Future Gohan (Dragon Ball Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class, and Adventurer (5e Background) background, and as such is not follow traditional CR.

Medium humanoid (Saiyan), neutral good


Armor Class 18 (Natural Armor)
Hit Points 175 (27d8 + 54)
Speed 70 ft.


STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 14 (+2) 16 (+3) 14 (+2) 10 (+0)

Saving Throws Dex +15, Wis +10
Skills Acrobatics +15, Athletics +9, History +11, Investigation +11, Perception +10
Senses passive Perception 20
Languages Common
Challenge 27 (105,000 XP)


Ki. Gohan has 30 ki points which he can expend. All ki points are regained at the end of a long rest.

Evasion/Discernment. When Gohan is targeted by an area effect that lets him make a Dexterity, Intelligence or Wisdom saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Further Beyond. When Gohan is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until He finishes a long rest.

Powerful Build. Gohan counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift. And requires twice as much food as a normal Medium-sized creature would.

Unarmored Movement. Gohan can move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. Gohan makes three attacks with his unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) force damage.

Ki Charge As a full turn action Gohan regains 9 (2d8) Ki points.

Flurry of Blows (1 Ki Point). As a bonus action immediately after Gohan takes the Attack action on his turn, he makes two unarmed strikes.

Flight (1 Ki Point). As a bonus action, Gohan gains a flying speed equal to his movement speed.

Ki Blast (1 Ki Point). As a bonus action, Gohan's unarmed strikes have their reach increased by +70 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Ki Sense (0+ Ki Points). As a Free Action Gohan senses the location every creature within his movement speed. Until the end of his turn, creatures that were within the area can not be invisible to you. He learn how many ki points and hit points the creature has, as well as its AC. He may spend ki increasing its range by his movement speed each time. This can not sense creatures using a Godly Transformation.

Ki Suppression (0+ Ki Points). As a free action, bonus action, or reaction on Gohan's turn, he may select up to 1/10th of his maximum hit points, ki points, and/or AC. These are put in a "pool" where they can not be accessed by him. He may remove up to up to 1/10th of his maximum hit points, ki points, and/or AC from the pool as a free action, bonus action, or reaction on his turn. Gohan may spend ki points to increase the amount added or removed from the pool by the initial amount added or removed per ki point spent.

Afterimage Technique (2 Ki Points). As a bonus action, or as a reaction to being targeted by a saving throw or attack roll, Gohan moves half his movement speed and forces any creatures that can see him to attempt a DC 23 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them.

Super Unyielding Spirit (1 level of exhaustion). Gohan gains 10 ki points, and all creatures within 30 ft. must attempt a DC 23 Strength saving throw, being pushed 30 ft. away on a failure, or 15 ft. away on a success.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 23 Constitution saving throw or be stunned until the end of Gohan's next turn. Gohan may only make one sledgehammer attack per turn.

Perfect Dodge (1 Ki Point). As a bonus action Gohan takes the dodge action.

Stand Ground (1+ Ki Point). Gohan takes half as much damage from all sources, but can not willingly move until the beginning of her next turn. Gohan may use this as a bonus action for 1 additional ki point.

Bloody Dance (1 Ki Point). As a free action, any creatures Gohan hit with an unarmed attack until the beginning of his next turn can not take opportunity attacks until the end of his next turn.

Spread-Shot Retreat (1 Ki Point). As part of taking the disengage action, Gohan makes 1 unarmed strike.

Masenko (1+ Ki Point). After charging for 0.5 rounds, all creatures in a 60 ft. long, 30 ft. wide line must make a DC 23 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. Gohan can add an additional 22 (2d6 + 15) force damage, increase its length by 30 feet, and increase its width by 10 feet for 1 additional ki point by charging for 0.5 a round.

Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 23 Constitution saving throw. If they fail they take 39 (7d10) radiant damage, but if they succeed they take half damage. Gohan can increase this damage by 26 (2d10 + 15) for every additional ki point spent, increase its length by 30 ft., and increase its width by 15 ft. Each additional ki increases its charge time by 1 round.

One-Handed Kamehameha/Hyper Masenko (5 Ki Points). When Gohan uses a Technique that deals damage that does not require charging, including Ki Blast, or when he begins charging a Technique that does require charging, he instead gathers its ki quickly in a single hand. If it did not require charging and was an action, he may use it as a bonus action or reaction. If it did require charging, he may make 1 bonus action or reaction on each of your turns without needing to make a concentration check.

Super Saiyan (1 Ki Point). As an action, Gohan's Strength becomes 16(+3), his Dexterity becomes 28(+9), and his Constitution becomes 18(+9), his AC becomes 22, his DCs become 25, his bonus to hit for his Unarmed Strikes becomes +17, and bonus to damage for those attacks becomes +9, his maximum hit points increase by 54, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet, and he can not use Ki Suppression. Gohan must spend 1 ki point at the end of each of his turns to maintain this form.

Warrior's Pride. As a free action, Gohan retries one saving throw that is causing him to be charmed or frightened.

REACTIONS

Deflect Missile. When Gohan is hit by a ranged attack, reducing its damage by 40 (1d10 + 35). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Exchange Blows (2 Ki Points) When an attack roll is made against Gohan, he makes an unarmed attack against the attacker.

Limit Break (1/Day). When Gohan drops to 0 hit points, he takes a turn immediately before falling unconcious

Future_Gohan_Super_Saiyan.png
[Source].

With Goku dead from an unknown heart virus, the androids easily killed the Earth's mightiest warriors, leaving only Gohan and the infant Trunks alive to witness the fall of humanity. With the rage of being able to do nothing against such a terrifying threat, he quickly achieved Super Saiyan, and began doing his best to fight, for what little it was worth. Now 26 years old and with one less arm, well past the age he would become stronger than Majin Buu in the normal timeline but unable to train in any meaningful way, he began training the young Trunks to become his replacement should anything happen, with each passing day feeling like it would unlock the youth's Super Saiyan potential, but that day never coming. It was only by Gohan's death that Trunks let his rage burst, and with that power he, and thus Gohan in a roundabout way, would ultimately become the savior of their timeline.



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