Goku, GT (Dragon Ball Supplement)
From D&D Wiki
Medium humanoid (Saiyan), chaotic good
Ki. Goku has 49 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 five attacks with its unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 12) 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 90 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 90 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 32 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 36 (2d12 + 24) 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 32 Constitution saving throw or be stunned until the end of Goku's next turn. Goku may only make one sledgehammer attack per turn.
Dragon Fist (3+ Ki Points). Goku moves up to 90 ft., forcing all creatures of his choosing within 5 feet of you to attempt a DC 32 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.
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 40(+15), his Dexterity becomes 22(+6), and his Constitution becomes 24(+7), his AC becomes 21, his DCs become 35, his bonus to hit for his Unarmed Strikes becomes +27, and bonus to damage for those attacks becomes +15, his maximum hit points increase by 88, 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 44(+17), his Dexterity becomes 26(+8), and his Constitution becomes 28(+9), his AC becomes 35, his DCs become 37, his bonus to hit for his Unarmed Strikes becomes +29, and bonus to damage for those attacks becomes +17, his maximum hit points increase by 88, 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 50(+25), his Dexterity becomes 32(+11), his AC becomes 46, his DCs become 45, his bonus to hit for his Unarmed Strikes becomes +37, and bonus to damage for those attacks becomes +25, 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 52(+26), his Dexterity becomes 34(+13), and his Constitution becomes 34(+12), his AC becomes 49, his DCs become 47, his bonus to hit for his Unarmed Strikes becomes +46, and bonus to damage for those attacks becomes +26, his maximum hit points increase by 132, 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.
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 (2/Day). When Goku drops to 0 hit points, he takes a turn immediately before falling unconscious.
15 years after the defeat of Majin Buu, and 5 years after beginning to train with his reincarnation, Goku massively grew in strength. After a full-power match with his student in the Hyperbolic Time Chamber, the ever-nefarious Pilaf gang found their way to the Lookout as well, and accidentally made a wish on the Black Star Dragon Balls to turn the 42 year old Goku back into a child. As the crystal set scattered across the stars, Goku, Trunks, and his granddaughter Pan climbed aboard Bulma's most advanced starship, the Grand Tour, to save the planet. On their journey, they accidentally awoke, and earned the ire of, the last remnant of the Tuffle Empire, Baby, who returned to Earth faster than they could and mind-controlled its inhabitants, save for Mr. Satan, Buu, and Uub. Baby himself manually controlled Vegeta, utilizing the power than destroyed his people to attempt to do the same to Goku. Not being strong enough to defeat the hybrid, he regrew his tail with the help of the Supreme Kai and Old Kai, first achieving a Golden Great Ape form, which Baby copied, before achieving the completion of Saiyan power; Super Saiyan 4, and vaporizing Baby after he fled Vegeta's body. After facing numerous threats, he eventually came face-to-face with the beginning of his journey in Omega Shenron, who seemingly killed him with a Negative Energy Ball. While it is unclear if he truly did die, Goku arose as something beyond even life and death.