Saibamen Master Fighter Soil Variant
Saibamen are the artifical soldiers of the Frieza Force. They An optional feature for the subclass. If you see fit
are plant-like humanoids with a far above average power to alter the subclass, one way to do is to add health
level. An army of Saibamen can conquer a planet if given to the saibamen based on the kind of soil they are
proper direction. grown in. The table below details the health
increase in regards to soil type.
Saibamen Spawner
Starting at 3rd level, you learn how to make and grow Saibamen Durabiltiy Table
Saibamen seeds. You can create Saibamen seeds and plant
one of them as a bonus action to create Saibaman. When you Soil HP Increase
create a saibamen, you choose what kind of saibamen you
create from a Charger, Grabber, Slicer, or Spitter. The Barren (Irradiated, destroyed land) +3
saibamen sprout at the beginning of your next turn after
planting them. You can control 2 saibamen at a time. You can Poor (Desert, Tundra) +6
control 1 additional saibaman at level 7 (3), level 10 (4), level
15 (5), and level 18 (6). Moderate (Rainforest, Savannah) +9
You use your bonus action to command any saibamen you Great (Temperate Forest, Swamp) + 12
have grown. If you do not command them, they attack the
nearest enemy creature with their variant feature. If you are Exceptional (Feywild, Druid's Grove) +18
unconscious, they instead defend your body, holding their
action to attack any enemey creature that attacks you.
Saibamen Durability
At 7th level your saibamen become a durable fighting force.
Your saibamen add your proficiency bonus to their AC and
gain a bonus to their health equal to half of your Fighter level
whenever you grow them.
Saibamen Power
At 10th level, your saibamen add your proficiency bonus to all
damage they deal.
Saibamen Acid
Also at 10th level, your constant exposure to the growth
mutagen of the saibamen has given you resistance to Acid
damage.
Additionally, you have learned how to safely harvest the
acid your saibamen produce. You can create 2 vials of acid
per short or long rest.
Saibamen Tactics
At 15th level, your saibamen add your proficiency bonus
whenever they make a saving throw and to the DC of their
Saving throws.
Additionally, you gain the benefit of the saibamen's pack
tactics whenever you have 3 or more saibamen and you have
at least 1 saibamen within 5 feet of you.
Super Saibamen
At 18th level, you have learned to create super saibamen.
Super saibamen posses every trait of the four saibamen
variants and the damage of their explosion increases
drastically.
Saibaman Charger Saibaman Grabber
Small Monstrosity, Chaotic Neutral Small Monstrosity, Chaotic Neutral
Armor Class 10 Armor Class 10
Hit Points 7 (2d6) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 11 (+0) 4 (-3) 10 (+0) 4 (-3) 15 (+2) 12 (+1) 11 (+0) 4 (-3) 10 (+0) 4 (+3)
Condition Immunities None Condition Immunities None
Damage Resistance Acid Damage Resistance Acid
Senses Darkvision 60 feet, passive perception 10 Senses Darkvision 60 feet, passive perception 10
Languages None Languages None
Challenge 1/8 Challenge 1/8
Pack Tactics. The saibaman has advantage on an Pack Tactics. The saibaman has advantage on an
attack roll against a creature if at least one of the attack roll against a creature if at least one of the
saibaman's allies is within 5 feet of the creature and saibaman's allies is within 5 feet of the creature and
the ally isn't incapacitated. the ally isn't incapacitated.
Actions Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) Slashing damage. one target. Hit: 4 (1d4 + 2) Slashing damage.
Saibacharge. The saibaman charges a single Lunging Grab. The saibaman jumps at and attempts
creature. The creature must make a Strength saving to grapple a single creature with 15 feet of it. The
throw (DC 11) or be knocked prone. creature must make a Strength saving throw (DC
Explode. The saibaman explodes, killing itself in the 11) or be grappled (escape DC 11).
progress. All creatures within 5 feet of it must Explode. The saibamen explodes, killing itself in the
make a Dexterity saving throw taking 2d6 (7) Fire progress. All creatures within 5 feet of it must
damage on a failed save, or half as much on a make a Dexterity saving throw taking 2d6 (7) Fire
success. damage on a failed save, or half as much on a
success.
Saibaman Slicer Saibaman Spitter
Small Monstrosity, Chaotic Neutral Small Monstrosity, Chaotic Neutral
Armor Class 10 Armor Class 10
Hit Points 7 (2d6) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 17 (+4) 11 (+0) 4 (-3) 10 (+0) 4 (-3) 11 (+0) 15 (+2) 11 (+0) 4 (-3) 12 (+1) 4 (-3)
Condition Immunities None Condition Immunities None
Damage Resistance Acid Damage Resistance Acid
Senses Darkvision 60 feet, passive perception 10 Senses Darkvision 60 feet, passive perception 10
Languages None Languages none
Challenge 1/8 Challenge 1/8
Pack Tactics. The saibaman has advantage on an Pack Tactics. The saibaman has advantage on an
attack roll against a creature if at least one of the attack roll against a creature if at least one of the
saibaman's allies is within 5 feet of the creature and saibaman's allies is within 5 feet of the creature and
the ally isn't incapacitated. the ally isn't incapacitated.
Actions Actions
Sharp claws. Melee Weapon Attack: +6 to hit, reach Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
5 ft., one target. Hit: 8 (2d4 + 4) Slashing damage. one target. Hit: 4 (1d4 + 2) Slashing damage.
Explode. The saibamen explodes, killing itself in the Acid Bomb. The saibamen opens its head and
progress. All creatures within 5 feet of it must releases a glob of acid. A single creature within 30
make a Dexterity saving throw taking 2d6 (7) Fire feet of the saibaman spitter must make a Dexterity
damage on a failed save, or half as much on a saving throw (DC 11) taking 1d6 (3) acid damage
success. on a failed save, or half as much of a success.
Explode. The saibamen explodes, killing itself in the
progress. All creatures within 5 feet of it must
make a Dexterity saving throw (DC 13) taking 2d6
(7)) Fire damage on a failed save, or half as much
on a success.
Super Saibaman
Small Monstrosity, Chaotic Neutral
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 17 (+1) 11 (+0) 4 (-3) 12 (+1) 4 (-3)
Condition Immunities None
Damage Immunities Acid
Senses Darkvision 60 feet, passive perception 10
Languages None
Challenge 2
Pack Tactics. The saibaman has advantage on an
attack roll against a creature if at least one of the
saibaman's allies is within 5 feet of the creature and
the ally isn't incapacitated.
Actions
Acid Bomb. The saibamen opens its head and
releases a glob of acid. A single creature within 30
feet of the saibaman spitter must make a Dexterity
saving throw (DC 11) taking 1d6 (3) acid damage
on a failed save, or half as much of a success.
Lunging Grab. The saibaman jumps at and attempts
to grapple a single creature with 15 feet of it. The
creature must make a Strength saving throw (DC
11) or be grappled (escape DC 11).
Sharp claws. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 8 (2d4 + 4) Slashing damage.
Saibacharge. The saibaman charges a single
creature. The creature must make a Strength saving
throw (DC 11) or be knocked prone.
Explode. The saibaman explodes, killing itself in the
progress. All creatures within 5 feet of it must
make a Dexterity saving throw taking 8d6 (28) Fire
damage on a failed save, or half as much on a
success.