Gohan, Super (Dragon Ball Supplement)
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Medium humanoid (Saiyan), neutral good
Saving Throws Dex +26, Wis +16
Ki. Gohan has 56 ki points which he can expend. All ki points are regained at the end of a long rest.
Evasion/Discernment/Endurance. When Gohan is targeted by an area effect that lets him make a Dexterity, Intelligence, Wisdom of Constitution 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 three (effectively four) 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 eight times as long, suffocate for eight times 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 eight times as long to occur.
Weather Resistant. Temperatures must be eight times as high or low for Gohan to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes eight times 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 five attacks with his unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +26 to hit, reach 5 ft., one target. Hit: 31 (3d12 + 12) force damage.
Ki Charge As a full turn action Gohan regains 19 (3d12) 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 +95 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.
Ki Dash (2 Ki Points). As a Lengthy Action, Gohan moves forwards 380 feet, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against him having disadvantage until the end of your turn.
Massive Blow (1+ Ki Points). As a Free Action when Gohan hits a creature with an unarmed strike, they must make a DC 34 Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a DC 34 Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hit points.
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 34 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 34 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 34 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.
Spread-Shot Retreat (1 Ki Point). As part of taking the disengage action, Gohan makes 1 unarmed strike.
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.
Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 34 Constitution saving throw. If they fail they take 55 (7d10 + 26) radiant damage, but if they succeed they take half damage. You can increase this damage by 39 (2d12 + 26) 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 34 Dexterity saving throw. On a failure, they take 7 (2d6) force damage. Gohan can add an additional 33 (2d6 + 26) 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 34 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 22(+6), his Dexterity becomes 40(+15), and his Constitution becomes 26(+8), his AC becomes 31, his DCs become 37, his bonus to hit for his Unarmed Strikes becomes +28, and bonus to damage for those attacks becomes +15, his maximum hit points increase by 100, 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 Mastered (4 Ki Points). As an action, or as a bonus action while Super Saiyan is active, Gohan's Strength becomes 26(+8), his Dexterity becomes 46 (+18), and his Constitution becomes 32(+11), his AC becomes 36, his DCs become 40, his bonus to hit for his Unarmed Strikes becomes +31, and bonus to damage for those attacks becomes +18, his maximum hit points increase by 150, and his maximum ki points by 3, his aura radiates bright light for 20 feet and dim light for another 20 feet.
Explosive Madan (10 Ki Points). Gohan fires a 30 ft. radius ki blast up to 60 ft. from him. Every creature within range must attempt a DC 34 Dexterity saving throw. On a failure, they take 66 (12d10) force damage. On a success, they take half as much damage. This damage decreases by 11 (2d10) for every 5 feet away from the initial target they are.
Super Explosive Wave (1+ Ki Points). After charging for 1 round, all creatures in a 240+20 per additional point of ki foot radius. must make a DC 34 Constitution saving throw. On a failure,they take 2d20 force damage for every ki point spent, and Gohan takes an equal amount of damage, on a success they take half as much damage. Creatures can not have immunity, resistance, or vulnerability to this damage. If this reduces Gohan to 0 hit points, he dies instantly.
Deflect Missile. When Gohan is hit by a ranged attack, reducing its damage by 67 (1d10 + 62). 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 (2/Day). When Gohan drops to 0 hit points, he takes a turn immediately before falling unconcious