Gohan, Cell Games (Dragon Ball Supplement)
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Medium humanoid (Saiyan), neutral good
Ki. Gohan has 35 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.
Ki-Imbued Body. Gohan counts as one (effectively two) sizes larger when determining his carrying capacity and the weight he can push, drag, or lift, Vegeta is immune to poisons and diseases, becoming poisoned, and poison damage.
Lasting Form. Gohan can hold his breath for twice as long, suffocate for twice as long without dropping to 0 hit points, he can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.
Weather Resistant. Temperatures must be twice as high or low for Gohan to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes twice as long for Gohan to suffer exhaustion from said temperatures.
Unarmored Movement. Gohan can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Gohan makes three attacks with his unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) force damage.
Ki Charge As a full turn action Gohan regains 11 (2d10) 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 +75 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 26 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 26 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 26 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.
Ki Surge (10 Ki Points). Gohan makes one action as a Free Action.
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.
Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 26 Constitution saving throw. If they fail they take 47 (7d10 + 18) radiant damage, but if they succeed they take half damage. You can increase this damage by 31 (2d12 + 18) 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.
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 26 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. Gohan can add an additional 25 (2d6 + 18) 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.
Kiai (1+ Ki Points). each creature within 10 feet must make a DC 26 Strength saving throw or take 1d8 force damage and be pushed to the edge of this technique’s range. For every 2 ki points up to Gohan's Ki sense range added 1d8 damage and 10 feet is added to the affected radius and the distance the targets are pushed. Gohan may spend 4 additional ki separate from the previous effects to use this as a reaction, causing the attacks it may be made in response to miss in addition to its normal effects as long as the Kiai deals half or more amount of damage dice as the attack does. Alternatively Gohan may use this as part of a ki blast, changing the ki blast's range to a line and using the damage of the Kiai instead of it.
Ki Barrier (3 Ki Points). As a bonus action, Gohan gains a damage threshold of and reduction of 6 until the end of his next turn. He may spend 1 ki point at the end of each of his turns to extend this effect until the end of his next turn.
Super Saiyan Full Power (3 Ki Point). As an action, Gohan's Strength becomes 18(+4), his Dexterity becomes 32(+11), and his Constitution becomes 18(+4), his AC becomes 25, his DCs become 29, his bonus to hit for his Unarmed Strikes becomes +21, and bonus to damage for those attacks becomes +11, his maximum hit points increase by 66, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet.
Super Saiyan 2 (2 Ki Points). As an action, or as a bonus action while Super Saiyan is active, Gohan's Strength becomes 22(+6), his Dexterity becomes 36(+13), and his Constitution becomes 22(+6), his AC becomes 29, his DCs become 31, his bonus to hit for his Unarmed Strikes becomes +23, and bonus to damage for those attacks becomes +13, his maximum hit points increase by 66, and his maximum ki points by 2, his aura radiates bright light for 20 feet and dim light for another 20 feet. Gohan can't use Ki Suppression and must spend 2 Ki Points at the end of each of his turns to maintain this effect.
Deflect Missile. When Gohan is hit by a ranged attack, reducing its damage by 46 (1d10 + 41). 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
Having outgrown and shredded his battle armor, Gohan asked Piccolo for another gi similar to his, this time including his weighted training cape as a sign of respect from his previous master. Moments after exiting the Hyperbolic Time Chamber, the Z-Fighters witnessed the terror of Perfect Cell's announcement of one final tournament to decide the fate of the Earth: the Cell Games. In the first, and presented only match was slated to be between the bio-android and Gohan's own father, Goku. However, while Gohan believed Goku was hiding his true power, Goku was barely holding his own, and surrendered, instead offering Gohan as Cell's final challenge, promising both Cell and Gohan that the teen had more potential than Earth's greatest hero ever did. Liking that promise, but being doubtful, Cell began wailing on Gohan, only being temporarily stopped by a failed suicide attack by Android 16, who was quickly blown to pieces by Cell. Realizing that plan A wasn't working, but seeing the android's destruction had an effect on the lad, Cell produced seven Cell Juniors that assaulted the side-lined Z-Fighters. However, a true android rather than a cyborg, 16's head gave one final message to Gohan, that his anger was nothing to be afraid of and that it was okay to fight to protect those he loved. As his emotions reached a fever-pitch, Cell finished the android once and for all, forcing Gohan into Super Saiyan 2. With his newfound power, the Cell Juniors, and even Cell himself after his father's sacrifice were quickly dispatched. Seven years later, at the age of 16 and despite having gained an adult physique, Gohan's power remained the same, having neglected his training. It was only thanks to the Supreme Kai that Gohan was able to get back on track, unlocking the potential he always had.