Ascended Saiyan, Variant (5e Class)
Prestige Class: Ascended Saiyan
Certain incredibly rare saiyan warriors are able to surpass their limits not only in regard to themselves, but to their own mortality. These saiyans ascend to an unheard of tier of power, being able to fight gods and myths alike. Few, if any, saiyans have been known to reach this level of unrivaled power.
The following class features take the place of the epic boons given by Past Level 20 (5e Variant Rule).
Prerequisites
To qualify for multiclassing into the Ascended Saiyan class, you must meet these prerequisites:
- You must either be a 20th level Saiyan Fighter, 2nd Variant (5e Class) or, much more suggested, a 30th level Z Fighter (5e Class).
- You must be a Saiyan (5e Race).
- Either your Strength, Dexterity, Constitution, or Wisdom must be at least 20.
- You must either succeed 2 saving throws as a Golden Oozaru or have 5 CR 18 or higher creatures gift you their power.
Class Features
As a Ascended Saiyan you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Ascended Saiyan level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Ascended Saiyan level
- Proficiencies
Level | Proficiency Bonus | Ki Points | Martial Arts | Flying Speed | Features |
---|---|---|---|---|---|
1st | 21 | 2d6 | 30 feet | Ki Beam | |
2nd | 22 | 2d6 | 30 feet | Means of Ascendance, Ability Score Increase | |
3rd | 23 | 2d6 | 30 feet | Death Ball | |
4th | 24 | 2d6 | 35 feet | Means of Ascendance | |
5th | 25 | 3d6 | 35 feet | Metamoran Fusion | |
6th | 26 | 3d6 | 35 feet | Paragon of Strength, Ability Score Increase | |
7th | 27 | 3d6 | 35 Feet | Means of Ascendance | |
8th | 28 | 3d6 | 40 Feet | Zenkai | |
9th | 29 | 3d8 | 40 Feet | Fusion Attack | |
10th | 30 | 3d8 | 40 Feet | Ultimate Power, Means of Ascendance, Ability Score Increase |
Ki Beam
At 21st level, your well of ki becomes so great, even the smallest attack can spell death for lesser creatures. Your ki blasts attack every creature in a 30ft. + you flying speed line.
Ability Score Increase
When you reach 22nd level, and again at 26th and 30th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 30 using this feature.
Means of Ascendance
At 22nd level, you decide by what means you will ascend. You must choose between either the Grand Tour or the Godly Battle, both detailed at the end of this class. You gain additional features at 24th, 27th, and 30th level.
Death Ball
At 23rd level, you can form a massive sphere of destruction from your own ki. You may charge a Death Ball each turn for 1 ki. For every round spent charging the ball, it gains 3d10 force damage. You can gather and control energy up to your Strength or Constitution score 3d10, whichever is higher, past which you must make a DC 15 + (number of d10 above your maximum) saving throw of the same ability or have the ball dissipate, loosing all the energy stored inside. If you are attacked while controlling or charging a Death Ball, you must make a DC 20 Wisdom saving throw to avoid loosing control of it. Loosing control of it while charging results in it dissipating as described above. When you launch it, you make a ranged attack (using Strength) as an action. A Death Ball has a radius of 20ft, plus an additional 10ft per charge after the first. If any part of the ball hits a corporeal object, including it's target, it explodes, dealing it's damage to all objects and creatures within 100ft of the its edge.
Metamoran Fusion
At 25th level, you may do the fusion dance with 1 other creature that has at least one type that you do, such as humanoid, who is within one size category of you. Both of you must make a DC 25 Performance check in which both of your rolls and modifiers are added and divided by 2. Regardless of the outcome, you and the other creature become a single creature with features resembling both creatures clad in a vest and robe-like pants for 30 minutes. On a failure, the creature is a commoner. On a success, the single creature has the highest ability scores of each of its components, as well as access to each of their race and class features.
Paragon of Strength
At 26th level, you learn a technique to build the following a god should have. You may cast Power Word (Heal) in place of your action, bonus action, and movement.
You regain half of a use of this feature at the end of a long rest.
Zenkai
At 28th level, your saiyan biology destroys its own limits. When you are reduced to 0 hit points and then return to your hit point maximum, your Constitution or Wisdom increases by +1. This can be done an amount of times equal to half your level.
Fusion Attack
At 29th level, you gain an additional Saiyan Archetype feature. If you now have 2 techniques, such as the Final Flash and the Kamehameha or Masenko and Death Ball, you may fire both of as an action. If the archetype feature relies on another, such as Overflowing Power and Spirit Saiyan, you must take what it relies on instead.
Ultimate Power
At 30th level, you have mastered the powers of both saiyans and gods. You may use one of each Means of Ascendance transformations simultaneously regardless of what means you chose at 22nd level. If your Saiyan Archetype grants you a transformation, such as Spirit Saiyan or Legendary Super Saiyan, you may use that in conjunction as well.
Grand Tour
The Grand Tour is a journey, both externally and internally, that a saiyan must make in order to unlock their complete potential as a saiyan. Such saiyans tend to be much fiercer than their godly counterparts, in part due to the harshness of their training, which never stops. Saiyans on the Grand Tour take 1d20 damage after every long rest.
Super Saiyan 4
At 22nd level, you have mastered the power of the golden oozaru. Super Saiyan 3 no longer drains ki each round, and Super Saiyan 1 and 2 no longer cost ki to transform into. In addition, you may transform into a Super Saiyan 4 as an action while in Super Saiyan 1 or 2, or bonus action while in Super Saiyan 3 for 5 ki. Your hair returns to its original shade, though it now slightly resembles a mane, your irises become a glowing amber, and your upper body and tail become covered in red fur. You can no longer become on oozaru. While you are in Super Saiyan 4, in addition to the benefits of Super Saiyan 3, you gain the following:
- You attack an additional time when you use the attack action.
- You can not deal non-lethal damage.
- You can not age, and appear to be in your prime.
- Your flying speed increases by 5 feet.
- Your transformations no longer have a timer, not including Overflowing Power.
- You no longer return to your base form while unconscious, not including Legendary Super Saiyan or Overflowing Power.
Super Saiyan 4 100%
At 24th level, you can take Super Saiyan 4 to its limit. While in Super Saiyan 4, you gain the following additional benefits.
- Your aura can not be suppressed by Hidden Ki.
- Your aura increases by 10 feet.
- You may add one additional ability score to your unarmored defense.
Dragon Ball Absorption
At 27th level, your body can contain the raw power of the wish spell. You automatically become aware of the general location and direction of 1 of 7 Dragon Balls. Each Dragon Ball is a crystal sphere slightly larger than a baseball with a number of red or black stars equal to its respective number at its core. Even the most avid collector typically only owns one or two. When you collect a Dragon Ball, you can break it down with your ki and absorb it. Its unbreakable stars appear on your chest, and for every 2 Dragon Balls, excluding the 7 Star Ball, you may add +2 to your Strength, Dexterity and Constitution. For every 3, you’re unarmored defense increases by +1. The 7 Star Ball acts as 2 balls, and is always the last ball found.
Maximum Ki Attack
At 30th level, you may enhance your ki blasts with your infinite power. For an additional 10 ki points, or 1d20 hit points for the Final Flash, you may change all of a ranged ki attack’s damage dice to d20 and increase its ranges by x1.25.
You regain use of this feature at the end of a long rest.
Godly Battle
Saiyans who participate in the Godly Battle must clear their mind of being a saiyan, instead focusing on being a god. They tend to act as guardians, acting as a safeguard against things that would otherwise jeopardize reality. They must enter combat against a creature with a CR of 20 or greater or loose access to the following features. Their godly transformations can not benefit from their previously acquired transformations excluding Legendary Super Saiyan and Spirit Saiyan.
Super Saiyan God
At 22nd level, you abandon your training as a saiyan in favor of that of a god. You gain the ability to transform into a Super Saiyan God as an action. Your hair stays in its normal form, but becomes a bright red, as does your pupils, irises, and aura. While you are a Super Saiyan God, you gain the following bonuses:
- Your unarmed strikes deal +1 damage die for every existing die.
- Your Strength, Dexterity, Constitution, and Wisdom maximums increase by +5, as do the ability scores.
- Your aura radiates bright light for 25 feet and dim light for another 5 feet.
- You and creatures within 30 feet of you have disadvantage on Dexterity (Stealth) checks
- All features that cause damage given by this class deal an additional damage die of radiant damage.
- Your flying speed increases by 10 feet.
- All abilities that use ki deal an additional damage die.
- Your body becomes youthful and does not age.
Super Saiyan God Super Saiyan
At 24th level, you gain the strength of a Super Saiyan God gone Super Saiyan (or simply Super Saiyan Blue). You can enter and exit this form as a bonus action from Saiyan God. You must spend 5 ki at the beginning of each turn this form is active. Both your hair, which now stands on end, and eyes become a pale cyan. You gain the following effects as well as those of Super Saiyan God:
- All features use 5 less ki. If a feature must be charged, you regain 5 ki after it is fired.
- You may spend 5 ki to increase a ki attack or unarmed attack’s damage by your unarmed damage. This negates the above effect.
- Your aura increases by 5 feet.
Ultra Instinct Sign
At 26th level you unlock Ultra Instinct Sign, paving the way to ultimate power in the multiverse. To enter Ultra Instinct Sign, you must be reduced to 0 hit points. You may choose to go unconscious for 2d4 minutes and automatically succeed all death saving throws. During these minutes, your aura becomes a warping heat. While in Ultra Instinct, you gain the following effects: You can not become Unconscious, Stunned, Paralyzed, or Petrified. You may make 8 reactions. You may not make actions. You may make an unarmed strike as a reaction. Enemies have disadvantage on attack rolls and grapple checks against you. Your Dexterity And Wisdom scores increase by 10, as do their maximum scores. Your Constitution score is decreased by 6. You have unlimited ki, but you may not make ranged ki attacks. Your movement speed is multiplied by 4.5 (rounded up). You gain a truesight of 20 feet. After this form ends, you become unconscious and can not regain hit points for 1d6+1 minutes. You regain 1/5 of a use of this feature at the end of a long rest.
Mastered Ultra Instinct
At 28th level, your ki is able to protect yourself, even if you can’t. To enter Ultra Instinct, you must be reduced to 0 hit points. You may choose to go unconscious for 2d4 hours and automatically succeed all death saving throws. During these hours, your hair glows a luminescent white, and your aura becomes a warping heat. While in Ultra Instinct, you gain the following effects:
- On your first turn, every creature of your choosing within 20 feet must succeed a Dexterity, Wisdom, or Intelligence saving throw or take 3 unarmed attacks.
- You may make 8 reactions.
- Enemies have disadvantage on attack rolls against you.
- Your Dexterity And Strength scores increase by 10, as do their maximum score.
- Your unarmed attacks do +1 damage die for every existing die.
- Your Constitution score is decreased by 6.
- You have unlimited ki, but you may not make ranged ki attacks excluding the following.
- You may make two ranged ki attacks as an action. Once it has dealt damage, you exit this form.
You regain 1/5 of a use of this feature at the end of a long rest.
Lucid Ultra Instinct
At the 28th level, you now have the most control possible over the most powerful transformation in existence. You can enter Mastered Ultra instinct for 1 minute after charging for two rounds. You can take actions and talk while in Lucid Ultra Instinct.
Hakai
At 30th level, you master a technique thought to only be known to the gods. As an action, you may extend your hand and release an invisible wave of pure destruction. The first creature within 60 feet must make a Dexterity saving throw. If it fails the saving throw or, if it can not fail the saving throw, rolls a critical failure, it and all of its equipment is erased from existence. Creatures with legendary actions may choose to sacrifice one instead. If used against an object, any objects in the path of your hand in completely destroyed. If used against an object made of objects, such as a brick wall, only the components, such as the bricks, under your hand are destroyed.
You regain use of this feature at the end of a long rest.
(this is based off of the existing Ascended saiyan class,with my edits)
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