Homebrew Sayin (Saiyan) Species Details

A warrior race. They pride themselves on strength and combat. Usually, full blooded Saiyan hair doesn't grow different from when they're born.

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 Sayians 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 shades darker. 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, indeed, they live tough lives, but all Saiyans have the innate desire for battle and accomplishment, making them excellent adventurers. The saiyans had two legends that were in their culture and history that being the legend of the super saiyan and the legend of the super saiyan god.

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).

 credit for the description goes to the D&D Wiki Homebrew. Although I added the saiyan legends.

url: www.dandwiki .com/wiki/Saiyan_(5e_Race)

Sayin (Saiyan) Traits

These traits are what makes saiyans a proud warrior race!

Languages

Saiyans can learn multiple languages due to they're profession which commonly mercenary work.

Ability Score Increase

Your Physical Abilities, STR, DEX, WIS, and CON increase by 1.

Super Saiyan transformation

Saiyans have 5 special forms that almost any of them can learn. Super Saiyan, Super Saiyan 2, Super Saiyan 3, Super Saiyan God, and Super Saiyan Blue.

Super Saiyan: At 6th level, this form can be used three times a day for as long as you want, until turned off or until you take 1/4th of your max health in damage in one attack or in general. This gives a walking speed of 35, a +20 to your flying speed , and you have a +7 bonus to attack and damage rolls. You can't activate this again without first having a long rest.

Super Saiyan 2: At 13th level, this form can be used three times a day for 2 hours, or until you take 1/4th of your max health in damage in one attack or in general. Your walking speed becomes 40, and a +30 to your flying speed . You have a +1 bonus to attack and +14 to damage rolls. You gain 10 Temporary hit points. You can't activate this again without first having a long rest.

Super Saiyan 3: At 17th level, this form  can be used three times a day for 3 hours, or until you take 1/4th of your max health in damage in one attack or in general. Your walking speed becomes 50, and a +40 to your flying speed . You have a +2 bonus to attack and +21 to damage rolls. You gain 20 temporary hit points. Your AC raises by 1 in this form. You can't activate this again without first having a long rest.

 Super Saiyan God: At 19th level, this form can be used two times  a day for 25 minutes, or until you take a 1/4th of your max health in damage in one attack or in general. Your walking speed becomes 100, and a +60 to your flying speed . You have a +2 bonus to attack and + 30 to damage rolls. You gain 50 temporary hit points. Your STR, DEX, and CON scores become 19 in this form if they aren't  already.With this form you now have acquired divine ki this kind of ki allows you to be no long detectable by mortals who cannot use divine ki. You can't activate this again without first having a long rest.

Super Saiyan Blue: At 20th level, this form can be used three times a day for as long as you want, until turned off or until you take 1/4th of your max health in damage in one attack or in general. Your walking speed becomes 120, and a +90 to your flying speed . You have a +2 bonus to attack and + 70 to damage rolls. You gain 80 temporary hit points. Your STR, DEX, and CON scores become 20 in this form if they aren't  already. Also your ki can no long be detected by mortals who cannot use divine ki. This form is basically a Super Saiyan God gone super saiyan. You can't activate this again without first having a long rest.

Great Ape Transformation

During a full moon or when large amounts of blutz waves are present, and you have a tail, you transform into a Great Ape. This form is controlled by the DM unless you are 5th level. During the transformation the size of your saiyan increases dramatically, you become covered in thick brown or black fur,  gaining an elongated snout, your teeth becoming razor-sharp, your feet turn it hands, and your eyes becoming solid red.  Your alignment shifts to chaotic neutral until you are 5th level.Walking speed becomes 20, and you have a +1 bonus to attack and damage rolls. You can only use unarmed strikes that do 1d10 + strength modifier in damage. You gain 10 temporary hit points. Your size becomes gargantuan.

 So of the abilities you'll have are:

Breath Blast: A Great Ape can fire a Ki blast from their mouth that's a 100-foot line of destructive force/fire damage, on impact with any surface it deals 2d8 damage per level of the character up to level 12. Characters in the affected area can make a DEX saving throw. On a success the take half damage. Recharge time is 1d4 rounds.

Improved Grip: As an action, the Great Ape can grapple an opponent and use Crush as a bonus action dealing 4d6 force damage.

Boulder Toss: Great Apes can try to break off a chunk of land or pick up any large object that weighs up to 500 pounds and hurl it at an opponent or object. The range is 120 feet. The thrown boulder deals 3d6 damage to anything within 10 feet of the impact square. DC 15 DEX saving throw, on a success they take half damage.

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 unless your class deems otherwise. If your was cut off or removed in any other way tail, you can grow one if you want to in 1d4 days. Also roll 1-d2 (flip a coin) to see if your tail will even grow back at all. If the regrown tail gets cut off again it will not be able to grow back.

Zenkai Boost

When you become unconscious, by getting down to 0 hit points, after being brought back to consciousness you have a permanent boost to your STR and DEX by +2. This doesn't apply if you die and are then revived. This does apply if you are brought to 0 hit points and healed.

Size

Your size is medium. 

Speed

Your walking speed is 30.

Flight

Saiyans have learned how to fly due to the mastery over their ki. Your flying speed is 50. 

Age

Saiyans live to be a century old at average, and mature at 18. They don't start showing signs old age until their 80's.

 

Ki sensing and manipulation

Saiyans can sense the ki of any living creature within a 20ft radius of their surroundings. At 6th level, they can tell if the creatures have good or evil ki.

Saiyans can also raise and suppress their ki. Their ki will usually raises when they transform, especially during the super saiyan transformation.

Ki

Starting at 2nd level, your training and saiyan heritage allows you to harness the natural energy of ki. Your access to this energy is represented by a number of ki points. Your current level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

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 back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki 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

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

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

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Previous Versions

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