Goku, Ultra Instinct (Dragon Ball Supplement)

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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 creature 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 does not follow traditional CR.


Medium humanoid (Saiyan), chaotic good


Armor Class 34 (Natural Armor)
Hit Points 570 (60d8 + 300)
Speed 110 ft.


STR DEX CON INT WIS CHA
52 (+21) 16 (+3) 20 (+5) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Str +37, Con +21
Skills Acrobatics +19, Athletics +37, Insight +16, Persuasion +21, Survival +16
Damage Immunities Poison
Condition Immunities charmed, frightened, poisoned, unconcious except by falling to 0 hit points, confused, or taunted.
Senses passive Perception 10
Languages Common
Challenge 60 ( XP)


Ki. Goku has 65 ki points which he can expend. All ki points are regained at the end of 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 four sizes larger when determining his carrying capacity and the weight he can push, drag, or lift.

Weather Resistant. Temperatures must be eight 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 eight times as long for him to suffer exhaustion from said temperatures.

Warrior's Pride. As a free action, Goku retries one saving throw that is causing him to be charmed or frightened.

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 eight times as long, suffocate for eight 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.

Honed Body and Mind. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is multiplied by 8, as is Goku's maximum age.

Unarmored Movement. Goku can move along vertical surfaces and across liquids on his turn without falling during the move.

Ultimate Power. Goku can use one additional Form OR Base Transformation Technique at a time, or use a Form and Base Transformation Technique with different adjectives.

ACTIONS

Multiattack. Goku makes six attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +39 to hit, reach 5 ft., one target. Hit: 43 (4d10 + 21) 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 +110 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

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.

Ki Sense (0+ Ki Points). As a free action, all creatures within 110 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 110 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 45 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 49 (2d12 + 37) 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 45 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 45 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 45 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 Surge (10 Ki Points). Goku makes one action as a free action.

Spirit Bomb. Goku begins charging (to a maximum of 20 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 45 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 41 (1d8 + 37) force damage, its range by 10 ft., and its radius increases by 2.5 ft.

Dragon Fist (3+ Ki Points). Goku moves up to 110 ft., forcing all creatures of his choosing within 5 feet of you to attempt a DC 45 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.

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 66(+28), his Dexterity becomes 30(+10), his AC becomes 48, his DCs become 52, his bonus to hit for his Unarmed Strikes becomes +43, and bonus to damage for those attacks becomes +26, his aura radiates bright light for 30 feet and dim light for another 30 feet. Goku can't use Ki Suppression, Ki Charge grants half as many Ki Points, and he must spend 5 Ki Points at the end of each of his turns to maintain this effect.-->

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 58(+24), his Dexterity becomes 22(+6), and his Constitution becomes 24(+7), his AC becomes 37, his DCs become 48, his bonus to hit for his Unarmed Strikes becomes +40, and bonus to damage for those attacks becomes +24, 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 62(+26), his Dexterity becomes 26(+8), and his Constitution becomes 28(+9), his AC becomes 44, his DCs become 50, his bonus to hit for his Unarmed Strikes becomes +42, and bonus to damage for those attacks becomes +26, 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.

Super Saiyan God (10 Ki Points). As an action, Goku's Strength becomes 76 (+33), his Dexterity becomes 50 (+20), and his Constitution becomes 44 (+17), his AC becomes 63, his DCs become 57, his bonus to hit for his Unarmed Strikes becomes +49, and bonus to damage for those attacks becomes +33, his maximum hit points increase by 612, and his maximum ki points by 12, he is immune to Ki Sense by creatures without a Godly Transformation, and he regains hit points equal to half his Constitution modifier (8) at the end of each of his turns. Goku must spend 8 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan Blue (3 Ki Point). As an action while Goku is in Super Saiyan God, Goku's Strength becomes 82 (+36), his Dexterity becomes 54 (+22), and his Constitution becomes 48 (+19), his AC becomes 69, his DCs become 60, his bonus to hit for his Unarmed Strikes becomes +52, and bonus to damage for those attacks becomes +36, his maximum hit points increase by 612, and his maximum ki points by 12, he is immune to Ki Sense by creatures without a Godly Transformation, and he regains hit points equal to half his Constitution modifier (8) at the end of each of his turns. Goku must spend 8 Ki Points at the end of each of his turns to maintain this effect.

Super Saiyan Blue Kaioken. As a bonus action while Super Saiyan Blue is active, Goku grants himself any number of levels of kaioken, gaining the following benefits:

  • Goku's Strength becomes 84 (+37), his Dexterity becomes 56 (+23), his AC becomes 70, his DCs become 61, his bonus to hit for his Unarmed Strikes becomes +53.
  • 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 per level of Kaioken.
  • At the end of each of his turns, he loses 10 maximum hit points per level of kaioken.

God Splitter (3 Ki Points). When Goku deals force damage, he may instead deal radiant damage. On a hit if it is an attack roll or automatic damage (such as from magic missile), they become cleansed. If it is a saving throw, on a failure they become cleansed.

Ultra Instinct Sign (10 Ki Points). As an action, Goku's Strength becomes 58(+24), his Dexterity becomes 52(+21), and his Constitution becomes 24(+7), his AC becomes 55, his DCs become 48, his bonus to hit for his Unarmed Strikes becomes +40, and bonus to damage for those attacks becomes +24, his maximum hit points increase by 120, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet., and opportunity attacks can not be made against him. Goku spend 8 ki at the end of each of his turns to maintain this form.

Ultra Instinct (10 Ki Points). As an action while Ultra Instinct Sign is active, Goku's Strength becomes 58(+24), his Dexterity becomes 84(+37), and his Constitution becomes 50(+20), his AC becomes 71, his DCs become 61, his bonus to hit for his Unarmed Strikes becomes +53, and bonus to damage for those attacks becomes +37, his maximum hit points increase by 900, and his maximum ki points by 15, his aura radiates bright light for 10 feet and dim light for another 10 feet., opportunity attacks can not be made against him, and the first attack made against him on each of his turns has disadvantage. Goku spend 8 ki at the end of each of his turns to maintain this form, and he must maintain concentration to keep this form active. If he loses concentration while this form is active, he takes 250 necrotic damage.

Ki Charge As a full turn action Goku regains 22 (4d10) Ki points.

REACTIONS

Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 69 (1d10 + 63). 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.

Goku_mui_in_fighterZ_render.jpg
[Source].

As his own spirit bomb burned around him, Goku awakened a power even the strongest of the Gods of Destruction could only dream of, if only a fragment of its true power, Ultra Instinct. Even the likes of Toppo and Dyspo were only enough for Goku to test his limits. However, against the brunt of Jiren's might, Goku was still at risk of being eliminated before Hit sacrificed himself, allowing Goku to escape to regain ki. As the battle raged on, more and more fighters fell until the only remaining were himself, a weakened Frieza, a hidden Android 17, and Jiren. As the battle between the two mightiest warriors raged on, and Jiren revealed his true power, Goku was met with another brick wall: let his universe die, or somehow avoid Jiren's overwhelming punches. In a split second, a kamehameha-like ki wave surrounded him. As it faded away, it revealed the full manifestation of Ultra Instinct, which, combined with his saiyan biology, took on a white haired form. It was through this technique that Jiren would be brought down to a defeatable level, though he would ultimately be done in by a barely-Super Saiyan Goku and an exhausted Frieza.



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