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 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


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.

{{5e Class Features |name= Saiyan Warrior |summary= Saiyans fight for themselves, as a way of introspection and much of their culture revolves around combat. They are always eager to spar and to improve themselves, even by putting their life on the line. They are warriors at heart, absolutely vicious in battle, and are quick to anger. |hd= 1d10 |spellcasting= Third |armor= Light, Medium, Battle Armor |weapons= Simple Melee, Martial Melee |tools= none |saves= [[5e_SRD:Constitution, and Wisdom |skills= Choose thee from Acrobatics, Athletics, Insight, Intimidation, Perception, and Survival |item1a= Studded Leather |item1b= Battle Armor |item1c= |item2a= Quarterstaff |item2b= old model Scouter |item2c= |item3a= 2 Daggers |item3b= |item3c= |item4a= Dungeoneer's pack |item4b= Explorer's pack |item4c= |wealth= 5d4 x 10 gp

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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.

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 + 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

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 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

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, 9th, 15th, 18th.

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 7, 4d8 at level 11 and 5d8 at level 16.

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.

Training

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

You keep your body in peak physical condition. At level 5 you gain movement speed equal to the Saiyan Warrior Chart. Additionally, you have Advanatge on Acrobatics or Athletics Check once per Short or Long Rest.

Extra Attack

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

Ki Sensory

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).

Shattering Blows

At 9th level, 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.

Limit Breaker

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.


Fist of the Oozaru

A Saiyan's true power is in his Great Ape form an at level 10, 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.

Ki Charge

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.

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 13, whenever your HP would drop to 0, you are 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.

Dragon Fist

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.

Path to Power