Homebrew D&D Saiyan V.2 Species Details

Saiyans are humanoids that look near the same as humans in everyway, but they are stockier, wider hipped, and bear monkey like tails, alongside spikey black and dark brown headhair. Saiyankind on the whole is stronger than mankind bodily, and more built for fighting, warring, and more knackering deeds, so the outcome is that most saiyans are warriors of some kind, which is seen top-down in their culture(s), but saiyans can be other things than warriors, which is welcome with varying degrees of acceptance resting upon the trade. For example, a cook is more tolerated since it means eating, which saiyans belove doing, but a healer, crafter, or builder amongst saiyans would be met with much higher warmth and respect. Saiyans can fly as well as run, swim, and climb, as they have a kindly wit for wielding their chi, a soul bound energy every living thing has, to bring forth flight. With their prehensile tails they can hang and handle Small items reaching 5ft from their person should they wish to wield them. Thanks to their build and slightly more monkey-ape like being and abilities, they are a wonder with climbing and swimming against most, almost being twice as fast. It worth noting that saiyans though, for all their strength, are not almighty, and wit and skill is something they too need to wax if they wish to stay alive longer. Thanks to the race having an instinctive wit for wielding their inward ki, this is one of the reasons why they are faster than humans on the whole, and can fly without wings, but not as fast innately as an Aaracokra with their wings. 

The homeworld of this race is Vegeta, a world where the gravity is ten times that of Earth's, but the saiyans are wanderers, mappers, and hunters, so, with space travel and gateways which have taken them far over the galaxies, they are found in a wide range of steads, sometimes living whole lives beyond planet Vegeta. Upon planet Vegeta and wherever there is a saiyan colony or society, there is a stiff class system that follows of Low, Mid, and Elite class saiyans. A saiyan is classed by how mighty they are at birth, or by how much potential they bear for warriorhood, and it is with the latter that lets saiyans have a shot to climb the rungs of saiyan culture and society, earning more leadership and responsibility, for better or worse. What nearly every saiyan holds true, through teaching or kindly self grown belief, is that a saiyan with utterly no handiness or potential for war and fighting is a disgrace, and should not be readily given respect, so saiyans deemed worthless in this way are made classless and something close to thralls. Saiyans' most oft Alignment is Chaotic Neutral, but they are open to Lawful leanings, however, many are Evil if not Chaotic Neutral, but when a saiyan is Good, they are bursting with Good. 

With a can-do mindset, bursting muchnesses of pride, self-drive, and will to get mightier and wander, saiyans can be a hit or miss in bands or teams, but when befriended, oft in a way only they would know, battle, they are rather Loyal and can be soft notwithstanding their often hard outward bearing. 

D&D Saiyan V.2 Traits

Rock The Dragon!

Speed & Size

(Speed)
Walk: 35ft. Fly: 35ft. Swim: 25ft. Climb: 25ft.
(Size)
Medium or Small. 3-7ft.

Strength & Skill

You have +1 Dex. 
You have +2 Con. 
Your Unarmed Strike has innate 1d4 damage.
You can choose a Feat. 

Drawbacks & Brawn

You have -2 Int.
You have Vulnerability to Poison, (damage is doubled). 
You have Resistance to Blugeoning (damage is halved). 

Relentless Endurance

When reduced to 0 HP but not killed outright, you can drop to 1 HP instead. You can wield this feature once every Long Rest.

Saiyan Tail

Your tail's reach is 5ft max from you.
Your tail gives +1 to Initiative rolls & ADV on Dex saves.
You can Hang, Handle Small things, and Swing 10ft anyway from a reachable anchor as a Free/Bonus Action.
Your tail has 2 + Con mod HP.

If Grappled at the tail, movement drops to 0 and you are Prone, and can only roll to break the Grapple.
Until Grapple is broken, all damage but Blugeoning dealt to you is doubled and Blugeoning is Not Resisted.

Your tail can be cut off by Slashing Attacks. To be cut foes must be in 5ft of you, or more if they have Ranged Slashing Attacks. You must roll a Dex save 14, and if failed your tail can be cut. When cut off your Health, Speed, and Attack damage are halved, and are Stunned for 1 Turn. It takes 3 Days for your tail to grow back, unless healed with the Regenarate or Wish spells.

Zenkai Boost

Once per Long Rest if you survive being dropped to 0 HP by winning a death save or being healed, you get ADV on your next 2 attack hit rolls (or saving throws) and the damage of those 2 attack rolls before your next Long Rest.
(Your Zenkai Boost can be 1 attack and 1 saving throw)

Ki Sense

Thrice per Long Rest you can Ki Sense where friends, foes, and any living things are in a 20ft radius-sphere of you by their ki and or vibrations for 1 minute as a Bonus Action. This is Blindsight and works through walls.

Tounges

You know Common and 2 other standard tounges of your choice.
Knowing a tounge means you can speak, read, and write in it.

Great-Ape Form

If your eyes see a/the Full Moon, or are flashed or smote with Moonly energy, you shall shift into a Huge macaque-looking monkey; a Great-Ape. This lasts for 5 minutes or until you end it with a Wis save 16.
You get ADV on STR and Intimidation checks,
+5 STR, +10ft to Walk, Swim, and Climb Speeds, but cannot Fly, 17 AC if it is lower, a reach of 10ft, and Temp HP = twice your Lvl.

You get ADV on STR and Intimidation checks,
+5 STR, +10ft to Walk, Swim, and Climb Speeds, but cannot Fly,
17 AC if it is lower, a reach of 10ft, and Temp HP = twice your Lvl.

You can shift willingly into a Great-Ape once per Long Rest, which puts you in control of it, so long as you or an ally have something of Moonly energy for you to look at. If you shift more than once per Long Rest thanks to a/the Full Moon, etc, you get Lvl 3 Exhaustion which worsens by 1 Lvl each time you shift thereafter. If you shift unwillingly, make a Wis save 16 or lose control (D.M makes your moves for you), each turn rolling again until you succeed if your first roll failed.

Great-Ape Slam.
Unarmed melee attack: reach 10ft. 2d6 + STR mod Blugeoning damage.
Great-Ape Stomp.
Unarmed melee attack: reach 10ft. 1d10 + STR mod Blugeoning damage. (If target is Large or smaller, they must roll a STR save (DC 8 + your Proficiency + your STR mod) or be knocked Prone.

Great-Ape Roar (once per shift).
As an Action, you bellow a thunderly roar.
Creatures of your choice within 30ft must make a Wis save (DC 8 + Proficiency + STR mod) or become Frightened until your next turn's end.

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