Goku, End of GT (Dragon Ball Supplement)
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Medium humanoid (Saiyan), chaotic good
Ki. Goku has 54 ki points which he can expend. All ki points are regained at the end of a long rest.
Prehensile Tail. Goku's saiyan biology includes a prehensile tail. Goku cannot hold a weapon or shield using his tail. If Goku's tail is severed, he is no longer considered proficient in Acrobatics. His tail will slowly grow back over the course of a week, He regains use of it once He completes 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 three sizes larger when determining his carrying capacity and the weight he can push, drag, or lift.
Weather Resistant. Temperatures must be four 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 four times as long for him to suffer exhaustion from said temperatures.
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 four times as long, suffocate for four 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.
Unarmored Movement. Goku can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Goku makes six attacks with its unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +28 to hit, reach 5 ft., one target. Hit: 34 (3d12 + 14) force damage.
Flight (1 Ki Point). As a bonus action, Goku gains a flying speed equal to his movement speed.
Ki Sense (0+ Ki Points). As a free action, all creatures within 95 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 95 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 36 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 40 (2d12 + 28) 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.
Dragon Fist (3+ Ki Points). Goku moves up to 95 ft., forcing all creatures of his choosing within 5 feet of you to attempt a DC 36 Dexterity saving throw or be knocked prone. At the end of this movement, he makes one melee attack with advantage. On a hit, the target takes the attacks damage and moves 10 feet away from him. For every additional ki point spent, Goku deals 1 additional die of damage, moves 20 additional feet, and moves the target 10 additional feet.
Spirit Bomb. Goku begins charging (to a maximum of 18 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 36 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 32 (1d8 + 28) 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 45(+17), his Dexterity becomes 22(+6), and his Constitution becomes 24(+7), his AC becomes 33, his DCs become 39, his bonus to hit for his Unarmed Strikes becomes +31, and bonus to damage for those attacks becomes +17, 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 49(+19), his Dexterity becomes 26(+8), and his Constitution becomes 28(+9), his AC becomes 37, his DCs become 41, his bonus to hit for his Unarmed Strikes becomes +33, and bonus to damage for those attacks becomes +19, 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.
Mastered 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 54(+22), his Dexterity becomes 32(+11), his AC becomes 43, his DCs become 44, his bonus to hit for his Unarmed Strikes becomes +36, and bonus to damage for those attacks becomes +22, his aura radiates bright light for 30 feet and dim light for another 30 feet. Goku must spend 4 Ki Points at the end of each of his turns to maintain this effect.
Super Saiyan 4 (5 Ki Points). As an action, or as a bonus action while Super Saiyan is active, Goku's Strength becomes 56(+23), his Dexterity becomes 34(+12), and his Constitution becomes 34(+12), his AC becomes 44, his DCs become 45, his bonus to hit for his Unarmed Strikes becomes +37, and bonus to damage for those attacks becomes +23, his maximum hit points increase by 196, and his maximum ki points by 3, his aura radiates bright light for 40 feet and dim light for another 40 feet. Goku can't use Ki Suppression and must spend 9 Ki Points at the end of each of his turns to maintain this effect.
Mysterious Form (10 Ki Points). As an action, Goku's Strength becomes 63(+26), his Dexterity becomes 40(+15), his Constitution becomes 44(+17), and his Wisdom becomes 34(+12) his AC becomes 51, his DCs become 49, his bonus to hit for his Unarmed Strikes becomes +40, and bonus to damage for those attacks becomes +26, his maximum hit points increase by 294, and his maximum ki points by 6. Goku knows the Ki Points, hit points, AC, and location of every creature within 500 ft. as if by Ki Sense, and must spend 9 Ki Points at the end of each of his turns to maintain this effect.
Ki Charge As a full turn action Goku regains 20 (3d12) Ki points.
Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 57 (1d10 + 52). 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.
Rising from the blast of Omega Shenron's Negative Energy Ball, Goku had reverted to his base form, but was cloaked in a mysterious light. Throwing a Spirit Bomb made of the energy of every being in Universe 7, he said his goodbyes to his friends, absorbed Earth's Dragon Balls, climbed atop Shenron's back, and left with a single phrase, though he always kept an eye on the Earth, reappearing whenever there was danger; "Until we meet again, guys!"