Way of the Saiyan Fighter

Be aware DMs/GMs... This is a powerful, high fantasy, Monk choose for your players. You have been warned!!!

Way of the Saiyan Fighter

Saiyans are natural-born fighters, native from planet Vegeta. Generally Saiyans are a brute species with only one goal in mind: to become stronger. Because of their fighting prowess, many work as planet brokers, extinguishing all life from a planet before selling it to the highest bidder. Saiyans are a proud class, and they will face most any foes without fear and fight until the end, even if they get outclassed by the enemy. Saiyans appear as muscular humans with a prehensile monkey tail, which is key to their Oozaru transformation. When a Saiyan looks at a full moon he transforms into a giant rampaging ape capable of mass destruction.

Saiyan Pride

Starting when you Choose this tradition at 3rd level, your Saiyan pride compels you to remain in fights, sometimes against your better judgement. Saiyans are unable to disengage or flee- they must fight until they or the enemy die, are knocked unconscious, or until the enemy surrenders. Saiyans are unable to turn down verbal challenges to fights, even if the enemy is superior. Additionally, Saiyans are immune to the Frightened condition.

Ki Blast

At 3rd level, you can hurl searing bolts of magical radiance. You can replace any of your unarmed attacks with a ranged spell attack dealing radiant or force damage (your choise) at a 30 ft. range.

Flight

At 3rd level, you may spend 1 Ki point as a bonus action to levitate 5 feet above the ground for 1 minute. Your speed while levitating is equal to half your movement. At 6th level, the duration increases to 10 minutes. At 11th level, you may spend 1 Ki point as a bonus action to gain a fly speed equal to half your movement for 1 hour. At 17th level, you gain a permanent fly speed equal to your movement.

Kamehameha/Galick Gun

At 6th level, as an action, you fire a blue or purple line attack with a foot width at the target. This attack consumes 2 Ki points. Make an attack roll against a target within range (120 feet), the damage is two of your Martial Art die + Wisdom modifier of radiant or force (your choise), on a successful hit it must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. The damage increases by one die when you reach 11th, 17th level. You can maintain concentration on this for up to 3 rounds. While you maintain concentration, you cannot take any actions or reactions. This attack consumes 1 Ki point per round spent and the damage dice are doubled per round spent concentrating. You can lose concentration as a spell by taking damage.


@aris_arapa

Super Saiyan

At 6th level, you gain the Super Saiyan transformation. You can expend 2 Ki points to transform as an action.

Advantages:

  • +1 bonus to attack and damage rolls.
  • AC increases by 1.
  • All of your speeds increase by 5 feet.
  • Advantage on Strength checks and Strength saving throws and Intimidation checks.

Disadvantages:

  • You radiate bright light for 5 feet and dim light for another 5 feet.
  • You are vulnerable to psychic damage.
  • You and creatures within 10 feet of you have disadvantage on stealth checks.

This effect lasts for 1 minute. Upon transforming back, make a Constitution saving throw (DC 15). If you fail, you gain a level of exhaustion (as described in appendix A, Player Handbook).

Ki Recharge

At 11th level, you can use an action to regain 1d6 Ki Points, 2d6 at 17 level.

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Super Saiyan 2

At 11th level, you gain the Super Saiyan 2 transformation. You can expend 3 Ki points to transform as an action.

Advantages:

  • +2 bonus to attack and damage rolls.
  • AC increases by 2.
  • All of your speeds increase by 10 feet.
  • Gain 5 temporary Hit Points
  • Advantage on Strength checks and Strength saving throws and Intimidation checks.

Disadvantages:

  • You radiate bright light for 15 feet and dim light for another 15 feet.
  • You are vulnerable to psychic damage.
  • You and creatures within 30 feet of you have disadvantage on stealth checks.

This effect lasts for 1 minute. Upon transforming back, make a Constitution saving throw (DC 16). If you fail, you gain a level of exhaustion (as described in appendix A, Player Handbook).

Ki Sense

At 11th level, you are granted awareness of the life energy around you. You can perceive your surroundings without relying on sight or sound, within a 60 foot radius. You have advantage on Perception checks. In addition, you may spend 1 Ki point, as a bonus action, to perceive targets obstructed from view or behind cover. Also, you are Immune to the Blindness and Deafeness condition

Super Saiyan 3

At 17th level, you gain the Super Saiyan 3 transformation. You can expend 4 Ki points to transform as an action.

Advantages:

  • +3 bonus to attack and damage rolls.
  • AC increases by 3.
  • All of your speeds increase by 15 feet.
  • Gain 10 temporary Hit Points
  • Advantage on Strength checks and Strength saving throws and Intimidation checks.

Disadvantages:

  • You radiate bright light for 30 feet and dim light for another 30 feet.
  • You are vulnerable to psychic damage.
  • You and creatures within 60 feet of you have disadvantage on stealth checks.

This effect lasts for 1 minute. Upon transforming back, make a Constitution saving throw (DC 17). If you fail, you gain a level of exhaustion (as described in appendix A, Player Handbook).


@aris_arapa

Spirit Bomb

At 17th level, as an action, you begin to create a Spirit Bomb, for 1 round you gather huge amounts of energy from all chosen surrounding life forms and inanimate objects to conduct that energy into a massive sphere of astounding destructive power. This attack consumes 5 Ki points. Each creature centered on that point you choose, within a range of 1 mile, in a 40-foot-radius sphere, must make a Dexterity saving throw. If they fail, they take 10d10 + your Wisdom modifier radiant or force damage (your choice). If they succeed, they take half as much damage. Any willing creature may raise their hands to the sky as a reaction and spend up to half of their hit points, for every 2 hit points spent the damage of the spirit bomb increases by 1d6. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means o f a true resurrection or a wish spell. When you use this technique, you suffer one level of exhaustion (as described in appendix A, Player Handbook). You regain the ability to use this technique after a long rest.

Instant Transmission

At 17th level, by placing two fingers on your forehead and focusing your Ki. As a bonus action, you can teleport to another location. You can also chose to bring any creatures that are touching you. This technique costs 4 Ki points +1 additional Ki point for each additional creature you bring. You must have an image of your destination in your mind, ie having been there before, seeing a picture or being given a mental image ect. You may also teleport directly to creature you know regardless of their plane of existence. If you are unable to place your fingers on your forehead, you must make a Constitution saving throw for any concentration spells that are active, if you fail you lose concentration.

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Great Ape/Oozaru

Due to your Saiyan blood, if you happen to look at a full moon or any illusion of a full moon, Using your action you transform into a Great Ape/Oozaru, so long as you have your tail. You grow enormous in size and take on the appearance of an ape with brown fur and red eyes. This form cannot be used with any Super Saiyan form. While in this form, you drop anything you are holding and anything being worn is destroyed. However, you can have your clothes and armor magically tailored to grow with you. Upon transforming, you must make a Wisdom saving throw (DC 20). On a failure, you go berserk, you can use your action to repeat this saving throw. If you go berserk, upon transforming back, make a Constitution saving throw (DC 15). If you fail, you gain three levels of exhaustion, on a success, you gain one level of exhaustion (as described in appendix A, Player Handbook). While in this form your tail has an AC of 10 + your Dexterity modifier, Hit Points equal to 1/4 your maximum Hit Points (rounded down) + your Constitution modifier and Vulnerability to Slashing damage. If your tail reaches 0 Hit Points, your tail is cut off. You must wait 1d12 days for your tail to grow back by itself. Each creature that is within 60 feet of you and aware of you, that starts its turn within range must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the duration of the effect ends, the creature is immune to Saiyan's Frightful Presence for the next 24 hours.

Advantages

  • +1 bonus to your attack rolls.
  • AC is 12 + Constitution + Strength.
  • While in this form, your unarmed strikes deal 1d8 bludgeoning damage and have a reach of 10 feet. This damage increases at 6th level (2d6) and again at 11th (2d8), 17th (2d10).
  • Your size becomes Gargantuan.
  • Advantage on Strength checks, Strength saving throws and attack rolls.
  • Gain temporary Hit Points equal to your Constitution modifier times your Monk level.
  • Frightful Presence ability.
  • Resistance to Bludgeoning, Slashing and Piercing damage from non-magical weapons. Disadvantages
  • Disadvantage on Intelligence, Wisdom, and Charisma (excluding Intimidation) checks.
  • Vulnerability to psychic damage.
  • You cannot make attacks with anything other than your unarmed strikes while in this form.

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Credits

Template

The Homebrewery - http://homebrewery.naturalcrit.com/

Source

https://www.dandwiki.com

Images

http://vsbattles.wikia.com

Ideas

Dragon Ball / Dragon Ball Z

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