Goku, King Piccolo Saga (Dragon Ball Supplement)
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Medium humanoid (Saiyan), chaotic good
Ki. Goku has 19 ki points which he can expend. All ki points are regained at the end of a long rest.
Oozaru. If Goku looks at the full moon while he is benefitting from Prehensile Tail, he gains the following benefits.
These all last until he can no longer see the moon.
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. When Goku is targeted by an area effect that lets him make a Strength 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.
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.
Unarmored Movement. Goku can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Goku makes three attacks with its unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) force damage.
Ki Sense (0+ Ki Points). As a free action, all creatures within 55 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 55 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 17 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 20 (2d10 + 9) 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.
Stand Ground (1+ Ki Point). Goku takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Goku may use this as a bonus action for 1 additional ki point.
Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 17 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 17 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 17 Wisdom or Dexterity save. On a failure, they are blinded and stunned until the end of their next turn.
Ki Jump (1 Ki Point). As a bonus action, Goku jumps up to 30 feet and makes one unarmed strike.
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 Charge As a full turn action Goku regains 5 (1d10) Ki points.
Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 23 (1d10 + 18). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.
Son Goku awoke attop Korin Tower, having been carried up by Yajirobe, immediately seeking a way to grow strong enough to defeat King Piccolo. Being transported through one of Korin's teapots into an icy maze in the far north, Goku sought out the Ultra Divine Water, a drink containing great power, but an equally great poison. Overcoming its poison, his power shot to yet another high. Immediately heading towards King's Castle, he was only just able to save Tien, killing the last or King Piccolo's spawn with a single kick. Despite thrashing the evil king, he was forced to hesitate when Tien was taken hostage with no Shenron to revive him. Leaving Goku with two broken legs and a broken arm, Piccolo threw Tien to the ground before preparing one final attack high into the sky. Risking it all on one final attack, he fired a Kamehameha into the ground, using the momentum to shape his hand into a rising fist and punching a hole through the evil emperor's chest, only leaving time for him to birth a reincarnation before death as Goku lost consciousness. Returning to Korin Tower, he would learn the impact of this allowance, and would receive training from his planet's very own Kami.