Goku, Blue Kaioken (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), chaotic good


Armor Class 34 (Natural Armor)
Hit Points 551 (58d8 + 290)
Speed 105 ft.


STR DEX CON INT WIS CHA
52 (+21) 16 (+3) 20 (+5) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Str +37, Con +21
Skills Acrobatics +19, Athletics +37, Insight +16, Persuasion +21, Survival +16
Damage Immunities Poison
Condition Immunities charmed, frightened, poisoned, unconcious except by falling to 0 hit points, confused, or taunted.
Senses passive Perception 10
Languages Common
Challenge 58 ( XP)


Ki. Goku has 63 ki points which he can expend. All ki points are regained at the end of a long rest.

Brawn/Evasion/Discernment. When Goku is targeted by an area effect that lets him make a Strength, Dexterity, 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 four sizes larger when determining his carrying capacity and the weight he can push, drag, or lift.

Weather Resistant. Temperatures must be eight times as high or low for Goku to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes eight times as long for him to suffer exhaustion from said temperatures.

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.

Lasting Form. Goku can can hold his breath for eight times as long, suffocate for eight times as long without dropping to 0 hit points, can go four times as long without food and water, and exhaustion from food and water deprivation takes four times as long to occur.

Honed Body and Mind. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is multiplied by 8, as is Goku's maximum age.

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

ACTIONS

Multiattack. Goku makes six attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +37 to hit, reach 5 ft., one target. Hit: 37 (4d8 + 19) 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 +105 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

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.

Ki Sense (0+ Ki Points). As a free action, all creatures within 105 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 105 ft. each time. This can not sense creatures using a Godly Transformation.

Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 45 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 49 (2d12 + 37) 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. 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.

Ki Surge (10 Ki Points). Goku makes one action as a free action.

Spirit Bomb. Goku begins charging (to a maximum of 20 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 45 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 41 (1d8 + 37) force damage, its range by 10 ft., and its radius increases by 2.5 ft.

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.

Mastered Super Saiyan (3 Ki Point). As an action, Goku's Strength becomes 58(+24), his Dexterity becomes 22(+6), and his Constitution becomes 24(+7), his AC becomes 37, his DCs become 48, his bonus to hit for his Unarmed Strikes becomes +40, and bonus to damage for those attacks becomes +24, his maximum hit points increase by 98, 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, Goku's Strength becomes 62(+26), his Dexterity becomes 26(+8), and his Constitution becomes 28(+9), his AC becomes 44, his DCs become 50, his bonus to hit for his Unarmed Strikes becomes +42, and bonus to damage for those attacks becomes +26, his maximum hit points increase by 98, and his maximum ki points by 2, his aura radiates bright light for 20 feet and dim light for another 20 feet. Goku can't use Ki Suppression and must spend 2 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan 3 (5 Ki Points). As an action while Super Saiyan is active, or as a bonus action while Super Saiyan 2 is active, Goku's Strength becomes 66(+28), his Dexterity becomes 30(+10), his AC becomes 48, his DCs become 52, his bonus to hit for his Unarmed Strikes becomes +43, and bonus to damage for those attacks becomes +26, his aura radiates bright light for 30 feet and dim light for another 30 feet. Goku can't use Ki Suppression, Ki Charge grants half as many Ki Points, and he must spend 5 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan God (10 Ki Points). As an action, Goku's Strength becomes 76 (+33), his Dexterity becomes 50 (+20), and his Constitution becomes 44 (+17), his AC becomes 63, his DCs become 57, his bonus to hit for his Unarmed Strikes becomes +49, and bonus to damage for those attacks becomes +33, his maximum hit points increase by 612, and his maximum ki points by 12, he is immune to Ki Sense by creatures without a Godly Transformation, and he regains hit points equal to half his Constitution modifier (8) at the end of each of his turns. Goku must spend 8 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan Blue (3 Ki Point). As an action while Goku is in Super Saiyan God, Goku's Strength becomes 82 (+36), his Dexterity becomes 54 (+22), and his Constitution becomes 48 (+19), his AC becomes 69, his DCs become 60, his bonus to hit for his Unarmed Strikes becomes +52, and bonus to damage for those attacks becomes +36, his maximum hit points increase by 612, and his maximum ki points by 12, he is immune to Ki Sense by creatures without a Godly Transformation, and he regains hit points equal to half his Constitution modifier (8) at the end of each of his turns. Goku must spend 8 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan Blue Kaioken. As a bonus action while Super Saiyan Blue is active, Goku grants himself any number of levels of kaioken, gaining the following benefits:

  • Goku's Strength becomes 84 (+37), his Dexterity becomes 56 (+23), his AC becomes 71, his DCs become 61, his bonus to hit for his Unarmed Strikes becomes +53.
  • 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 per level of Kaioken.
  • At the end of each of his turns, he loses 10 maximum hit points per level of kaioken.

God Splitter (3 Ki Points). When Goku deals force damage, he may instead deal radiant damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become cleansed. If it is a saving throw, on a failure they become cleansed.

Ki Charge As a full turn action Goku regains 18 (4d8) Ki points.

REACTIONS

Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 62 (1d10 + 61). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Limit Break (2/Day). When Goku drops to 0 hit points, he takes a turn immediately before falling unconscious.

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[Source].

Bulldozing Botamo and only losing to Frost by way of cheating with a secret poison needle, Goku's final match in Beerus and Champa's Tournament of Destroyers, Goku's final match was against the Universe 6 assassin Hit. Having already analyzed the alien's Time Skip technique, Hit revealed his full power, forcing Goku to reach deeper, utilizing Super Saiyan Blue's calm mind to enhance his control of Kaioken. Between Goku Black and even the Universe 6 saiyan fusion Kefla, this form alone allowed Goku to fight any foe in his way up until his first match with the slumbering power of Jiren. But even with a full-powered spirit bomb in Blue Kaioken pushed to its limits, the mortal beyond the Gods of Destruction deflected it with ease, redirecting it at its creator. With no choice other than to break his limits or let his universe die, he awakened and quickly master a power deeper than even Beerus could achieve, Ultra Instinct.



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