Frieza (5e Class)
Frieza Final Form
Frieza's are deceptive fighters who are those trained in the art of destroying their foes with devastating attacks. These genius warriors have a natural gift in the art of war. They will do anything to win a fight even with cheap shots. They are born emperors and should as one too, in fact they should aim for eternal life.
Creating a Frieza
When making a Frieza, think about how you grew up. Were you trained since childhood or a naturally gifted fighter? Do you seek power and control or seek only to destroy? Think about what goals you would have. Are you truly evil at heart or do you have a soft spot for your people, will you praised and feared in the entire cosmos?
- Quick Build
You can make a Frieza quickly Strength should be your highest ability score, followed by Wisdom than Constitution.
Class Features
As a Frieza you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Frieza level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Frieza level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, Nature, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons
- (a) A dungeoneer's pack or (b) An explorer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus | Ki Points | Features |
---|---|---|---|
1st | +2 | - | Unarmored Defense, Iron Fist |
2nd | +2 | 3 | Ki, Flight |
3rd | +2 | 4 | Energy Beam, Focused Strikes |
4th | +2 | 6 | Ability Score Improvement |
5th | +3 | 7 | Extra Attack, Stunning Strike |
6th | +3 | 9 | Ki-Empowered Strikes |
7th | +3 | 10 | Resolute |
8th | +3 | 12 | Ability Score Improvement |
9th | +4 | 13 | Energy Shield |
10th | +4 | 15 | Ki Recharge |
11th | +4 | 16 | Full Power |
12th | +4 | 18 | Ability Score Improvement |
13th | +5 | 19 | Hardened Mind |
14th | +5 | 21 | Ki Sense |
15th | +5 | 22 | Endurable |
16th | +5 | 24 | Ability Score Improvement |
17th | +6 | 25 | Extra Attack (2) |
18th | +6 | 27 | Mastered Full Power |
19th | +6 | 28 | Ability Score Improvement |
20th | +6 | 30 | Golden Frieza |
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.
Iron Fist
At 1st level, your martial arts emphasis power over speed.
You gain the following benefits while you are unarmed and you aren't wearing armour or wielding a shield:
- You can roll a d10 in place of the normal damage of your unarmed strike. Your unarmed attacks are unusually heavy and damaging, if an effect allows you to make an unarmed strike as a bonus action, you may not use this damage die for that unarmed strike.
- You can use a bonus action to make your unarmed strike deal additional damage equal to your proficiency bonus.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Frieza level determines the number of points you have, as shown in the Ki Points column of the Frieza table.
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 points back into yourself. You must spend a short or long rest meditating to regain your ki points.
Some of your ki point 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
Ki attack modifier = your proficiency bonus + your Wisdom modifier
- Power Strikes
As a bonus action, you can spend 1 ki point to make your unarmed strikes deal 1d10 additional bludgeoning damage until the start of your next turn.
- Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Ki Blast
You have learned how to fire searing bolts of ki energy from your hands. In place of an attack when you take the Attack action, you may unleash a bolt of energy at a creature within 90 feet of you. Make a ranged spell attack and upon hitting, the target takes 1d8 + your Wisdom modifier radiant damage. The damage increases to 2d8 at 11th level. When you use the Attack action, you may also spend 1 ki point to unleash a ki blast as a bonus action.
- Finger Blast
You sharpen your ki to pierce your enemies, you may fire a beam of energy from your finger towards any target you can see within 40 feet. Spend 3 ki points and make a ranged Energy attack roll. On a hit, this deals 1d8 + your Charisma modifier magical piercing damage. At higher levels you increase the beams thus increasing by 1d8 at 5th level (2d8), 9th level (3d8), 13th (4d8), and 15th level (5d8).
Flight
At 2nd level, you may spend 1 ki points as a bonus action in order to have a fly speed of 40 feet 1 minute. At 5th level, the duration increases to 5 minutes. At 11th level, the duration is further increased up to 10 minutes.
Energy Beam
At 3rd level, as an action, you spend 2 ki points to charge a beam of energy at an enemy within 90 feet and take a bonus action to fire it. Each creature within the 30ft long and 10-foot wide beam must make a Dexterity saving throw. On a hit, this deals 2d12 + your Wisdom modifier force damage. The damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), and 17th level (8d12) and the ki cost increases to 3 at 11th level.
Focused Strikes
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Because Saiyans regularly push past their limits they have no ability score cap, but they cannot get feats.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Resolute
At 7th level, whenever an effect requires you to make a Constitution saving throw, you may use your reaction to add 1d6 to the roll before the results of the roll have been announced. If succeeding on the Constitution saving throw would make you only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Energy Shield
At 9th level, as a reaction you can spend 2 ki points and until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Ki Recharge
At 10th level, you can use a bonus action to regain 1d4 + 1 ki points. Once you use this feature, you may not use it again until after you finish a short rest.
Full Power
At 11th level, you release your full power. You can expend 2 ki points to release this strength as a bonus action. While at 100%, you undergo a white visible ki aura. While at full power, you gain the following features:
- Your unarmed strikes deal 1d4 additional bludgeoning damage.
- You have advantage on Strength checks and saving throws.
- You radiate bright light for 10 feet and dim light for another 10 feet.
- You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.
This strength lasts for one minute, or until you dismiss it as a bonus action. The boost in power ends automatically if you are reduced to 0 hit points or go unconscious.
Hardened Mind
At 13th level, you gain advantage on Intelligence, Wisdom, Charisma saving throws against magic.
Endurable
Starting at 15th level, you have advantage on saving throws against being poisoned, petrified, and blinded and you gain advantage on your next unarmed attack against a creature that attempts to poison, petrify, or blind you.
Mastered Full Power
At 18th level, you can attain your full power for 1 ki point. Also, your full power lasts for ten minutes rather than one.
Golden Frieza
At level 20, you have actually started training for the first time in your life, after two weeks of solid training. When your hit points pass 50%, you may choose to surpass your limits, transforming a beautiful form fit for an emperor. Additionally, for one minute, you are immersed in a golden aura and gain the following benefits:
- Your AC increases by 2.
- Attacks against you have a disadvantage.
- You gain one additional reaction per round.
You may also use full power at the same time, at the cost of one level of exhaustion at the end of your new golden form. You regain use of this feature after you finish a long rest.
Multiclassing
A DM can choose whether the Frieza (5e Race) is a requirement for this class.
Prerequisites. To qualify for multiclassing into the frieza class, you must meet these prerequisites: Strength of 13 and Wisdom of 13.
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