Goku, Buu 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 22 (Natural Armor)
Hit Points 314 (37d8 + 148)
Speed 80 ft.

28 (+9) 16 (+3) 19 (+4) 8 (-1) 10 (+0) 17 (+3)

Saving Throws Str +20, Con +15
Skills Acrobatics +14, Athletics +20, Insight +11, Persuasion +14, Survival +11
Senses passive Perception 10
Languages Common
Challenge 37 ( XP)

Ki. Goku has 41 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.

Weather Resistant. Temperatures must be twice as high or low for Goku to suffer from extreme heat or cold (using 50 degrees Fahrenheit as base healthy temperature), and it takes twice 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 twice as long, suffocate for twice as long without dropping to 0 hit points, can go twice as long without food and water, and exhaustion from food and water deprivation takes twice 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 doubled, 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.


Multiattack. Goku makes five attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 9) 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 +80 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 80 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 80 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 28 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 32 (2d12 + 19) 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 28 Constitution saving throw or be stunned until the end of Goku's next turn. Goku may only make one sledgehammer attack per 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.

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

Spirit Bomb. Goku begins charging (to a maximum of 17 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 28 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 23 (1d8 + 19) 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.

Super Saiyan Grade 4 (3 Ki Point). As an action, Goku's Strength becomes 34(+12), his Dexterity becomes 22(+6), and his Constitution becomes 23(+6), his AC becomes 28, his DCs become 31, his bonus to hit for his Unarmed Strikes becomes +23, and bonus to damage for those attacks becomes +12, his maximum hit points increase by 74, 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 38(+14), his Dexterity becomes 26(+8), and his Constitution becomes 27(+8), his AC becomes 32, his DCs become 33, his bonus to hit for his Unarmed Strikes becomes +24, and bonus to damage for those attacks becomes +14, his maximum hit points increase by 74, 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 42(+16), his Dexterity becomes 30(+10), his AC becomes 34, his DCs become 35, his bonus to hit for his Unarmed Strikes becomes +26, and bonus to damage for those attacks becomes +16, 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.

Ki Charge As a full turn action Goku regains 13 (2d12) Ki points.


Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 45 (1d10 + 40). 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 his sacrificial death, Goku spent seven years in Other World. During this, he experimented with amplifying his mastered Super Saiyan, and later Super Saiyan 2, power without the restraint of a mortal body. While first attempting to combine Super Saiyan with his still-shaky use of Kaioken, he eventually achieved dug even deeper into his Saiyan roots than Super Saiyan 2, achieving the pinnacle of Super Saiyan, but not necessarily Saiyan, potential, Super Saiyan 3. After being resurrected for the day of the 25th World Martial Arts Tournament by Baba, he, Vegeta, Gohan, Piccolo, Krillin, and a newcomer were meant to have a day of fun sparring. Instead, Babidi and his minions attacked. After cutting through his minions Pui Pui and Yakon, Vegeta was filled with evil sorcery, becoming his next challenge. As the two fought, Goku constantly begged the prince to think in order to prevent the real threat, all the while holding back his true power. Appearing to accept his terms, Vegeta knocked him out with a single attack, rushing to the site of Majin Buu. By the time Goku awoke, it was too late. Returning to the Lookout, tought Goten and Trunks the Fusion Dance before spending his last moments using his full might to turn Majin Buu against his master. Returning to Other World to help Gohan train, he was resurrected with help from Old Kai, allowing Goku and Vegeta to fuse in order to free everyone absorbed by Super Buu. Unfused by the strange energy inside the majin, Goku prepared one final Spirit Bomb, killing Majin Buu's pure form, hoping that he would be brought back as a good person. In one timeline, the peace brought by this would be short lived, and Goku would be once again flung into a universe-ending conflict, while in another he would be able to train until his hope would become a reality, training with Buu's reincarnation to unlock his full potential.

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