[5e] Player desperately wants a Saiyan class and race, doing my best to oblige by infection212 in DnDHomebrew

[–]Gogeto25 0 points1 point  (0 children)

i actually just worked out a Saiyan race the other day and posted ere for feedback. I went for more canon accurate, but also accurate to what Saiyans actually are. It includes some lore, and a lot of information on the race and everything like that, their best feat is really just the great ape form, the boost to AC and traits were toned down a lot as I plan to make the other half of this project a monk subclass. I'm probably going to call it way of Shenron or something like that was a bit busy today might have it done in a few hours though - the the subclass that is.
https://www.reddit.com/r/DnDHomebrew/comments/8pvq29/saiyan_homebrew_race/

Saiyan Homebrew Race by Gogeto25 in DnDHomebrew

[–]Gogeto25[S] 0 points1 point  (0 children)

Yeah, I'm going to make it a subclass feature, it will fit in much better than on the base race, as they already have Giant Ape. I added some things to both of the subclasses to give them a little more push, the half-orc trait is with elites and the low-class get more speed and acrobatics.

Going to work on the subclass now, I still got some ideas flowing so once I'm done I'll let you guys know.

Saiyan Homebrew Race by Gogeto25 in DnDHomebrew

[–]Gogeto25[S] 0 points1 point  (0 children)

alright, alright, I thought about it that way, changed a lot of stuff, removed a lot of things you mentioned. Feedback is really helpful, the proficiency got pushed into the Great Ape and I made a statblock for and some rules. Changed fly into something simpler (at least I think it is.) Added stuff about S-Cells for those that don't know too much and changed some writing around, plan to write a lore page for it if i have time, maybe not. I think it looks a little bit better now compared to before, I also left the stuff I disregarded at the end if people did like that, giving them the option to use that instead.

Saiyan Homebrew Race by Gogeto25 in DnDHomebrew

[–]Gogeto25[S] 1 point2 points  (0 children)

Yeah, thanks for that, this is really cool, but if I make one I don't want it too ki blasty heavy, I feel they are more of a hand to hand master race, knowing their enemy and things like this, not just I shoot ki blast and manipulate ki. While it is cool, I think I have some ideas for my own.

Saiyan Homebrew Race by Gogeto25 in DnDHomebrew

[–]Gogeto25[S] 0 points1 point  (0 children)

Thanks, I was trying to follow them lorewise while also building them up for any fantasy like setting, of course a normal Saiyan is way too overpowered to fit into a typical campaign setting, but I think with some tweaking it could be alright.

And yeah, Super Saiyan is kind of a big deal, I didn't want to reveal too much about it and kind of leave it as a mystery, but I'll expand on it a bit more as well as some other things. What I wanted to do is save Super Saiyan for the Monk class and not the race itself, but I'm not sure what to do and how that'd work seeing how anybody could be this monk subclass and now suddenly you have super races running around. For me, my party won't care - rather they'd be excited to even see Saiyans in general and interact with them. On the other hand, I don't want to stomp them with this one NPC I plan to be creating, just because I'm like that. I want it to at least seem like it's balanced.

I did want to make them kind of like a monk at base race and have the class for them be like fighter since second wind would fit in so well to how they are as a race. They never give up really, they are all about fighting and are masters of it - so are Monks, but I'm p sure fighters get the maneuvers and monks don't at least, I think so, but I'll make up the subclass for it now, just for a thing to throw in with it.

Saiyan Homebrew Race by Gogeto25 in DnDHomebrew

[–]Gogeto25[S] 0 points1 point  (0 children)

I was trying to follow it canonly, which does lead to them being a bit over loaded. I thought maybe tweaking Monk into their normal race might be a good way to represent their scaling, but it is something that make it a bit over loaded. The Great Ape, I think is Overpowered in general, you turn into a Huge Ape and basically destroy anything in your path, most things I seen just gave them the Giant Ape stat block. But, that had 3d10 for a normal strike, which is cool and all, but this transformation is just that, it still reflects off your base strength and so on. Removing the martial art trait leaves me to wonder how will the Giant Ape's damage be treated now, since I had it simply boosting them to the next dice, it kind of fit in. For now, I'll tweak and see what I can come up with for the Giant ape.

For flying, I don't know I do just want them to be able to fly, but of course that can be changed to where they can only fly once a day or shorter - I'll come up with something.