Goku, Cell Games (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 272 (32d8 + 128)
Speed 75 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 32 ( XP)

Ki. Goku has 36 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.

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 +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, all creatures within 75 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 75 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 25 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 25 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 25 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 25 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.

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

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 32(+11), his Dexterity becomes 20(+5), and his Constitution becomes 23(+6), his AC becomes 26, his DCs become 28, his bonus to hit for his Unarmed Strikes becomes +20, and bonus to damage for those attacks becomes +11, 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.

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.


By the time Goku exited the Hyperbolic Time Chamber, Cell had already achieved his perfect form. Over Cell's stated 10 day wait until the Cell Games, Goku brought Dende from New Namek to resurrect Shenron and enjoyed what very well could be his last days with his family. When his time was up, he was the one chosen among the Z-Fighters to fight for the sake of the world. However, half way through their fight, Goku knew he didn't stand a chance. Giving Cell a senzu bean, lost via ring out, and nominated his own son as the last hope for the universe. When Cell decided winning was more important than a fair fight, and threatened to destroy the world with one final self destruction. While it didn't ultimately spell Cell's defeat, Goku was able to teleport both him and Cell to King Kai's planet. After Cell's defeat, Goku refused his resurrection. Over the next seven years, he would train with the various denizens of the afterlife in preparation for one last day to visit the world of the living for the 25th World Martial Arts Tournament.

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