Goku, Saiyan 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 17 (Natural Armor)
Hit Points 157 (21d8 + 63)
Speed 60 ft.

20 (+5) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 16 (+3)

Saving Throws Str +12, Con +10
Skills Acrobatics +9, Athletics +12, Insight +7, Persuasion +10, Survival +7
Senses passive Perception 10
Languages Common
Challenge 21 (33,000 XP)

Ki. Goku has 24 ki points which he can expend. All ki points are regained at the end of 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 four attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) 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 +60 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 60 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 60 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 20 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 23 (2d10 + 12) 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 20 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 20 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 20 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.

Spirit Bomb. Goku begins charging (to a maximum of 16 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 20 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 16 (1d8 + 12) force damage, its range by 10 ft., and its radius increases by 2.5 ft.

Kaioken (5 maximum hit points per level of kaioken). As a bonus action, Goku grants himself any number of levels of kaioken, gaining the following benefits:

  • His movement speed is increased by 5 feet per level of Kaioken.
  • He can not make ranged attacks, with the exception of Techniques.
  • His Strength and Dexterity increase by +1.
  • At the end of each of his turns, he loses 10 maximum hit points per level of kaioken.
  • The number of maximum hit points Goku loses from kaioken is multiplied by 10 while he is in a transformation that restricts use of one or more techniques.

Ki Charge As a full turn action Goku regains 6 (1d12) Ki points.


Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 28 (1d10 + 23). 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.


Resurrected via the Dragon Balls, Goku sped to the highest power levels he had ever felt. By the time he arrived, Yamcha, Tien Shinhan, Chiaotzu, and Piccolo had already died, leaving Krillin and Gohan the only remaining Z-Fighters beside himself. Paralyzing Nappa in a single blow, Goku uas shocked to see how real saiyans treat their injured comrades as Vegeta threw his injured friend into the air and vaporized him. While able to fight on equal terms against the saiyan prince using Kaioken, and even overpowering him with a Kaioken x4 Kamehameha during a beam struggle, he stood no chance against a Great Ape Vegeta. However with help from Yajirobe, Gohan, and Krillin, they were finally able to take him down. When Krillin went to kill the prince using Yajirobe's sword, Goku stopped him, allowing him to escape to learn humility and become a rival. With Kami dead from his life bond with Piccolo, and Korin fresh out of senzu beans, Goku was hospitalized as Krillin, Gohan, and Bulma left for Planet Namek aboard Kami's ship in hopes of using their Dragon Balls to resurrect their own. After healing from his injuries using a newly grown senzu, receiving a huge zenkai in the process, Goku leapt to his feet, hopped aboard a Capsule Corp. ship, and sped to Namek.

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