Ascended Saiyan (5e Class)

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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, 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 Wisdom 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


LevelProficiency
Bonus
Ki PointsMartial ArtsFlying SpeedFeatures
1st12d630 feetKi Beam, Ki
2nd22d630 feetMeans of Ascendance, Ability Score Increase
3rd32d630 feetDeath Ball
4th42d635 feetMeans of Ascendance
5th52d835 feetMetamoran Fusion
6th62d835 feetParagon of Strength, Ability Score Increase
7th72d835 FeetMeans of Ascendance
8th82d840 FeetPotara Fusion
9th92d1240 FeetFusion Attack
10th102d1240 FeetUltimate Power, Means of Ascendance, Ability Score Increase

Ki

At 1st level, your ki point maximum increases by the amount listed in the Ki Points column of this class’s table. The number listed is the overall gain, not the individual increase per level.

Ki Beam

At 1st level, your well of ki becomes so great, even the smallest attack can spell death for lesser creatures. You may make your ki blasts attack every creature in a 30ft. + you flying speed line.

Ability Score Increase

When you reach 2nd level, and again at 6th and 10th 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 2nd level, you decide by what means you will ascend. You must choose between the Grand Tour, the Godly Battle, the Infernal Machine, or the Eternal Survivor, all detailed at the end of this class. You gain additional features at 4th, 7th, and 10th level.

Death Ball

At 3rd level, you can form a massive sphere of destruction from your own ki. You may charge a Death Ball each turn for 5 ki. For every round spent charging the ball, it gains 2d10 force damage. You can gather and control energy up to your Strength or Constitution score 2d10, 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, losing 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 losing control of it. Losing control of it while charging results in it dissipating as described above.

When you launch the Death Ball, it moves at a pace of 30 + the amount of d10 controlled feet at the beginning of your turn. The Death Ball has a radius of 20ft, plus an additional 10ft per round charged after the first. You can choose to detonate the death ball at will, forcing all creatures and objects within the Death Ball's edge to attempt a DC 15 + your Ki effect modifier Dexterity or Wisdom saving throw, taking its damage on a failure or half as much damage on a success.

You regain use of this feature at the end of a long rest.

Metamoran Fusion

At 5th 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 creatures must make a DC 40 Performance check in which both of your rolls and modifiers are added. 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 6th level, you gain two non-transformation subclass feature from Ki Fighter, Saiyan Fighter, or Z Fighter that does not rely on another feature.

Zenkai

At 8th 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 Strength, Dexterity, Constitution or Wisdom increases by +1. This can be done an amount of times equal to half your level.

Fusion Attack

At 9th 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 charge and fire both simultaneously. If the archetype feature relies on another, such as Overflowing Power and Spirit Saiyan, you must take what it relies on instead. You must charge a fusion attack for 1.5x as long as the longest charge.

Ultimate Power

At 10th level, you have mastered the powers of both saiyans and gods. You gain one Means of Ascendance of your choice. If you now have 2, you may use one of each Means of Ascendance's transformation simultaneously regardless of what means you chose at 2nd level. If your Saiyan Archetype, Ki Fighter Style, or Advanced Training grants you a transformation, such as Legendary Super Saiyan or Do or Die, you may use them as a 3rd and 4th transformation.

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. Those who walk this path unearth the deepest depths of saiyan power.

Super Saiyan 4

At 2nd 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 as a 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:

  • Your Constitution increases by +4.
  • 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 4th 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.

Maximum Ki Attack

At 7th level, you may enhance your ki blasts with your infinite power. For an additional 10 ki points, or 4d6 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.

Dragon Ball Absorption

At 10th 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. 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 increase either your Strength, Dexterity, Constitution, or Wisdom score by +2. 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.

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. Their godly transformations can not benefit from their previously acquired transformations excluding Legendary Super Saiyan and Spirit Saiyan.

Saiyan God

At 2nd level, you abandon your training as a saiyan in favor of that of a god. You gain the ability to transform into a Saiyan God as an action for 1 minute for 1 ki point. Your hair stays in its normal form, but becomes a bright red, as does your pupils, irises, and aura. As you adjust to this form, the red coloration may fade to a pale aura. While you are a Saiyan God, you gain the following bonuses:

  • Your unarmed strikes deal +1 damage die.
  • Your Strength, Dexterity, and Constitution increases by +4.
  • 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.
  • You gain proficiency in Constitution saving throws.
  • Your Movement and Flying increase by 15 feet
  • Ranged ki attacks deal 2 additional damage die of radiant damage.
  • Your body becomes youthful and does not age.

Super Saiyan God

At 4th level, you gain the strength of a Saiyan God gone Super Saiyan. You can enter and exit this form as a bonus action from Saiyan God. You must spend 4 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 or blazing pink. You gain the following effects as well as those of Saiyan God:

  • All features use 5 less ki (minimum 0). If a feature must be charged, you regain 5 ki after it is fired instead.
  • You may spend 5 ki to increase a ki attack or unarmed attack’s damage by your unarmed attack’s damage.

Ultra Instinct -SIGN-

At 7th level level, your ki is able to protect yourself, even if you can’t. To enter Ultra Instinct -SIGN-, you must be reduced to 0 hit points, after which you may choose to automatically succeed one death saving throw at the beginning each of your turns. After you succeed 3 death saving throws, your aura becomes a warping heat as you enter Ultra Instinct -SIGN- for 1 minute. While in Ultra Instinct -SIGN-, 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.

Autonomous Ultra Instinct

At 10th level, you master Ultra Instinct, though it remains an unconscious form. While in this form, your hair glows a luminescent white. While in Ultra Instinct -SIGN-, you gain the following additional effects:

  • On your first turn, every creature of your choosing within 20 feet must succeed a Dexterity or Constitution saving throw or take 3 times your unarmed damage.
  • All features listed under Ki can be used as a reaction.
  • You become immune to all conditions and magical effects of your choice.
  • You automatically succeed Charisma saving throws, but can not speak.
  • You may make 1 ranged ki attack every other turn, including a Fusion Attack but excluding Spirit Bomb, every other turn. You no longer need to charge this attack. You may only spend ki, or hit points for Final Flash and Final Explosion, up to your maximum Ki Points.
  • After this form ends, you become unconscious for 1d6+1 minutes and you regain all levels of exhaustion.

You regain 1/3 of a use of this feature and -SIGN- at the end of a long rest.

Infernal Machine

Created or enhanced by a combination of demonic magic and advanced technology, these machine mutants rarely retain their saiyan pride. To walk this path, one mush be a saiyan who has walked the School of the Genius.

Darkness Mixer

At 2nd level, you develop an organic generator. You may use Ki Charge 2 additional times, regaining all uses at the end of a long rest. When using Ki Charge, you regain an amount of hit points equal to the amount of Ki Points regained.

Marbling Drop

At 4th level, you may make your ki blasts attack all creatures of your choice in a 30ft. + your flying speed radius.

Serious Bomb

At 7th level, you can erupt massive amounts of Ki from your body. As an action, you may use Death Ball as if you had charged it for an amount of turns equal to your Strength or Constitution modifier. This does not reduce its cost.

Destroyed Power Limiter

At 10th level, you regain 1 use of Ki Charge at the beginning of your turn every 3 rounds to a maximum of 5. When you use Ki Charge, you may lose a number of hit points equal to the amount you would have gained to increase one ability score except Charisma by +2 for 1 minute.

Eternal Survivor

This path can only be walked by those who have walked the School of the Mind. Rather than by science and demonic magic, these saiyans transcend their physiology by manipulating their ki in a similar manner to the multi-form technique.

Tufflization

At 2nd level, your body transcends that of a mere saiyan. You may maintain Oozaru as long as desired, leaving the form as an action. Additionally, while in your brain form as outlined in Strongest in the Universe, you may take the form of any Medium or smaller creature with a CR of 10 or lower that does not have spellcasting and is not a construct or elemental. You may leave a living body as a full turn action. Any living creature you have previously possessed is charmed by you.

Revenge Death Ball

At 4th level, when using Death Ball, you may negate the cost of 1 charge for each creature that is charmed by you within 240 feet.

Strongest Form

At 7th level, your tufflization begins to manifest further. You gain red lines across your body, your hair becomes white, and you gain armor-like growths on your shoulders. You gain the following:

  • Your flying speed increases by 10 feet.
  • Your Strength, Dexterity, and Constitution increases by +2.
  • Features that use ki have their cost reduced by 1 (minimum 1).

Strongest Form 2

At 10th level, your tufflization manifests fully. Your hair grows longer, your eyes become covered in a blue-gray visor, and your shoulder growths become an armored bodysuit. You gain the following:

  • Your flying speed increases by 10 feet.
  • Your Strength, Dexterity, and Constitution increases by +2.
  • Features that use ki have their cost reduced by 1 again (minimum 1).
  • You can no longer be Blinded.

Variant Features

The following variant features can be taken to replace subclass features of a level equal to or higher than its listed requirement.

Super Saiyan God Evolved

At 7th level, you hone your focus in its entirety on Super Saiyan God. This feature replaces Autonomous Ultra Instinct or Ultra Instinct -SIGN-, in which case you can not gain Autonomous Ultra Instinct. As a bonus action, while in Super Saiyan God, you may enter Super Saiyan God Evolved. You gain visible pupils, your hair gains a much deeper hue, and you gain a significant amount of musculature. You may leave this form as an action. You gain the following for 2 additional ki points each round:

  • Your Strength and Constitution increase by +6.
  • Your Dexterity decreases by -4.
  • You can make 2 ranged ki attacks as an action.
  • Features charge twice as quickly.

Super Saiyan God Maximum

At 10th level, you push your Super Saiyan God to its absolute limit. This feature replaces Autonomous Ultra Instinct, and you must have Super Saiyan God Evolved. While in the aforementioned state, you may entered this form as a bonus action. Your hair extends to below your waist. While in this form, you gain the following for 4 additional ki each round:

  • You may make an additional action each turn.
  • Any features that must be charged charge instantly, except spirit bomb.

Hakai

At 10th level, you master a technique thought to only be known to the gods. This feature replaces Autonomous Ultra Instinct. As an action, you may extend your hand and release an invisible wave of pure destruction. The first creature in a 60 foot line must make a DC 14 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 to succeed. If used against an object, any objects in in range are 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.

Black Ki Attack

At 7th level, when you use any feature that deals damage, is not a melee attack, and uses ki, you may spend 1 additional ki and round charging to increase its damage die by 1 tier. This feature replaces Autonomous Ultra Instinct or Ultra Instinct -SIGN-, in which case you can not gain Autonomous Ultra Instinct.

Violent Fierce God Slicer

At 10th level, after gaining Black Ki Attack, your unarmed strikes gain +10 ft. of reach while you have at least 1 Ki Point. As an action, you can open up a 5 ft. portal to another dimension of your choice or at random for 1 minute or until you close it at will for 1 Ki Point. (10 Ki Points)

Super Saiyan 5

At 10th level, in place of Dragon Ball Absorption, you gain access to the true pinnacle of natural saiyan power. Entering Super Saiyan 4 now costs 1 ki point. As an action for 5 Ki Points while in Super Saiyan 4, your hair glows white or gold and your skin reddens from stress. You must spend 4 Ki Points at the beginning of each of your turns. You may exit this form as an action. While in this form, you gain the following in addition to the effects of Super Saiyan 4:

  • You may regain 6 Ki Points as a bonus action by spending 10 hit points.
  • You may add 1 additional ability score to your unarmed strikes.
  • Your Strength and Dexterity scores increase by +2.

Additional Features

The following features can be gained by a creature at a DM’s behest.

Soaring Fist

While in Ultra Instinct, your fists cause immense pressure waves. Your unarmed strikes have a reach equal to your flight speed and have advantage against creatures without blindsight, truesight, or a Wisdom score of 20 or higher.

Mysterious Change

This transformation can only be obtained by a Grand Tour saiyan who has reached 10th level and been killed with no Ki Points or charges for features remaining. After this happens, they are immediately restored to maximum hit points, Ki Points, and charges and they are cloaked in a light blue aura as they remain in a state between life and death. They are resistant to all damage, have advantage on all saving throws, and no longer age. In addition, they can choose to use Instant Transmission without meditating or attempting an Arcana check.

Mastered Ultra Instinct

The ultimate tier of Ultra Instinct, this feature can only be taken by a saiyan who has used Autonomous Ultra Instinct countless times. You may enter Ultra Instinct for 1 minute by charging for 2.5 rounds. You can speak and take actions while in Ultra Instinct, and you no longer become unconscious upon exiting Ultra Instinct.

True Super Saiyan God

This feature can only be gained by a saiyan who has become adjusted to the god ki used in Saiyan God, Super Saiyan God, Super Saiyan God Evolved, and Super Saiyan God Maximum. Having finally fused your normal and god ki, the amount of Ki you must spend at the beginning of each turn in any of the aforementioned forms is halved.

Universal Shade

This feature can only be used by a saiyan who has traveled through numerous portals using Violent Fierce God Slicer, using each experience to grow stronger. As an action, you may create a clone of yourself out of black Ki for 1 minute. It is identical to you in every way, save for having half as many hit points, acts on your turn, and is controlled by you. You may have any of these shades active at a time. (5 Ki Points)

Infinite Machine

This feature can only be taken by a 10th level Infernal Machine that has successfully done Metamoran Fusion with another 10th level Infernal Machine. This fusion becomes permanent. You can hold a maximum of 10 charges of Ki Charge, and you may choose to sacrifice a second charge to avoid taking damage when using Destroyed Power Limiter.

Eternal Army

This feature can only be taken by a 10th level Eternal Survivor who has survived unchallenged for decades. Any creature that becomes charmed by you can not lose the condition by any means except the Wish spell, and they gain any ability scores higher than their own and all features that you have.


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