Saiyan race 

Saiyan Traits

Ability Score Increase. Your Strength and Constitution score increase by 1.

Age. Saiyans mature quickly from late teens can live up to 150 years, and they stay in prime fighting condition well into their 130's.
Alignment. Commonly are Chaotic, Few are Lawful.

Size. Medium

Speed. Your base walking speed is 30 feet.

Saiyan Tail. Long enough to be wrapped around one's waist. It can't lift anything more than 10 times your Strength modifier (minimum of 10) pounds, and is susceptible to pain. Having a prehensile tail gives you advantage on Acrobatics and Balance checks. If cut off it grows back after 4 long rests. While severed, you have disadvantage on Acrobatics checks, because you are used to having it. Your tail has an AC of 5 + your Dexterity modifier, Hit Points equal to 1/4 your maximum hit points (rounded down), and Vulnerability to Slashing damage. Objects may be manipulated as though the tail has your Dexterity score, with fine manipulations, such as Sleight of Hand checks at disadvantage. You can also use a light weapon in the prehensile tail, allowing a additional attack at disadvantage to the attack roll, you do not apply your ability modifier to the damage roll.

Dense Musculature. Saiyans are known to have thick, dense muscles to help protect their vital organs from the relentless battles and intense training they put themselves through. Saiyans have resistance against bludgeoning damage.

Oozaru/Great Ape Transformation. Saiyans have the frightening ability to transform into giant ape like monsters. In order for the transformation to take place, the Saiyan needs to have a tail, as the glands responsible for initiating the transformation are located there. The Saiyan also needs to look at the moon or a planetary body that reflects sunlight. At the time of transformation the player must make a Wisdom saving throw (DC 18 - your level), on a fail you go berserk. (If they go berserk the DM is in control of them). While berserk they will attack anything that could be considered a threat, they leave berserk when they leave Oozaru form. If they go berserk they gain one level of exhaustion after leaving Oozaru form.

False Moon. At level 3, you learn the false moon technique. A False Moon is a 1 foot diameter sphere of condensed Blutz Waves, (Blutz Waves are a form of energy emitted from celestial bodies that reflect light. these waves are only detectable by saiyans because of their strong ability to sense energy. They're main use is to awaken a saiyans power within them, unlocking their Oozaru form) it emits the kind of light needed to transform. You use a bonus action to create a False Moon and throw it to an area within 30 ft. of you. It floats around 60 ft. above the ground wherever it is thrown and sheds bright light for 30 ft. and dim light for another 30 ft. A False Moon can be destroyed in which case any Great Apes leave this form, if it isn't destroyed it lasts for 2 minutes. It has an AC of 15 and hp of 5 + your Constitution modifier Note: Unless someone already knows what it is they would have to make an Intelligence check to figure out what it is and therefore if they should attack it. You have advantage to the Wisdom saving throw to avoid going berserk. Once you use this feature, you regain the ability to do so after a long rest.

Saiyan Appetite. Due to the incredibly high metabolism of Saiyans you must eat 5 x Constitution modifier pounds of food each day or suffer one level of exhaustion.

Languages. Common and an extra one of your choosing 

Oozaru/Great Ape Transformation
If you look at a full moon or a false moon emitting blutz waves you can transform. As an action, you transform. You drop any equipment you were holding and any clothes or armor you were wearing is destroyed, though you can have your clothes and armor magically tailored to grow with you. You must make a Wisdom saving throw DC (18 - your level), and on a failure, you go berserk and the DM controls you until you transform back. If you go berserk you gain three levels of exhaustion upon leaving this form. If you do not go berserk you make a Constitution saving throw (DC 15 - your level) on a failure you gain one level of exhaustion upon transforming back. You grow enormously in size and take on the appearance of an ape with brown fur and red eyes. While in this form you tail has an AC equal to 10 + your Dexterity modifier, Hit Points equal to 1/4 your maximum Hit Points (rounded down) + your Constitution modifier, and Vulnerability to Slashing damage. If your tail reaches 0 Hit Ponits it falls off and you leave this form.

Benefits
You have +1 bonus to your attack rolls.
While in this form, your unarmed strikes deal 1d8 bludgeoning damage and have a reach of 10 feet. This damage increases when you reach 5th level (2d6), 11th level (2d8), and 17th level (2d10). You may not make melee attacks with anything other than your unarmed strikes while in this form.
You become Gargantuan in size.
You gain advantage on Strength checks, saving throws, and attack rolls.
You gain temporary hit points equal to your Constitution modifier times your level.
You gain the Frightful Presence ability. Each creature that is within 60 feet of you and aware of you must succeed on a Wisdom saving throw(DC 8 + your proficiency bonus + your Constitution modifier) or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to saiyan's Frightful Presence for the next 24 hours.
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Disadvantages
You have disadvantage on Intelligence, Wisdom, and Charisma (excluding Intimidation) checks.
You become vulnerable to psychic damage.
The transformation ends if the moon or the planetary body that reflects sunlight is destroyed, if your tail is cut off, if you reaches zero hit points, or if you are knocked unconscious.