Monk
Base Class: Monk

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

Kaioken

Beginning at 3rd 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 to attack rolls

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.

Super Saiyan Forms

Beginning at 3rd 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. You may also, when in a Super Saiyan form, spend ki to make the form last longer. For each time limit 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 3rd 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 10 minute:

  • +5 ft speed
  • +2 to damage 
  • Once per turn when you use your action to attack with an unarmed strike, you may make another unarmed strike as an attack.

Ki Techniques

As a Super Saiyan, you are able to use ki points to attack with ki techniques. These techniques are organized into 4 tiers according to their strength. The strongest being tier 4, and the weakest being tier 1. 2tier1, 1tier2, 1tier3 and 1tier4

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

Destructo Disc

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

Destructo Disc Hexablade

You may use your action and 5 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 10d10 radiant damage on a hit.

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

Dragon Fist

As an action on your turn, you may spend up to x 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.

Energy Wave

You may spend x ki and send a wave of explosive ki from your hands as a bonus action. 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.

Finger Beam

You may spend x ki and fire a beam of ki from your fingertips as a bonus action. 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

Hakai

You may use your action 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. You can use this technique once per short rest.

Instant Transmission

As an action, you may spend 5 ki to teleport you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to any place you have been to before or can see as long as its on the same plane of existence as you. You can use this technique once per long rest

Kamehameha

You may spend x ki and fire a Kamehameha as a bonus action. Creatures in a 120ft 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.

Ki blast

You may spend x ki and shoot that many balls of energy out of your palms as a bonus action. 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.

Solar Flare

As a bonus action you touch your forehead with both your arms and emit a strong flash of light. You cause each creature in a 60 ft cone to make a dexterity saving throw or be blinded for 1 minute. Creatures Can remake the saving throw at the end of each of its turns. You can use this technique once per short rest.

Special Beam Cannon

As a bonus action, you may spend x 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 ki points spent, or half as much on a failed save.

Spirit Bomb

You may use your action and bonus action along with 5 to 18 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.

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 for 10 minutes:

  • +10ft to speed
  • +2 to damage
  • Once per turn when you use your action to attack with an unarmed strike, you may make another unarmed strike as an attack.(this effect dont stack with itself or similar effects in other ssj forms)

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.

  • +10 feet to speed
  • +2 to damage
  • Resistance to non magical slashing, piercing, and bludgeoning damage
  • Once per turn when you use your action to attack with an unarmed strike, you may make another unarmed strike as an attack.

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.

Super Saiyan God

By far the fastest Super Saiyan transformation at lvl 15, 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:

  • +30ft speed
  • +3 damage
  • Once per turn when you use your action to attack with an unarmed strike, you may make 2 more unarmed strike as an attack.
  • You can take the disengage, dodge or dash actions as a bonus action on your turn.

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.

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:

  • +20ft speed
  • +3 AC
  • +2 to damage
  • Once per turn when you use your action to attack with an unarmed strike, you may make 2 more unarmed strike as an attack.

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.

Ultra Instinct

At 20th level, you gain the ability to enter the final form a being 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 enter to this form only once per long rest and only if you reach 0 hp. While in this form you gain the following benefits for 1 minute:

  • +15ft speed
  • You get resurrected at your fullest potential(full hp and stacking all your previous forms without kaioken)
  • +2 to AC
  • +4 to dmg
  • 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
  • Once per turn when you use your action to attack with an unarmed strike, you may make 2 more unarmed strike as an attack

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