Goku, Android Saga (Dragon Ball Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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), chaotic good

Armor Class 20 (Natural Armor)
Hit Points 255 (30d8 + 120)
Speed 70 ft.

26 (+8) 14 (+2) 19 (+4) 8 (-1) 10 (+0) 17 (+3)

Saving Throws Str +17, Con +13
Skills Acrobatics +11, Athletics +17, Insight +9, Persuasion +12, Survival +9
Senses passive Perception 10
Languages Common
Challenge 30 (155,000 XP)

Ki. Goku has 34 ki points which he can expend. All ki points are regained at the end of a long rest.

Brawn/Discernment. When Goku is targeted by an area effect that lets him make a Strength, Wisdom, or Intelligence 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.

Ki-Imbued Body. Goku counts as one (effectively two) size larger when determining his carrying capacity and the weight he can push, drag, or lift.

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

Further Beyond. When Goku 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.

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


Multiattack. Goku makes four attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) force damage.

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

Ki Blast (1 Ki Point). As a bonus action, Goku'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, all creatures within 70 ft. are detected. Until the end of Goku's turn, creatures that were within the area can not be invisible to him. Additionally, he learns how many ki points and hit points the creature has, as well as its AC. Goku may spend 1 additional ki, increasing its range by 70 ft. 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 Goku'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. Goku 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.

Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 22 Constitution saving throw. If they fail they take 39 (7d10) radiant damage, but if they succeed they take half damage. You can increase this damage by 27 (2d10 + 16) 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.

Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 24 Constitution saving throw or be stunned until the end of Goku's next turn. Goku may only make one sledgehammer attack per turn.

Afterimage Technique (2 Ki Points). As a bonus action, or as a reaction to being targeted by a saving throw or attack roll, Goku moves half his movement speed and forces any creatures that can see him to attempt a DC 24 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them.

Solar Flare (2 Ki Points). Every creature that is not blinded within 45 feet facing Goku must succeed a DC 24 Wisdom or Dexterity save. On a failure, they are blinded and stunned until the end of their next turn.

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

Spirit Bomb. Goku begins charging (to a maximum of 16 rounds) a blue sphere of energy gathered from the life around him. When launched, all creatures within a 5 ft. radius up to 20 ft. from him must attempt a DC 22 Strength saving throw. On a failure, they take 4 (1d8) force damage. On a success, they take half as much. Evil creatures have disadvantage on this saving throw, while Good creatures have advantage.

Goku has disadvantage on concentration checks to maintain a Spirit Bomb if he is in a Transformation that restricts using certain Techniques.

For every round spent charging the bomb, it gains 20 (1d8 + 16) force damage, its range by 10 ft., and its radius increases by 2.5 ft.

Kaioken. As a bonus action, Goku grants himself any number of levels of kaioken, gaining the following benefits:

  • His movement speed is increased by 5 feet per level of Kaioken.
  • He can not make ranged attacks, with the exception of Techniques.
  • His Strength and Dexterity increase by +1.
  • At the end of each of his turns, he loses 10 maximum hit points per level of kaioken.
  • The number of maximum hit points Goku loses from kaioken is multiplied by 10 while he is in a transformation that restricts use of one or more techniques.

Instant Transmission (1 Ki Point). As a bonus action, Goku teleports to an open space within 5 ft. of a creature he can detect using Ki Sense.

Super Saiyan (1 Ki Point). As an action, Goku's Strength becomes 30(+10), his Dexterity becomes 18(+4), and his Constitution becomes 23(+6), his AC becomes 24, his DCs become 26, his bonus to hit for his Unarmed Strikes becomes +19, and bonus to damage for those attacks becomes +10, his maximum hit points increase by 60, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet. Goku can't use Ki Suppression and must spend 1 Ki Point at the end of each of his turns to maintain this effect.

Ki Charge As a full turn action Goku regains 11 (2d10) Ki points.


Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 37 (1d10 + 32). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

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


After handling Future Trunks with relative ease, Son Goku was informed of his near future: in three years, two androids would attack South City, but Goku wouldn't survive to defeat them, dying of a heart virus that he was given medication for. With the warning, he managed to survive, but was out of commission when the true android menace, with a new addition, was awakened. By the time he had recovered, Cell had absorbed Android 17, entering his terrifying Semi-Perfect form. Standing no chance against the new threat, and knowing Vegeta, Trunks, and Krillin would screw it up, he and Gohan entered the Hyperbolic Time Chamber to train for 1 year.

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