5E Super Saiyan Class

by Kuromaru

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The Super Saiyan

Super Saiyan

From the faraway planet Vegeta, the Saiyans are the most fearsome warriors in the galaxy. Able to channel their Ki into unique transformations that enhance their speed and strength. For thousands of years, the Saiyans have ravaged planets under the rule of clan Vegeta. in fact, their fighters are so formidable, only a handful of soldiers are able to take over an entire planet alone. Even so, there exists a smaller force of Saiyan warriors called Super Saiyans. These elite soldiers are able to transform their bodies, granting them even greater physical strength, speed, and power

Unrivaled Strength

A Human stands firm against a death knight, who is gradually overpowering him, blow by blow gaining the advantage. The human roars in rage as his body gains a golden aura of pure power as his muscles swell.

His eyes become an emerald green, his hair turns golden blonde and stands on end, growing in length and volume until it falls to his knees, his aura surging as lightning crackles around him. The human grins as he launches forward with renewed vigor.

An elf flies high in the sky, face to face with a savage dragon. Her hair is white, and an aura of blue surrounds her, raging with the power of her form. She cups her hands together at her side and prepares charging energy as the dragon rears it's head taking a deep breath. The elf faces it down thrusting her hands forward as the dragon breathes lightning. And that lightning is met by radiant energy spewing forth from her outstretched palms. The dragon's lightning is pushed back into its throat as the beam continues its path straight through it's head, felling it in a single blow.

Creating a Super Saiyan

When creating a Super Saiyan, consider why you left Planet Vegeta. Were you sent on a mission to destroy a planet? Perhaps you ran away from your duty, disagreeing with the savagery of your race. Is it power that drives you, or a desire to protect others?

Also consider how your Saiyan powers manifest. Do you fight with raw unbridled power to overcome your enemies through brute force? Or do you focus on technique over power, honing your skill to overcome the strongest of foes?

Lastly, what pushed you to become a Super Saiyan? Was it a moment of extreme pain, fighting for your life or the life of another? Was it anger that first helped you ascend to this power? Or was it the loss of a loved one that made you what you are today?

Quick Build

You can make a Super Saiyan quickly by following these suggestions: First, make Strength your highest Ability Score followed by Consitution. Second, choose the Soldier, Mercenary, Veteran, or Outlander Background.

The Super Saiyan

Level Proficiency Bonus Features Martial Arts Ki Maximum
1st +2 Unarmored Defense, Martial Arts, Zenkai 1d4 -
2nd +2 Ki, Saiyan Flight, Ki Techniques, Tier 1 Techniques 1d4 9
3rd +2 Super Saiyan Forms, Super Saiyan, Saiyan Archetype 1d4 9
4th +2 Ability Score Improvement 1d4 9
5th +3 Extra Attack 1d6 9
6th +3 Tier 2 Techniques, Ki-Infused Strikes, Ability Score Improvement 1d6 18
7th +3 Super Saiyan 2, Archetype Feature 1d6 18
8th +3 Ability Score Improvement 1d6 18
9th +4 Aura Surge 1d6 27
10th +4 Archetype Feature 1d8 27
11th +4 Super Saiyan 3 1d8 27
12th +4 Tier 3 Techniques, Ability Score Improvement 1d8 27
13th +5 Transformation Skip 1d8 36
14th +5 Super Saiyan God, Godly Ki, Ability Score Improvement 1d8 36
15th +5 Archetype Feature, Love of Combat 1d8 36
16th +5 Ability Score Improvement, Signature Techniques 1d10 45
17th +6 Tier 4 Techniques, Super Saiyan Blue 1d10 45
18th +6 Archetype Feature 1d10 45
19th +6 Ability Score Improvement 1d10 45
20th +6 Ultra Instinct, Galaxy Ki/Legendary Super Saiyan 1d10 45

Class Features

As a Super Saiyan, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per Super Saiyan level
  • Hit Points at First Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Super Saiyan level

Proficiencies


  • Armor: None
  • Weapons: Unarmed Strike
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Two from Athletics, Acrobatics, Persuasion, Perception, Insight, Intimidation, and Deception.

Starting Equipment

You start with the following equipment, in addition to the equipment granted to you by your background.

  • (a) a Dungeoneer's pack or (b) an explorer's pack
  • A Gi, marked with the sign of the Saiyan you trained under

Unarmored Defense

Starting at 1st level, if you are not wearing armor or wielding a shield, your armor class is equal to 10 + your Constitution modifier + your Strength modifier

Martial Arts

At 1st level, your unarmed strikes do 1d4 bludgeoning damage. This damage die increases as you gain levels in this class, as shown on the above table.

You may use your Strength score instead of your Dexterity when determining saving throws, attack rolls and damage rolls.

Zenkai

Also at 1st level, you gain the benefits of Zenkai

  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, and you gain 1d10 + your Constitution Modifier temporary hit points. You cannot use this feature again until you finish a long rest.

Ki:

Beginning at 2nd level, you have a pool of Ki to draw from to fuel your attacks and Super Saiyan forms. The base amount of Ki you have is equal to your Super Saiyan level + your Constitution modifier, your maximum Ki is dictated on the above table.

You regain all spent Ki points at the end of a short or long rest.

  • Ki Save DC = 8 + Constitution Modifier + Proficiency Bonus
  • Ki Attack Bonus = Constitution Modifier + Proficiency Bonus

Ki Techniques

:

Things to Know About Ki Techniques

For the purposes of determining spell level for things such as Counterspell, these Technique's spell level is equal to half their Ki cost rounded down, with a minimum of Level 1 and a maximum of Level 9 as normal.

As a Super Saiyan, you are able to use Ki points to attack with Ki Techniques, all of which are detailed at the end of the class description.

At 2nd level, you are able to use Tier 1 Techniques. You gain the use of higher Tiers at 6th, 12th, and 17th levels.

Saiyan Flight

Beginning at 2nd level, you have learned to focus your ki to allow you to fly, you may spend 2 ki to gain a fly speed equal to your walk speed for 1 minute. You may fly freely outside of combat.

Super Saiyan Forms

Beginning at 3rd level you are able to tap into the power of a Super Saiyan, you may transform as a bonus action.

At higher levels when you have more forms, you may use your bonus action to ascend a form spending its Ki point cost, when you do this resets the 1 minute timer.

You may also, when in a Super Saiyan form, spend Ki to make the form last longer. You must pay the cost to transform at the end of each turn you do this, otherwise you return to your base state.

Super Saiyan

Beginning at 3rd level, you may use your bonus action to spend 1 ki to transform into a Super Saiyan. Your hair stands on end and becomes a golden blonde, your eyes become emerald green, and a pulsing, almost fiery aura surrounds you.

While in Super Saiyan form, you gain the following benefits for 1 minute:

  • +5 feet of speed
  • +1 to all damage rolls
  • Your martial arts die increases by 1 level
  • When you use your action to attack with an unarmed strike, you may make another unarmed strike as a bonus action.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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

Beginning at 5th level, when you take the attack action on your turn, you may attack twice instead of once.

Ki-Infused Strikes

At 6th level you have learned to infuse an amount of Ki into every unarmed strike you make. Your unarmed strikes now count as magical for the purposes of overcoming resistance

Super Saiyan 2

Beginning at 7th level, you are able to use your bonus action while in Super Saiyan to spend 2 Ki and transform into Super Saiyan 2. Your hair stands straighter and more rigid, and lightning pulses through your aura as your speed and strength increase.

You lose the benefits of any previous forms and instead gain the following benefits for one minute:

  • +10 feet of speed
  • +1 to all damage rolls
  • Your martial arts die increases by 1 level
  • Whenever you make an attack with your unarmed strike, you may make another unarmed strike as a bonus action.

Aura Surge

At 9th level you may spend 5 Ki to cause your aura of Ki to surge around you ending one condition affecting only you, you can do this twice per long rest, this increases to three times at 17th level.

Super Saiyan 3

When you reach 11th level, you ascend to a new level of power, while you are in Super Saiyan 2, you may use your bonus action to spend 3 Ki and transform into Super Saiyan 3. Your hair grows down to your knees, your eyebrows vanish, and lightning sparks more intensely from your surging aura.

You lose the benefits of any previous forms and instead gain the following benefits for one minute:

  • +15 feet of speed
  • +2 to all damage rolls
  • Your martial arts die increases by 1 level
  • You gain the benefits of Evasion.
  • Whenever you make an attack with your unarmed strike, you may make an additional unarmed strike as a bonus action.

Transformation Skip

Starting at 13th level instead of using your bonus action to ascend a form, you may use an action to skip directly to the form you wish to use. Doing so costs twice the amount of Ki it would cost for ascending. (I.E. skipping directly to Super Saiyan God would cost 8 Ki points).

Super Saiyan God

By 14th level you have learned to access Godly Ki, you may use your bonus action to ascend to this form from Super Saiyan 3 by spending 4 ki. Your hair returns to its normal shape, but is colored red along with your eyes. Your aura becomes a chaotic and fiery red, and you seem to emanate a power not of this world.

You lose the benefits of any previous forms and instead gain the following benefits for 1 minute:

  • +20 feet of speed
  • +2 to all damage rolls
  • +1 to hit
  • Your martial arts die increases by 2 levels
  • You gain the benefits of Evasion.
  • When you make an attack using your unarmed strike, you may make two additional unarmed strikes as a bonus action.

Godly Ki

Also at 14th level. when you spend any number of Ki points on one of your techniques, you may treat every 1 point spent as 2 for the purpose of determining cost (I.E. an 8 point Technique only costs 4 points). You may only gain this effect once per long rest, and may only use it while in Super Saiyan God or Super Saiyan Blue form.

Love of Combat

At 15th level, if you have no Ki remaining when you roll for Initiative, you gain the following benefit:

  • Ferocity of Power: You may immediately transform into Wrathful State at no cost at the start of combat.
  • Strength Through Training: You regain 10 Ki.

Signature Technique

Once you reach 16th level, you may select one Tier 3 or lower technique, once per long rest you may use this technique as if you put the maximum amount of Ki points into it at no cost. This increases to twice per long rest at 20th level. You cannot change the chosen technique.

Super Saiyan Blue

At 17th level, you gain the ability to transform into the mighty Super Saiyan Blue. In this form, your hair becomes a vibrant shade of blue, and your aura becomes a similar color, retaining its fiery behavior. You can use your bonus action to enter this state while in Super Saiyan God by spending 5 Ki.

You lose the benefits of any previous forms and instead gain the following benefits for 1 minute:

  • +30 feet of speed
  • +3 AC
  • +3 to all damage rolls
  • +1 to hit
  • Your martial arts die increases by 2 levels
  • You gain the benefits of Evasion.
  • When you make an attack using your unarmed strike, you may make two additional unarmed strikes as a bonus action.

Ultra Instinct

At 20th level, you gain the ability to enter the final form a Saiyan can possess; Ultra Instinct. This form takes away thought from your attacks, acting on animal instincts alone, giving you major boosts in speed, power and defense capabilities. Your hair becomes pure white, and a raging aura surrounds you. You may use your bonus action to enter this form while using Super Saiyan Blue.

You lose the benefits of any previous forms and instead gain the following benefits for 1 minute:

  • +40 feet of speed
  • +4 to AC
  • +4 to all damage rolls
  • +2 to hit
  • Your martial arts die increases by 2 levels
  • You gain resistance to all slashing, bludgeoning and piercing damage
  • When you make an attack using your unarmed strike, you may make two additional unarmed strikes as a bonus action.

Ultra Instinct Defense: While you maintain Ultra Instinct, you gain the following defensive capabilities:

  • When you are hit by a creature with multiattack, all subsequent attacks made by that creature against you on that turn are made with Disadvantage
  • You gain the benefits of Evasion.
Legendary Actions

Due to the pure speed of Ultra Instinct, you are able to interrupt the actions of others. You have 3 legendary actions and can use them for the following options:

  • Attack (1 action) you make a single unarmed strike against a target.
  • Technique Counter (2 actions) you may use one use of "Full Power!"
  • Global Kiai (3 actions) you may spend 3 Ki to force each creature within 30 feet of you to make a Strength saving throw or be pushed back 60ft from you

Galaxy Ki

Also at 20th level, when you spend any number of Ki points on one of your techniques, you may treat every 1 Ki point spent as 3 for the purpose of determining cost (I.E. a 15 point Technique only costs 5 points). You may only gain this effect once per long rest, and only while in Ultra Instinct form.

Variant Feature: Legendary Super Saiyan

It is said that once every 1000 years a Saiyan is born with unbelievable power; The Legendary Super Saiyan. In this form, your muscles swell to an unimaginable size, your hair and aura are a vibrant shade of green, and your eyes become pure white lacking irises or pupils. You may enter this form as a bonus action while in Wrathful Super Saiyan at a cost of 8 Ki, you gain the following benefits for 1 minute:

  • +20 feet to speed
  • +3 AC
  • +1 to all damage rolls
  • +2 to hit
  • Your martial arts die increases by 2 levels
  • You have resistance to all damage except psychic damage.
  • When you make an attack using your unarmed strike, you may make an additional unarmed strike as a bonus action.

Unlimited Ki: You have no Ki maximum while in this form, and you regain 2 Ki at the start of each of your turns. Any Ki above your maximum is lost after you leave this form.

Growing Power

Each round you stay in this form, you gain additional benefits.

Round 2:

  • You gain an additional +1 to hit and all damage rolls.
  • Your unarmed strikes deal an additional die of damage.

Round 3:

  • Once only, you gain an additional 1d12 Ki.

Round 4:

  • You gain an additional +2 to all damage rolls.
  • You may make an additional attack as a part of your martial arts feature.

Round 5:

  • Once while in this form you may expend up to 3 of your hit die, recover that many hit points.

Round 6:

  • You gain an additional +1 to hit.
  • Up to twice per long rest, you may gain the effect of the Aura of Vitality spell.

The additional damage granted from these rounds do not stack with the damage bonuses granted by Wrathful State.

Saiyan Archetypes

Ferocity of Power

Things to Know About This Archetype

If you take this Archetype at 3rd level you must take the Legendary Super Saiyan transformation at 20th level.
Whenever # is in place of a dice roll in this section, # is equal to the amount of Ki spent, unless otherwise stated.
You also only gain access to Tier 1 Ki Techniques, as this Archetype has it's own unique Techniques

Wrathful State

When you take this archetype at 3rd level you gain the ability to channel the power of an Oozaru in your human form, however you lose the ability to access any of the Super Saiyan Forms features aside from Legendary Super Saiyan. You can activate this state by spending 3 Ki as a bonus action a number of times equal to your Proficiency Bonus. All expended uses are regained after a short rest, while in this state you gain the following benefits for one minute:

  • You recover 1 Ki at the start of every turn
  • You have Advantage on Strength and Constitution ability checks and saving throws.
  • You gain +1 to all damage rolls.
  • Whenever you attack with an unarmed strike, you may make another unarmed strike as a bonus action. This does not stack with the unarmed strikes you may perform as a bonus action while in Legendary Super Saiyan form.
  • This state ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end Wrathful State on your turn as a bonus Action.

This state can be used in tandem with Legendary Super Saiyan

In addition you gain the following Technique:

Ferocity of Power Techniques

The unique Techniques from this Archetype can only be used while in Wrathful State, Wrathful Super Saiyan or Legendary Super Saiyan form.

Gigantic Cluster

You form a sphere of green energy, with a wave of your hand you scatter this energy in a 15 foot cone in front of you. Spend up to 6 Ki, all enemies in this cone must make a Dexterity saving throw taking #d6 radiant damage or half on success.

Close Quarters Brawler

At 7th level while in Wrathful State you gain additional benefits

  • You gain the benefits of the Grappler Feat
  • You may reroll 1s and 2s on your unarmed strikes damage rolls
  • You gain a +1 to hit and to all damage rolls
  • You gain resistance to all bludgeoning, slashing and piercing damage. This does not stack with the resistances granted by Legendary Super Saiyan.

Also at 7th level you gain the following Technique:

Eraser Cannon

You form a sphere of green energy in your hand and throw it at a targeted creature spending 8 Ki. Make an attack roll using your Constitution Modifier, on a hit the target takes 4d6 radiant damage. Afterward the target must make a Dexterity saving throw or take another 4d6 radiant damage and be knocked prone. On a success they take half damage and are not knocked prone

Wrathful Super Saiyan

At 10th level you awaken to your own version of the Super Saiyan state. Your hair stands on end turning a golden blonde, your muscles grow larger and your eyes go white with your rage. You may enter this new form as a bonus action for 5 Ki, gaining the following additional benefits and refreshing the one minute timer:

  • You gain an additional +1 to hit.
  • You recover 1 additional Ki at the start of every turn.
  • Your unarmed strikes deal an additional die of damage. This does not stack with the additional damage die granted by Legendary Super Saiyan.
  • When you are attacked from melee range you may use your reaction to make a single unarmed strike against that attacker if they are within 5 feet.

In addition you gain the following Technique:


Blaster Meteor

You fly high into the sky spending up to 10 Ki and discharging your immense Ki in all directions raining it back down on everything around you, all creatures within 30 feet of you must make a Dexterity saving throw. On a failure they take #d8 radiant damage, or half as much on a success.

Glimpses of a Legend

At 15th level your Wrathful State is overwhelmingly powerful, while you maintain Wrathful State you gain the following additional benefits:

  • Up to twice while grappling a creature you may use Eraser Cannon as a bonus action, granting yourself Advantage on the attack roll, and the creature Disadvantage on it's saving throw. You regain all uses after a long rest.
  • You gain an additional +1 to all damage rolls.

In addition you gain the following Technique:

Gigantic Breath

You fire a massive blast of Ki from your mouth in a 100 foot x 5 foot line in front of you, spending up to 10 Ki. All creatures in this line must make a Dexterity saving throw taking #d10 radiant damage on a failed save, or half as much on a success.

Maximum Power

At 18th level your rage knows no bounds, your Wrathful State gains the following additional benefits:

  • You critically hit on a natural roll of 18-20.
  • Whenever you critically strike you may roll 1 additional damage die.
  • This state ends early only if you fall unconscious or you choose to do so as a bonus action.
  • You can activate this state an unlimited number of times.

In addition you gain the following Technique:

Omega Blaster

You form a small sphere of Ki in your hand spending an even number of up to 20 Ki, make an attack using your Constitution Modifier. On a hit the target takes #d10 radiant damage equal to half the Ki spent. Hit or miss you may then spend an additional 2 Ki to fire a blast as the sphere expands into a massive ball of energy, causing it to detonate. Every creature within 30 feet of the attack target must make a Dexterity saving throw, taking 1d6 + the remaining #d10 radiant damage on a failure or half as much on a success. You may only use this Technique once per day.

Strength Through Training

Things to Know About This Archetype

If you take this archetype at 3rd level you must take the Ultra Instinct transformation at 20th level

Weight Training

When you take this archetype at 3rd level the results of your training have begun to show. The base damage die for your unarmed strikes becomes 1d6, at 5th level this becomes 1d8, at 10th level this becomes 1d10, and at 16th this becomes 1d12

Battle Prodigy

At 7th level your prowess as a natural born combatant has begun to show. When you take the attack action you may spend 2 Ki to gain Advantage on your attack roll, this may be done as many times per turn as you like, however each successive use of this ability increases it's cost by 1 Ki point. The cost is only reset when combat ends.

Gravity Training

At 10th level the results of your training has allowed you to surpass your previous limits. You gain the following effects:

  • You permanently gain Hit Points equal to 10 + your Constitution Modifier
  • You may spend 2 Ki to take the Dash, Disengage, or Grapple action as a bonus action.
  • You permanently gain +1 AC
  • You permanently gain 5 Ki, this extends your maximum as well as your base level Ki

Ki Surge

Also at 10th level, as a full turn action, you may recover 10 Ki. You can only use this once per long rest, this increases to twice per long rest at 20th level.

Full Power!

At 15th level you have mastered a technique so thoroughly that it becomes second nature. Choose a Tier 2 Technique, you may use it as if you spent the maximum amount of Ki on it at no cost, you must finish a long rest before you can gain this effect again, this increases to twice per long rest at 17th level.

Advanced Ki Techniques

At 18th level you may learn one Advanced Ki Technique, these techniques are incredibly powerful but have a limited amount of use as dictated in their descriptions below. You cannot change the Technique you choose to learn.

Ki Techniques By Tier

Determining Damage of Ki Techniques

Whenever # is in place of a dice roll in this section, # is equal to the amount of Ki spent, unless otherwise stated.
Beyond Tier 1, you may only choose 1 Offensive and 1 Utility Technique, these can be changed when you learn a new Tier.

Tier 1

Ki Blast

Any time you could make an unarmed strike, whether as an action or a bonus action, you may instead spend 1 Ki for each attack and fire that many balls of Ki (range 30/60 feet). Make an attack using your Constitution modifier for each Ki spent, on a hit each Ki Blast deals 1d6 radiant damage. You may choose a different target for each blast

This One's Mine!

Your Saiyan blood relishes the thought of a one-on-one fight. As an action, you may spend 2 Ki to use the Compelled Duel spell using your Ki save DC.

Spirit Shot (Kiai)

When you hit with an unarmed strike, you may use your bonus action and spend 1 Ki point to force the creature to make a Strength saving throw. On a failed save, it is pushed back 15ft.

Spirit Shield

When you are targetted by an attack, you may use your reaction to spend up to 3 ki points. If you do, your AC increases by 1 for each ki point spent until the beginning of your next turn

Tier 2

Offensive

Kamehameha

As an action, you may spend up to 6 Ki points, you cup your hands together and thrust them forward firing a beam of blue Ki. Creatures in a 100 foot x 5 foot line must make a Dexterity saving throw or take #d8 radiant damage, or half as much damage on a successful save.

Big Bang Attack

As an action, you may spend up to 6 Ki points, you hold a hand out and fire a ball of Ki at a point within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or take #d8 radiant damage, or half as much damage on a successful save.

Utility

Afterimage

As an action or bonus action on your turn you prepare the Afterimage Technique. Spend 2 Ki, the first creature that hits you with a melee attack triggers this Technique. When this happens, the damage you take from the Attack is reduced by 1d8 + your Super Saiyan level. If this reduces the damage to 0 you may spend 1 additional Ki to attempt to grapple that creature.


Explosive Wave

You may spend 3 ki points as an action, or 6 Ki points as a reaction, to force each creature within 10 feet of you make a Constitution saving throw or be pushed back 20ft and dealt 2d8 radiant damage, on a successful save they take half damage and are not pushed back.

Tier 3

Offensive

Heat Dome Attack

As an action spend 6 Ki points. Make a Ki attack against a single target, on a hit you toss them into the air and blast a mass of energy to carry them upwards dealing 3d10 damage. That target is also pushed 10 feet into the air for each Ki spent.

Dragon Fist

As an action, you may spend up to 8 ki points, you throw a punch and a massive dragon made of Ki launches forward. Make an attack using your Constitution Modifier, on a hit you deal #d8 fire damage to a single target within 100 feet.

Utility

Solar Flare

As an action, you may spend 6 ki points to cause each creature in a 30 foot cone to make a Constitution saving throw or be blinded for 1 minute. Affected creatures can retry the saving throw at the end of each of their turns, ending the condition on a success.

Instant Transmission

As an action, you may spend 14 ki to use the Teleport spell.

Tier 4

Offensive

Riot Javelin

You may use your action and 8 to 12 Ki to charge this large Ki blast. Make a Ki attack roll, on a hit you deal #d8 radiant damage to the target. This ability may be used at no cost and half it's minimum level once per long rest when you drop to 0 hit points, if you choose to do so you fall unconscious immediately after and take 2 points of exhaustion.

Change the Future

You may spend 8 to 12 Ki to use this technique. You launch forward moving up to half your speed and firing a point blank blast at an enemy. The target makes a Wisdom saving throw, on a failed save they take #d8 radiant damage and become frightened of you, on a success they take half damage and are not frightened.

Utility

Standing Kamehameha

As a reaction to a spell attack against you, you may spend 10 Ki. You suddenly thrust your hands forward blasting a blue wave of Ki attempting to stop the effect. You use Counterspell, if an ability check is required use your Constitution Modifier, if you wish to cast this at a higher level you can do so at a cost of 3 Ki per level. If Counterspell is successful the target also takes 3d8 damage.

Cloning Technique

You may spend 5 Ki to use this technique as an action, causing your physical being to split into two. For one minute, or until you end this as an action, this clone acts on your Initiative, has access to all your features, and is summoned in whatever form you were using when you activated this Technique with your current Ki and hit points split between you, however all damage you or the clone deals is halved. If this clone is reduced to 0 hit points it dissipates, if you are reduced to 0 hit points the clone dissipates restoring it's Ki and hit points to you.

Advanced Ki Techniques

Due to the power these techniques grant, you may choose only one of them to learn. Select whichever best fits your playstyle

Final Flash

Once per day you may spend 20 Ki to use Final Flash. You gather a massive amount of energy before firing it in a 100 foot x 10 foot line. Every creature in this area must make a Dexterity saving throw or take 20d8 radiant damage on a failure or half on success, additionally you may use this with less Ki than it requires, should you do so for every 5 points of Ki you forgo you take a point of exhaustion after the attack (min. 1). (I.E. if you choose to use this Technique with 13 Ki, you use 10 Ki and take 2 points of Exhaustion).

Instant Kamehameha

Once per day you may spend 20 Ki to use Instant Kamehameha. Select a target within 100 feet of you, you instantly teleport 5 feet in front of it launching a massive Kamehameha into it (this does not provoke attacks of oppurtunity). Make a Ki attack roll with Advantage, on a hit the target takes 15d10 radiant damage, on a miss the target still takes half damage. Hit or miss the target must make a Dexterity saving throw or be knocked prone

Burst Rush

Once per day you may spend 20 Ki to use Burst Rush, this triggers a combination attack on a target within 60 feet. You move within 5 feet of the target and deliver seven unarmed strikes, each requires a roll to hit and each does your unarmed die damage as a strike normally would, however only the first hit benefits from any modifiers to damage. You may also move up to 10 feet between each strike to attack a different target if you choose. If you use the Battle Prodigy feature you only need to spend an additional 5 Ki to gain advantage on all seven strikes.


Optional Race


Saiyan Race

Saiyans are born warriors hailing from Planet Vegeta, their bodies are naturally adapted to the higher gravity of their planet making them a very hardy race.

Saiyans are naturally attuned to the usage of Ki and were mostly raised as a planet conquering force prior to their planet's destruction. A full-blooded Saiyan loves nothing more than the thrill of battle and the prospect of fighting powerful opponents

Seeking an Even Match

Saiyans prefer combat one-on-one, and tend not to take unfair advantages against their opponents, prefering to fight them head on and fairly, Saiyans accel at hand-to-hand combat and generally dislike using weaponry of any kind.

Saiyans also grow ferociously powerful when provoked, as their anger unleashes an incredible power within them.

Planetary Conquerors

A Saiyans power is measured at birth, from this their role is assigned within their society. A high power level may get you a luxurious role in their society, while a low power level may result in you being sent away to infiltrate a weak planet.

Regardless of power all Saiyans would eventually join their forces in an effort to conquer planets to be sold off to new inhabitants, however this was before the destruction of Planet Vegeta.

Now the few surviving Saiyans seek to improve themselves above all else, no longer seeking combat for conquest, merely to push and surpass their own limits.

Fierce Pride

Saiyans are extremely prideful, this pride also makes them extremely willful and stubborn, capable of overcoming extreme odds to succeed against a powerful opponent, or resist the control of a wicked sorcerer.

A Saiyan's pride may also cause them to refuse to fight together against an enemy with an ally, prefering to fight their own battle instead.

Saiyan Names

Saiyans names are commonly derived from vegetables, usually working as a pun or play on various forms of vegetables. Some notable examples are:

Kakarot (Carrot), Broly (Broccoli), Raditz (Radish), Caulifla (Cauliflower), Cabba (Cabbage)

Saiyan Traits

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

Age: Saiyans mature quickly from late teens and can live up to 100 years, they stay in prime fighting condition until their very last few years.

Size: Saiyans are 5 to 7 feet tall and weigh between 200 and 250 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Further Beyond: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Prehensile Tail: Your saiyan biology includes a prehensile tail. Objects may be carried and manipulated with it, including fine manipulations, you cannot hold a weapon or shield using your tail.

Due to the increased balance your tail grants you, you are proficient in the Acrobatics skill.

Saiyan Pride: You have Advantage on saving throws against being charmed or frightened

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you also require twice as much food as a normal Medium-sized creature would.

Languages: You can speak, read and write Common and one other language of your choice

Homebrew Credits

Original Concept by Jacob Russomano

Complete Rework by Kuromaru Kenshi

Art Credits

Goku Super Saiyan Wallpaper by BrusselTheSaiyan @ Deviantart

Adult Super Saiyan Gohan by Maxiuchiha22 @ Deviantart

Super Saiyan Goten and Kid Trunks by PrinceofDBZGames @ Deviantart

Super Saiyan Blue Vegeta by woodlandbuckle @ Deviantart

Mastered Ultra Instinct Goku by blackflim @ Deviantart

Legendary Super Saiyan Broly by blackflim @ Deviantart

Wrathful State Broly by DarkHanso @ Deviantart

Gohan Beast Special Beam Cannon by u/MHB_ART @ Reddit

Dragon Fist Goku by hatiware880 @ Twitter

 

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