Super Saiyan 5e

Search GM Binder

Super Saiyan

From the faraway planet Vageta, 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 Vageta. 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 laughs a mocking laugh and says to the evil knight: "You're doing good, but this isn't even my final form!" His body gains a yellow aura of pure power as his muscles swell to three times their original size.

his eyes become a pure ice blue, and his hair glows yellow and sticks straight up, growing in length and volume until it falls to his knees, black tattoos appearing on his face. "Now die" Says the human as he releases a string of powerful blows against the knight, killing him almost instantly.

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 as the dragon rears it's head. "KA ME" it takes a deep breath, ready to exhale destructive energy directly at the elf. "HA ME" The dragon breathes lightning. "HA!! "and that lightning is met my radiant energy spewing forth from her outstretched palms. The dragons lightning is pushed back into its throat as the beam continues its path straight through the dragons head, felling it in a single blow.

Creating a Super Saiyan

When you create your Super Saiyan, consider why you left Planet Vageta. Were you sent on a mission to destroy a planet or protect it? Did you run a way from your duty? Are you a deserter being chased ny authorities across the galaxy? Are you a legendary hero on your way to conquer another planet in the name of your king? Is it power that drives you, or a desire to protect others?

Also consider how your Saiyan powers manifest. Do you use Zenkai to bulk up your muscles, and pour all of your ki into one massive attack? Or do you focus on one form and master it, honing it until it makes the latter ones like child's toys? Do you use your ki techniques more than your fists? augmenting them to gain a bigger impact or overcome a resistance?

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 followed by Consitution and Charisma if you plan on taking the Ki Blaster Archetype. Second, choose the Soldier, Mercenary Veteran, or Outlander Background.

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: Simple weapons, Unarmed Strike
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • 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) Qurterstaff, or (b) a simple weapon
  • (a) a Dungeoneer's or (b) an explorer's pack
  • A Gi, marked with the sign of the Saiyan you trained under
The Super Saiyan
Level Proficiency Bonus Features Martial Arts Ki Maximum
1st +2 Unarmored Defense, Martial Arts, Kaioken 1d4 -
2nd +2 Ki, Super Saiyan Forms, Super Saiyan 1 1d4 9
3rd +2 Ki Techniques, Tier 1 Techniques, Saiyan Archetype 1d4 9
4th +2 Ability Score Improvement 1d4 9
5th +3 Extra Attack 1d4 9
6th +3 Super Saiyan 2 1d4 18
7th +3 Tier 2 Techniques, Archetype Feature 1d6 18
8th +3 Ability Score Improvement 1d6 3
9th +4 Super Saiyan 3 1d6 27
10th +4 Archetype Feature 1d6 27
11th +4 Saiyan Flight 1d6 27
12th +4 Ability Score Improvement 1d6 27
13th +5 Tier 3 Techniques, Transformation Skip 1d8 36
14th +5 Super Saiyan God/ Super Saiyan 4 1d8 36
15th +5 Archetype Feature 1d8 36
16th +5 Ability Score Improvement 1d8 45
17th +6 Super Saiyan God Super Saiyan? Super Saiyan 5 1d10 45
18th +6 Tier 4 Techniques, Archetype Feature 1d10 45
19th +6 Ability Score Improvement 1d10 45
20th +6 Ultra Instinct/Ledgendary Super Saiyan 1d10 45

Unarmored defense

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

Martial arts

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 in when determining saving throws, attack rolls and damage rolls.

Kaioken

Beginning at 1st level, you may use your bonus action to use the Kaioken technique. While using Kaioken, you gain the following benefits:

  • +1 to damage rolls
  • +5ft to speed
  • +1 damage die to the damage of your ki abilities.

Every round you use Kaioken, your maximum hit points is reduced by 1 at the end of of every turn you use Kaioken. If this would cause you to take go below 0 hp, you are rendered unconscious at 0 hp. Any reduction to your hit point maximum caused by this feature is restored over a long rest

Ki:

Beginning at 2nd level, you have a pool of ki to draw from to fuel your powers and Super Saiyan forms. The base amount of ki you have is equal to your Super Saiyan level + your constitution modifier.

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

Using your action, you may begin gathering extra ki points into your pool. For the next round, you cannot move, and you cannot take reactions until the start of your next turn. Add 1d4 ki points to your pool. The maximum amount of ki points you can store at once for each level is shown on the Super Saiyan table above.

In addition, the die you roll to generate ki gets larger as you level up, as shown in the martial arts column on the Super Saiyan table.

Super Saiyan Forms

Beginning at 2nd level you are able to tap into the power of a Super Saiyan. In order to enter a Super Saiyan form, you must use your bonus action to transform. 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 so, this resets the 1 minute timer. You may also, when in a Super Saiyan form, spend ki to make the form last longer. For each turn you try to keep up the form past its time limit, you lose an amount of ki equal to its ki cost at the end of the turn.

Super Saiyan 1

Beginning at 2nd level, you may use your bonus action to spend 1 ki to transform into a Super Saiyan 1. Your hair stands on end and becomes a bright shade of yellow. Your eyes become as cold and blue as ice, and a pulsing, almost firey aura surrounds you. While in Super Saiyan form, you gain the following benefits for 1 minute:

  • +10ft speed
  • +2 to the damage of your unarmed strikes

When you use your action to attack with an unarmed strike, you may make another unarmed strike as a bonus action.

Ki Techniques

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. These techniques are organized into 4 tiers according to their strength. The strongest being tier 4, and the weakest being tier 1.

At level 3,you are able to use the tier 1 techniques. You gain the use of higher tiers at 7th, 13th, and 18th levels.

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

When you take the attack action on your turn, you may attack twice instead of once.

Super Saiyan 2

Beginning at 6th level, you are able to use your bonus action while in Super Saiyan 1 to spend 2 ki and transform into Super Saiyan 2. your hair gets slightly longer, and lightning pulses through your aura as your speed nearly doubles. This new form gives you the following benefits:

  • +20ft to speed
  • +2 to damage

Whenever you make an attack with your unarmed strike, you may make 2 additional unarmed strikes as a bonus action.





Super Saiyan 3

When you reach 9th level, you ascend to a new level of power called Super Saiyan 3. 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, and the lightning leaves your aura, replaced by noticeably bulkier muscles. Black tattoos appear on your forearms in geometric designs, and a halo crowns your glorious mane of yellow hair. In this form, you gain the following benefits for one minute.

  • +5 feet to speed
  • +8 to damage
  • Resistance to non magical slashing, piercing, and bludgeoning damage
  • Whenever you make an attack with your unarmed strike, you may make an additional unarmed strike as a bonus action.

Saiyan Flight

Beginning at 10th level, you have learned to focus your ki to allow you to fly. When you are in a Super Saiyan form, you may spend 2 ki to have gain a fly speed equal to your walk speed for 1 minute.

Transformation Skip

Starting at 13th level, instead of using your bonus action to go switch forms, you may use an action to skip directly to the form you wish to use. Doing so costs double the amount of ki it would normally cost.

Super Saiyan God

By far the fastest Super Saiyan transformation, 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 tinged with red, and all muscle growth is reversed. you aura becomes a chaotic and firey red or orange, and you seem to emenate a power not of this world. This form gives you the following benefits and lasts for 1 minute:

  • +60ft speed
  • +1 damage
  • When you make an attack using your unarmed strike, you may make three additional unarmed strikes as a bonus action.
  • You can take the disengage, dodge or dash actions as a bonus action on your turn.

When you make an attack using your unarmed strike, you may make four additional unarmed strikes as a bonus action.

Godly ki: when you spend any number of ki points on one of your techniques, treat every 1 ki point spent as 2 for the purpose of determining damage.

Variant Feature: Super Saiyan 4

Some saiyans choose not to become Super Saiyan Gods, but choose a different, more primal path. Super Saiyan 4. In this form, your hair becomes black as night, and dark red fur covers your body, leaving your abs and chest bare,in addition, your eyes and brows become red as blood. You may spend 4 ki while in Super Saiyan 3 to transform into a Super Saiyan 4 and gain the following benefits for 1 minute:

  • +40ft to speed
  • +4 to damage rolls
  • When you make an unarmed strike attack with your bonus action as part of your martial arts feature, you make make 3 attacks as a bonus action.

Beastial Nature: while in this form, part of your restraint is taken away, allowing your anger to come forth and help you survive. While in this form, your alignment becomes neutral evil until you leave this form.

Altered ki: Due to your changed alignment, any ki attacks that would deal radiant damage instead do necrotic damage.

Signature Techniques

Once you reach 15th level, you may choose one tier 1 technique, one tier 2 technique and one tier 3 technique. You may use each of those techniques once at their lowest levels without expending any ki. You must finish a long rest before using your signature techniques again.

Super Saiyan God Super Saiyan

At 17th level, you gain the ability to transform into the mighty Super Saiyan God Super Saiyan. In this form, your hair becomes a vibrant shade of blue, and the fire in your aura becomes a similar color, but keeps its firey behavior. You can use your bonus action to enter this state while in Super Saiyan God mode by spending 5 ki. Super Saiyan God Super Saiyan gives you the following benefits for 1 minute:

  • +30ft speed
  • +3 AC
- +7 to damage - Whenever you make an attack using your unarmed strike, you may make three additional unarmed strikes as a bonus action

Godly ki: when you spend any number of ki points on one of your techniques, treat every 1 ki point spent as 2 for the purpose of determining damage.


Variant feature: Super Saiyan 5

Further pushing past the limits, if you chose the Super Saiyan 4 variant feature at level 14, you gain this feature instead of Super Saiyan God Super Saiyan. Your fur and hair become silver, and your aura pulses white around you. You may use your bonus action and 5 while in Super Saiyan 4 to ascend one step higher to Super Saiyan 5. You gain the following benefits for 1 minute:

  • +50ft speed
  • +2 AC
  • +6 damage

Beastial nature: While in this form, part of your restraint is taken away, allowing your anger to come forth and help you survive. While in this form, your alignment becomes neutral evil until you leave this form.

Altered ki: Due to your changed alignment, any ki attacks that would deal radiant damage instead do necrotic damage


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 to their maximum. Your hair becomes pure white, and a raging navy blue aura surrounds you. You may use your bonus action to enter this form while using Super Saiyan God super Saiyan or Super Saiyan 5. While in this form you gain the following benefits for 1 minute:

  • +45ft speed
  • +5 to AC
  • +5 to damage Whenever you make an attack using your using your unarmed strike, you may make three additional unarmed strikes as a bonus action

Galaxy ki: When you spend any number of ki points on one of your techniques, treat every 1 ki point spent as 3 for the purpose of determining damage.

Ultra instinct defense: while you are in ultra instinct, you gain the following defensive capabilities:

  • When you are hit by a creature with multiattack, all subsequent attacks made by that creature on that turn are made with disadvantage
  • When you are subjected to a dexterity saving throw to take half damage, you instead take half damage on a failed save and no damage on a sucessful one.
  • You are immune to non magical piercing, slashing, and bludgeoning damage
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.
  • Signature techniques (2 actions) you may use one of your signature techniques
  • Global Kiai (3 actions) spend 3 ki to force each creature within 30ft of you to make a strength saving throw or be pushed back 60ft from you

Variant feature: Legendary Super Saiyan

There are very few Saiyans that forgo the powers of ultra instinct for an equal, if not greater power. Legendary Super Saiyan. In this form, your muscles swell to an unimaginable sizes, and your hair and aura are a vibrant shade of green. Your eyes become pure white. You may use your bonus action to enter this special transformation from Super Saiyan God Super Saiyan or Super Saiyan 5, spending 6 ki points. While in this form you gain the following benefits for 1 minute:

  • +20ft to speed
  • +2 to damage

Whenever you make an attack using your bonus action as part of your martial arts feature, you may make two attacks instead of one.

Tough Skin: You have resistance to all damage accept psychic damage.

Unlimited ki: You have no ki maximum while in this form, and you gain 1d8 extra ki every turn without using your action to charge up. Any ki above your maximum is lost after you leave this form.

Growing Power

The longer you stay in this form, the more powerful you become. Each round you stay in this form, you gain extra benefits.

Round 2: You gain another +3 to damage rolls, and +10 to speed until you leave this form.

Round 3: You may add 3d6 to the damage dice of your ki based abilities. You add 1d12 ki to your current pool.

Round 4: Your damage die for your unarmed strike increases to 1d12, and you may make an additional extra 2 attacks as a part of your martial arts feature.

Round 5: You may take an additional action on each of your turns, and your speed increases by 60ft.

Round 6: The pinnacle of power, at round 6, you gain +10 to damage rolls, and you cannot be reduced to to less than 1 hit point while in this form. When you leave this form, you immediately drop to 0 hp and are stable.


Saiyan Archetypes


Way Of Mastery

Warriors of this path focus on mastering one form above all others, pushing it to its limits while honing their skills to the max, for a mastered Super Saiyan can make even Super Saiyan 3 look like child's play.

Ki Control

Starting at level 3, you do not need to spend ki to activate Super Saiyan 1, and its normal duration is increased to 2 minutes.

Saiyan Speed

Beginning at level 7, while in your Super Saiyan 1 form, you gain the following additional benefits:

  • +20ft speed
  • When you make unarmed strikes using your bonus action as part of your martial arts feature, you may make one additional strike as part of that action.

Saiyan Strength

Beginning at level 10, while in Super Saiyan 1 form, you gain the following additional benefits:

  • +10ft speed
  • +4 to damage

Saiyan Toughness

Beginning at 15th level, while in Super Saiyan 1 form, you gain the following additional benefits:

  • You have resistance to non magical piercing, slashing and bludgeoning damage

  • At the start of your turn, you gain 10 temporary hit points. These hit points last for 1 minute

Form Stacking

At level 18, your mastery of Super Saiyan 1 is so thorough you are able to maintain it and another form at the same time. You may choose to gain the benefits of Super Saiyan 1 and another chosen form.

Ragemonger

Those that follow the path of the Ragemonger use anger to augment their strength past normal limits, pouring ki into their bodies to increase muscle mass and durability at all costs.

Zenkai

Beginning at 3rd level, you may spend extra ki points to add to the damage buffs of your Super Saiyan forms. As a bonus action, you may activate your zenkai and choose a number of ki points to spend per turn to a maximum of your proficiency bonus. For each point spent this way, you gain an extra +1 to damage rolls. This bonus lasts until you leave that form or end it as a bonus action. This ability has a drawback however, you also lose 5 ft of speed for every ki point spent for the duration.

Reckless Aggression

Beginning at 7th level, as a bonus action on your turn you can choose to enter a state of rage that makes your attacks harder to avoid. Using this ability drains an extra 2 ki per turn, and grants advantage on all attacks you make, while simultaneously granting advantage on all attacks made against you. This transformation lasts until you switch forms, or end it as a bonus action.

Wrathful Presence

Beginning at level 10, you may alter the flow of your ki to make people afraid of you. This transformation costs an additional 2 ki per turn and can be activated by a bonus action. While this ability is active, creatures that start their turn or enter a space within 30 feet of you must make a wisdom saving throw or be frightened of you for one minute. A creature may remake the save at the end of each of its turns.

Protective rage

Starting at level 15, while you are in a Super Saiyan form, you may spend your bonus action and 3 ki to end an effect that is causing you to be charmed or frightened.

Berzerker

Beginning at level 18 once you reach half health, you enter a state of berserk and uncontrolled rage. You regain all expended ki points and gain the following benefits until you either don't take damage, do not damage an enemy, After 1 minute, or you are knocked unconscious. This new form drains 5 extra ki per turn and gives you the following benefits:

  • +10 speed
  • +10 damage
  • If a creature would hit you with a melee attack, you may make an opportunity attack against them using your reaction.

Savage Strikes: You may reroll 1s and 2s on the damage rolls of your unarmed strikes

Ki blaster

Those that take the path of the ki blaster may alter their ki and control their techniques in ways that aren't normally possible, using all types of ki, and causing their auras to generate intense heat to damage their enemies.

Enhanced Ki Pool

Beginning at 3rd level, you add your charisma modifier to the amount of base ki you have, as well as your maximum ki.

Ki Conversion

Starting at 7th level, you may change the type of ki you are using, altering the damage type of your ki based attacks. To do so, you may spend an extra 2 ki as part of the attack.

The types of ki are

Good ki: (white) radiant damag

Rage ki: (red) fire damag

Destruction ki: (purple) force damag

Evil ki: (black) necrotic damage

Storm ki: (yellow) lightning damage

Indifferent ki: (blue) ice damage

Charged Blasts

Beginning at 10th level, you may spend an extra round charging your ki attack, allowing you to potentially double the damage of your ki next ki attack. While charging your attack, you cannot move, and cannot take reactions until your next turn, where you may spend up to double the ki points indicated by the technique.

Ki Aura

Starting at 15th level, you may spend ki to activate an aura by spending 2 ki points per turn you have this active. while this aura is active, it grants the following benefits.

  • Whenever a creature hits you with an attack, it takes 2d8 fire damage.

  • Your unarmed strikes do an extra 1d8 fire damage

Full Power!

Starting at 18th level, you may use one tier three or lower technique once a day without spending ki points. This attack deals double the maximum damage dice of the technique. You regain use of this feature when you take a long rest.

Ki Techniques By Tier

Tier 1

Ki blast

During your turn, you can choose to forgo any number of your unarmed strikes granted by your martial arts feature. If you do so, you may instead spend 1 ki for each attack forgone and shoot that many balls of energy out of your palms. Make a ranged attack roll using your constitution modifier. On a hit, each ki blast deals 1d6 radiant damage and has a range of 60ft. You may choose a different target for each ki blast

Finger Beam

During your turn, you may forgo your attack action to instead fire a beam of ki from your fingertips, spending up to 5 ki. Each creature in a 100ft line must make a dexterity saving throw or take 1d6 times the number of ki spent radiant damage, or half as much on a successful save

Energy Wave

During your turn, you may forgo your attack action and send a wave of explosive ki from your hands, spending up to 5 ki points. Each creature in a 15ft cone must make a dexterity saving throw or take 1d6 radiant damage for each ki point spent, or half as much on a successful save.

Spirit Shot (Kiai)

When you hit with one of your attacks granted to you by your martial arts feature, you may 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 hit by an attack, you may use your reaction to spend up to 5 ki points. If you do, your AC increases by 1 for each ki point spent until the beginning of your next turn

Tier 2

Kamehameha

You may use your action to charge up a Kamehameha, spending up to 8 ki points. Creatures in a 100ft line must make a dexterity saving throw or take a number of d8s damage equal to the amount of ki spent, or half as much damage on a successful save.

Destructo Disc

You can use your action to charge up your Destructo Disk, spending up to 6 ki. Then make a ranged attack roll. On a hit, you deal a number of d8s radiant damage to a single target within 100ft

Special Beam Cannon

As your action, you may spend up to 8 ki points to charge up your beam, then each creature in a 100ft line must make a dexterity saving throw or take 1d6 fire and 1d6 cold for every 2 ki points spent, or half as much on a failed save

Explosive wave

As an action, you may spend 3 ki points to force each creature within 10 feet of you make a constitution saving throw or be pushed back 20ft and dealt 2d8 radiant damage. Talking half damage and not being pushed on a successful save.

Tier 3

Solar Flare

As an action, you may spend 6 ki points to cause each creature in a 60 ft cone to make a constitution saving throw or be blinded for 1 minute. Creatures Can remake the saving throw at the end of each of its turns.

Instant Transmission

As an action, you may spend 10 ki to teleport to any place you have been to before or can see as long as its on the same plane of existence as you

Dragon Fist

as an action on your turn, you may spend up to 8 ki points and make a ranged attack roll to, on a hit, deal 1d10 of fire damage for each ki point spent to a single target within 100 feet.

Tier 4

Hakai

You may use your action and 15 ki to send a destructive wave of energy at a creature within 60ft of you

If the creature has 100 hit points or less, that creature must make a constitution saving throw or be utterly destroyed. Its body is turned to dust, along with all of its gear except magic items, and it cannot be regenerated.

Destructo Disc Hexablade

You may use your action and 15 ki to charge up this massive Destructo Disk. Choose an option.

1 you throw a massive destructo disk at a single target within 100ft dealing 15d10 radiant damage on a hit.

2: your destructo disc splits into 5. Roll a ranged attack for each disc, each of which deals 3d10 radiant damage on a hit. You may have each disc hit a different target or the same target.

Spirit Bomb

You may use your action and bonus action along with 10 to 20 ki to generate a massive weapon called a spirit bomb. For 1 round this ball hangs above your head and you are considered incapacitated, but able to speak for the round. On your next turn, you may throw the ball up to 100ft. Each creature within 40 feet of the point of impact must make a dexterity saving throw or take 1d10 of radiant damage for each ki point spent on a failed save, and half as much on a successful save.

Your allies can help you with this attack. As a bonus action on their turns, they may roll a d4. Then, they add a number of ki points to your spirit bomb equal to their roll. This increases the damage by 1d10 for each ki point added. These ki points are not affected by the godly or galaxy ki features.



By Jacob Russomano

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.