Goku, Super Saiyan (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 187 (25d8 + 75)
Speed 65 ft.

22 (+6) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 17 (+3)

Saving Throws Str +14, Con +11
Skills Acrobatics +10, Athletics +14, Insight +8, Persuasion +11, Survival +8
Senses passive Perception 10
Languages Common
Challenge 25 (75,000 XP)

Ki. Goku has 28 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.

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: +14 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) 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 +65 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 65 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 65 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 21 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 21 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 21 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 21 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 21 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 18 (1d8 + 14) 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.

Super Saiyan (1 Ki Point). As an action, Goku's Strength becomes 26(+8), his Dexterity becomes 18(+4), and his Constitution becomes 20(+5), his AC becomes 23, his DCs become 26, his bonus to hit for his Unarmed Strikes becomes +16, and bonus to damage for those attacks becomes +8, his maximum hit points increase by 50, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet. Goku can't use Ki Suppression and must spend 1 Ki Point at the end of each of his turns to maintain this effect.

Ki Charge As a full turn action Goku regains 9 (2d8) Ki points.


Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 32 (1d10 + 27). 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.


As the rage from Krillin's sudden death rapidly boiled over, Goku awakened power unseen for 1000 years; the power Frieza feared; the power of a Super Saiyan. While at first only able to fight on even terms against Frieza's full power, his enemy's exhaustion began to take its toll, allowing Goku to crush his enemy with relative ease. As the rest of Namek's newly resurrected residents were teleported to Earth including Krillin and Gohan, Goku continued to fight as the planet crumbled around them. After vaporizing Frieza after the frost demon's back-stabbing surrender, he rushed to The Ginyu Force's nearby space pods, clumsily plonking around the controls to take him away from the planet's explosion. He found himself on a strange, backwater planet known as Yardrat. There, he learned one of its people's esoteric techniques, Instant Transmission. Returning to Earth aboard the same pod two years later, he is confronted by an odd warrior who, despite being stronger than both Frieza and his father, was easily handled by the newly trained Super Saiyan Son Goku.

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