional damage, you can choose to knock the opponent prone, grapple them, or make a shove attack. When using Meteor Combo, if all other attacks hit, your last attack has advantage.

Spirit Saiyan

At 13th 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 Wisdom modifier +2, after which you must succeed a DC 15+the amount of additional d10 Wisdom saving throw or the energy dissipates. Using this feature does not use your use of Spirit Bomb.

You may use this feature once, regaining use at the end of a long rest.

Royal

Royal saiyans, as the name would imply, are saiyans or 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 Reflexes

At 3rd level, your royal lineage tailors you to become the perfect warrior. You gain proficiency in the Athletics and Acrobatics skills. If you already have proficiency in these skills, your proficiency bonus is doubled for any ability check you make using these skills.

Galick Gun

At 5th level, you gain access to the Galick Gun, a beam that rivals the Kamehameha. It takes one turn to charge and a Bonus Action to fire. 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 4d10 radiant damage, but if they succeed, they take half damage. You can expend 1 additional ki to increase this damage by 2d10 at 9th and 11th level. Costs Concentration (costs 3 ki points).

Power Ball

At 8th 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. You have advantage on saving throws to resist attacking the closest creature. Otherwise, every creature within 120 feet has advantage on their first damage roll each turn. It stays at its point of origin and has 10 hit points. (Costs 6 ki points)

Big Bang Attack

At 10th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 6d10 radiant damage. Every creature within a 30ft radius of the target is hit, decreasing damage by 1 die for every 5 feet away from the initial target they are. (Costs 10 ki points)

Final Flash

At 13th 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 leaves you with 1 Ki left. Every creature in range must make a Constitution saving throw. On a fail, they take 5d10+(ki spent x 2) radiant damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none.

Legend

Once every 10,000 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 deal necrotic damage. In addition, you can spend 1 ki point to make your ki blasts also attack every creature within 5 feet of the target for half damage.

False Super Saiyan

At 6th level, your ki begins to replicate the myth your kind created. As an action, you gain the bonuses of a Super Saiyan. You must spend 1 ki point at the beginning of each turn to maintain this form.

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 loose 2 hit points.

Legendary Super Saiyan

At 14th level, your rage wreaths your Super Saiyan forms in green ki. As a bonus action, you can enhance the Super Saiyan form you are in for 1 ki. For every turn you use this enhanced form, you must spend 1 ki and must make 2 Wisdom saving throws at the beginning of your turn. If the first is a failure, you must spend +1 ki every turn 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 attack’s deal an additional 1d4 necrotic damage for every ki point spent maintaining this form.
  • Your Strength, Dexterity, and Constitution increases by +2 as does its maximum.
  • Your ki blasts are always under the effect of Powerful Ki without spending the ki point.
  • Your aura increases by 10 feet.
  • The entirety of your aura is dim light.

Overflowing Power

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 benefit from any form 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.
  • Your Strength, Dexterity, and Constitution increases by +2 as does its maximum.
  • You deal double damage to objects.
  • You can not be stunned, and have advantage against being charmed and effects that would make you unconcious.
  • You have unlimited ki while in this form.
  • This form lasts for 4d20 hours or until you are knocked unconcious, charmed, or killed.
  • Your aura increases by 10 feet.
  • You “spend” 5 ki each turn on Legendary Super Saiyan.

Successor

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

At 3rd level, you gain the Masenko, a strong ki blast that deals 2d8 damage. You can add an additional 1d8 at the cost of 2 additional ki points at 9th, 13th, and 17th level. (Costs 2 ki points)

Trained Ki

At 5th level, you use ki sparingly and efficiently. You may add your Wisdom modifier to your ki point maximum.

Hidden Ki

At 8th 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 Unleashed

At 10th level, you remove your limits. Your Strength, Dexterity, Wisdom, and Constitution score maximums increase by +2, as does their scores.

God Ki

At 15th level, your ki resonates with that of the gods. While in any transformation, you have advantage on attack rolls against creatures with at least 1 of the following types: fiends, monstrosities, aberrations, or undead. You may change which types you have chosen at the end of a short rest. You gain resistance to necrotic damage. Your entire aura is bright light.

Variant Rules =

The following options replace transformation features at the appropriate levels.

Enhanced Training

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

Trained Fighter

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. (This will replace Super Saiyan)

Ki Peak

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, giving you 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 without having a remaining use if you are attacking a CR 21 or greater creature (at your DMs discretion).

You may use this once, regaining use at the end of a long rest. (This will replace Super Saiyan 3)

Past Level 20

If you wish to further increase your power as a Saiyan to absurd heights, consider the Ascended Saiyan or Z Fighter class.

Multiclassing

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 Wisdom of 13.

Proficiencies. When you multiclass into the Saiyan Fighter class, you gain the following proficiencies: Athletics, Survival and Acrobatics.


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