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Dungeons and Dragons : Saiyan Class and Race

Legends speak of their unparalleled skills in combat, their unbreakable pride, and their ferocious
appetite. They are fighters at heart, vicious in battle, and are quick to anger. They do not go into the
world looking to conquer, but if you should make one cross, be prepared to fight for your honour,
and your life.

Physical Description
Saiyans, while not too drastically different from most races, have their own traits. They are naturally
muscle-bound and stocky, with few being overweight or skinny. But even the most unassuming of
Saiyans pack a wallop. Saiyans stand from 5 feet tall to 7 feet, and universally possess long, straight
hair, that usually sticks into one style their entire lives. They can range from 140 pounds to 300,
depending on their bulk. Saiyans usually possess pale skin, although some are darker shades.
Females are not especially voluptuous but are usually shorter than their male counterparts. They all
possess tails, which are present since birth, and are uniquely prehensile. They reach puberty around
13 years of age and begin to grow rapidly. They maintain their youth for 80 years and stay in their
peak physical form for a long time before rapidly aging to death.

History
When a Saiyan puts their mind to something, they accomplish it. While this usually means fighting,
mages and alchemists dedicate their lives to their craft, and while they may not aspire to become
famous across the land, there is something valuable to be learned in each Saiyan's experience in life.
And don't you dare tell them otherwise, because every one of them is proud to the core, for they do
what they do because they feel it is worth their heart and soul. They are a tough people, living in
rudimentary huts, gathering food and hunting in the surrounding areas. They live tough lives, but all
Saiyans have the innate desire for battle and accomplishment, making them excellent adventurers.

Society
Saiyans have their own hierarchy, which is a monarchy ruled by a king. Beyond that, however, they
tend to stick to their families, in which they hunt, eat, and train with each other. When a Saiyan
leaves home, there is no long ceremony with weeping, as parents recognize one's need to grow in
life, and they don't want to impede. While some races might think of Saiyans as cold to one another,
they do not bear dislike towards one another, but rather respect each other's space and place in life.
Saiyans are typically very aggressive and hard-headed, with short explosive tempers.
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)

Other names tend to derive from direct Japanese translations, such as:

Gine (Derived from Negi, a form of spring onion), Nappa (derived from grape leaves), Turles (Tāresu,
in Japanese, formed by rearranging the word lettuce), Fasha (Serpia, formed from Japanese
rearranging the world Parsley).

A Saiyans name can be formed from the word Vegetable itself as well, though it is usually exclusive
to royalty such as Vegeta (Vegetable).

Saiyan Traits
Legends speak of their unparalleled skills in combat, their unshakeable pride, and their ferocious
appetite.

Ability Score Increase. Your Strength, Dexterity and Constitution scores each increase by 1.

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

Alignment. Saiyans tend to share common personality traits, even at young ages. Being war-like
people, they share an innate enjoyment for conflict and fighting, choosing violence over peace with
other races. While most Saiyans are commonly of chaotic alignments, with few being lawful they
respond well to shows of power allowing the strongest of their people to stand above the rest.

Size. Saiyans are taller and heavier than humans standing at around and beyond the 6-foot range
and averaging almost 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Born for Battle. All Saiyans are born fighter with natural talent in their blood. Your unarmed strikes
deal 1d4 bludgeoning damage.

Dense Musculature. Saiyans are known to have thick, dense muscles to help protect their vital
organs from the relentless battles and intense training they put themselves through. You are
resistant to non-magical bludgeoning damage.

Further Beyond. Saiyans are known to push past what is their limit and continue to fight despite fatal
injuries. 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 short or 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. If
your tail is severed, you are no longer considered proficient in Acrobatics. Your tail will slowly grow
back over the course of a week, you regain use of it once you complete a long rest.
Powerful Build. Despite their size Saiyans are biologically more efficient in feats of strength
compared to other races their size. You count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift. However, Saiyans also require greater quantities
of food and drink to sustain their massive strength, you require twice as much food as a normal
Medium-sized creature would.

Zenkai Boost. If a Saiyan gets knocked unconscious and succeeds their death saving throws or are
revived, they must make a DC20 Constitution saving throw, and on a success add 1d4 + their
Constitution modifier to their maximum health, or half as much on a failure. At Level 8, this die
increases to 1d6, and at Level 16 increases to 1d8. After you use this ability, you can’t use it again
until you finish a long rest.

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

Random Height and Weight


Base Height Base Weight
Height Modifier Weight Modifier
5’4” +2d8 150lbs x (2d8)lbs
Saiyan Fighter Class
Saiyan fighers are those trained in the art of destroying their foes with devastating blows and
powerful ki attacks. These expert warriors originated from the planet Vegeta, where constant fights
and immense gravity are normal place. They are fighters at heart, absolutely vicious in battle, and
are quick to anger.

Creating a Saiyan Fighter


When making a saiyan figher, think about how you grew up. Were you trained since childhood to be
a fighter? Or do you have other interests mixed into your life? Think about what goals you would
have. Do you want to become powerful to gain something, protect someone, or do you just want to
fight strong opponents?

Quick Build
You can make a saiyan fighter quickly by following these suggestions. First, choose the saiyan race.
Second, Strength should be your highest ability score, followed by Wisdom than Constitution.

Class Features
As a Saiyan Fighter you gain the following class features:

Hit Points
Hit Dice: 1d8 per Saiyan Fighter level

Hit Points at 1st Level: 8 + Constitution modifier

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

Proficiencies
Armor: None

Weapons: Simple weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, Nature, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) clothes, common or (b) clothes, traveler’s

any two simple weapons

(a) A dungeoneer's pack or (b) An explorer's pack

If you are using starting wealth, you have 2d4 x 10 gp

Table: The Saiyan Fighter

Leve Proficiency Ki Points Flying Speed Features


l Bonus
1st +2 - - Unarmoured Defence, Iron Fist
2nd +2 2 5 feet Ki, Ki Blast, Flight
3rd +2 3 5 feet Energy Beam, Focused Strikes
4th +2 4 10 feet Ability Score Improvement
5th +3 5 10 feet Extra Attacks, Stunning Strike
6th +3 6 15 feet Ki-empowered Strikes
7th +3 7 15 feet Resolute
8th +3 8 20 feet Ability Score Improvement
9th +4 9 20 feet Ki Recharge
10th +4 10 25 feet Super Saiyan
11th +4 11 25 feet Ki Sense
12th +4 12 30 feet Ability Score Improvement
13th +5 13 30 feet Hardened Mind
14th +5 14 35 feet Mastered Super Saiyan
15th +5 15 35 feet Extra Attack (2)
16th +5 16 40 feet Ability Score Improvement
17th +6 17 40 feet Super Saiyan 2
18th +6 18 45 feet Spirit Bomb
19th +6 19 45 feet Ability Score Improvement
20th +6 20 50 feet Super Saiyan 3

Unarmoured defence
Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10
+ your Constitution modifier + your Wisdom modifier.

Iron Fist
At 1st level, your martial arts emphasis power over speed, and so your unarmed strikes are
unusually heavy and damaging.

You gain the following benefits while you are unarmed and you aren't wearing armour or wielding a
shield:

- You can roll a d8 in place of the normal damage of your unarmed strike.
- If an effect allows you to make an unarmed strike as a bonus action, you may not use this
damage die for that unarmed strike.
- When you use the Attack action with an unarmed strike on your turn, you can make one
unarmed strike as a bonus action.

Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this
energy is represented by ki points. Your Saiyan fighter level determines the number of points you
have, as shown in the Ki Points column of the Saiyan Fighter table.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which
you draw all of your expended ki points back into yourself. You must spend a short or long rest
meditating to regain your ki points.

Some of your ki point features require your target to make a saving throw to resist the feature's
effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Ki attack modifier = your proficiency bonus + your Wisdom modifier

Power Strikes

As a bonus action, you can spend 1 ki point to make your unarmed strikes deal 1d10 additional
bludgeoning damage until the start of your next turn.

Patient Defence

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Ki Blast
You have learned how to hurl searing bolts of ki energy. In place of an attack when you take the
Attack action, you may unleash a bolt of energy at a creature within 90 feet of you. Make a ranged
spell attack and upon hitting, the target takes 1d6 + your Wisdom modifier radiant damage. You can
fire two ki blasts at 5th level, and three ki blasts at 15th level. The damage increases to 2d6 at 11th
level. When you use the Attack action, you may also spend 1 ki point to unleash a ki blast as a bonus
action.

Flight
At 2nd level, you may spend 1 ki point as a bonus action in order to levitate 5 feet above the ground
for 1 minute. Your fly speed is equal to half your movement speed rounded down plus the amount
shown in the Fly Speed column on the Saiyan Fighter table. At 5th level, the duration increases to 10
minutes and can reach 100 feet above ground. At 11th level, you have no distance above ground
limitation, and the duration is further increased up to 1 hour.
Energy Beam
At 3rd level, as an action, you spend 2 ki points to fire a beam of energy at an enemy within 90 feet.
The target must make a Dexterity saving throw against your ki save, taking 2d10 + your Wisdom
modifier force damage on a failed save, or half as much on a successful one. The damage increases
by 1d10 when you reach 6th level (3d10), 12th level (4d10), and 17th level (5d10) and the ki cost
increases to 3 at 12th level.

Focused Strikes
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

Ability Score Increase


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. Because Saiyans
regularly push past their limits they have no ability score cap, but they cannot get feats.

Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the attack action on
your turn. The number of attacks increases to three when you reach 15th level in this class.

Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit
another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike.
The target must succeed on a Constitution saving throw against your ki save or be stunned until the
end of your next turn.

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

Resolute
At 7th level, whenever an effect requires you to make a Constitution saving throw, you may use your
reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on
the Constitution saving throw would make you only take half damage, you instead take no damage,
and only half damage if you fail.
Ki Recharge
At 9th level, you can use a bonus action to regain 1d4 + your Wisdom modifier ki points. Once you
use this feature, you may not use it again until after you finish a long rest.

Super Saiyan
At 10th level, you gain the Super Saiyan transformation. You can expend 2 ki points to transform as a
bonus action. This transformation lasts for one hour, or until you dismiss it as a bonus action. The
transformation ends automatically if you are reduced to 0 hit points or go unconscious. While a
Super Saiyan, you undergo a visible transformation, and gain a visible ki aura, you gain the following
features:

- Your unarmed strikes deal an additional 1d4 damage.


- You have advantage on Strength checks and saving throws.
- You radiate bright light for 10 feet and dim light for another 10 feet.
- You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.
- You become immune to the charmed condition.

Ki Sense
Starting at 11th level, if you can hear, you are aware of the location of any hidden or invisible
creature within 10 feet of you. This increases to 20 feet at 16th level.

Hardened Mind
At 13th level, you gain advantage on Intelligence, Wisdom, Charisma saving throws against magic.

Mastered Super Saiyan


At 14th level, you can transform into your Super Saiyan form for 1 ki point, leaving your Super Saiyan
form no longer requires a bonus action, and there is no time limit. Also, while in Super Saiyan form,
activating Power Strikes costs no ki points.

Super Saiyan 2
At 17th level, you can take your transformation beyond Super Saiyan. You can expend 3 ki points as
a bonus action to transform to Super Saiyan 2, or 1 ki point if you are already in the Super Saiyan
form. This form lasts for one minute, requiring an additional 1 ki point to sustain per minute. You can
return to Mastered Super Saiyan without it costing additional ki points. You gain the Super Saiyan
features, with these additional features:

- Your AC is counted as being 1 point higher.


- You unarmed strikes deal an additional 1d6 damage instead of 1d4, and you add your
Constitution modifier to the unarmed damage.
- You have advantage on Dexterity checks and saving throws.
- Ki Blasts and Energy Beam use one die higher.
- You radiate an additional 10 feet of bright light and dim light.
- If you suffer melee damage, the target takes lightning damage equal to your Wisdom
modifier.
- You become immune to the frightened condition.

Spirit Bomb
You know a technique that can deal massive amounts of destruction the more power you channel
into it, requiring a good soul to use. You must be of Good alignment in order to use this ability. As an
action you manifest a ball of energy using 3 ki points, you can then launch it up to 120 feet away.
Any creature within the radius of the Spirit Bomb's impact must succeed on a Dexterity saving throw
or take 3d12 radiant damage. The area of effect is a 5 foot sphere, though for each additional ki
point you put into the bomb it increases the damage by another 1d12 and the size by 5 feet. If
another character or creature has ki points, they can use their reaction to lend you their ki, further
increasing the damage and size. Once 10 ki points are put into the Spirit Bomb past the initial cost,
the range increases to 300 feet.

Super Saiyan 3
You have learnt to take Super Saiyan to a form even further beyond, as your hair becomes elongated
and you become more primitive. This form requires 5 ki points to access immediately, 3 if you are
already in Mastered Super Saiyan, or 1 ki point if you are in Super Saiyan 2. This form is incredibly
draining however, requiring 1 ki point per turn to sustain, dropping you into base form if you reach 0
ki points. You can drop out of the form as a reaction. While this form is hard to sustain for long
periods of time, while in the form you gain the following benefits:

- Your AC is counted as being 2 points higher.


- Your unarmed strikes deal an addition 1d8 damage instead of the 1d4 or 1d6 from the
previous forms, and you double both your Strength and Constitution modifiers for your
unarmed damage.
- You have advantage on your Constitution saving throws.
- Energy Beam deals an additional 3d10 damage, as well as doubling your Wisdom modifier
for Ki Blast and Energy Beam damage.
- You radiate an additional 10 feet of bright light and dim light
- If you suffer a melee attack, the target takes lightning damage equal to twice your Wisdom
modifier.
- If a target misses you with a melee attack, you can use your reaction to make an unarmed
attack.
- If a target misses you with a ranged attack, you can use your reaction to make a Ki Blast
attack.

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