Goku's Techniques (Dragon Ball Supplement)

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Goku's Techniques[edit]

The following is a list of every technique Goku can use. Attack bonuses, DC and the maximum amount of techniques he can have at a given time should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of Goku that gains such a technique, with lower listed versions being able to use any that higher listed versions can.


Goku, Pilaf Saga[edit]

Kamehameha (5+ Ki Points)/(Charging). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must attempt a Constitution saving throw. If they fail they take 39 (7d10) + twice his Attack bonus radiant damage, but if they succeed they take half damage. He can increase this damage by 13 (2d10) + his Attack bonus, increase its length by 30 ft., and increase its width by 15 ft for every additional ki point spent. Each additional ki point increases its charge time by 1 round.

Stand Ground (1+ Ki Point)/(Half Technique slot). 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)/(Half Technique echnique slot). As part of an unarmed strike, the target must succeed a Constitution saving throw or be stunned until the end of Goku's next turn. Goku may only make one sledgehammer attack per turn.

Rock Scissors 'N' Paper: Scissors! (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Dexterity saving throw or be blinded until the end of Goku's next turn. Goku may only make one Rock Scissors 'N' Paper: Scissors! attack per turn, the DC cannot exceed 18.

Rock Scissors 'N' Paper: Paper! (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Constitution saving throw or be knocked prone. Goku may only make one Rock Scissors 'N' Paper: Paper! attack per turn, the DC cannot exceed 18.

Rock Scissors 'N' Paper: Rock! (1 Ki Point)/(Half Technique slot). As part of an unarmed strike, the target must succeed a Strength saving throw or be stunned until the end of Goku's next turn. Goku may only make one Rock Scissors 'N' Paper: Rock! attack per turn, the DC cannot exceed 18.

Power Pole Focus (2 ki points)/(Half Technique slot). As a bonus action, one melee weapon Goku is proficient with can benefit from any effect his unarmed strikes would, and their damage counts as magical for the sake of overcoming resistances, when Goku makes an attack with this weapon he can end this effect early and add a +2 bonus to the attack and damage roll of that attack; otherwise Goku must spend 1 ki point at the beginning of each of his turns to keep this active.

Goku, 21st Tenkaichi[edit]

Afterimage Technique (2 Ki Points)/(Half Technique slot). 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 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or until he attacks them.

Ki Jump (1 Ki Point)/(Half Technique slot). As a bonus action, Goku jumps up to 30 feet and makes one unarmed strike.

Goku, 22nd Tenkaichi[edit]

Full Power Blow (1+ Ki Points)/(Half Technique slot). As a bonus action, when Goku makes an attack action, he combines two of the attacks he can make into one attack, adding the damage die and half of the modifier to damage from attacks beyond the first, he may add one more attack he can make per additional ki point spent.

Reactions[edit]

Exchange Blows (2 Ki Points)/(Half Technique slot) When an attack roll is made against Goku, he makes an unarmed strike against the attacker.

Goku, King Piccolo Saga[edit]

Ki Sense (0+ Ki Points)/(Half Technique slot). As a free action, all creatures within his movement speed 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 his movement speed each time. This can not sense creatures using a Godly Transformation.

Ki Suppression (0+ Ki Points)/(Half Technique slot). 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.

Flurry of Blows (1 Ki Point)/(Half Technique slot). As a bonus action immediately after Goku takes the Attack action on his turn, he makes two unarmed strikes.

Massive Blow (1+ Ki Points)/(Half Technique slot). As a Free Action when Goku hits a creature with an unarmed strike, they must succeed a Strength saving throw or be moved up to the damage dealt in feet rounded to the nearest 5. They can only move a maximum of 15 feet for every ki point spent. Anything in the creature's way must make a Dexterity save, or take half the damage the targeted creature took from the massive hit, stopping them from moving further, unless this drops them to 0 hit points.

Goku, 23rd Tenkaichi[edit]

Flight (1 Ki Point)/(Half Technique slot). As a bonus action, Goku gains a flying speed equal to his movement speed.

Ki Blast (1 Ki Point)/(Half Technique slot). As a bonus action, Goku's unarmed strikes have their reach increased by his movement speed. until the end of his turn. He may spend 1 additional ki point to use this as a free action.

Solar Flare (2 Ki Points)/(Half Technique slot). Every creature that is not blinded within 45 feet facing Goku must succeed a Wisdom or Dexterity save. On a failure, they are blinded and stunned until the end of their next turn.

Perfect Dodge (1 Ki Point)/(Half Technique slot). As a bonus action, Goku takes the dodge action.

Ki-Enhanced Movement (1 Ki Point)/(Half Technique slot) As a bonus action, Goku takes the disengage action or dash action, and his jump distance is doubled for the turn.

Ki Infused Strike (1 Ki Point)/(Half Technique slot) Once per turn when Goku hits with an unarmed strike, he may spend 1 ki point to roll one more of the attack's damage, adding the rolls together and dealing an equal amount of damage. If the target hasn't taken a turn since rolling for initiative, he does not need to spend ki.

Binding Strike (3 Ki Points). When Goku uses a technique that deals force damage, on an attack roll hit/saving throw failure, instead of taking damage, a target that is his size category or smaller is moved anywhere within 5 ft. of him. If the target has a greater size category than him, he may move anywhere within 5 ft. of it.

Goku, Saiyan Saga[edit]

Ki Dash (2 Ki Points). As a Lengthy Action, Goku moves forwards at four times his movement speed, passing through creatures' spaces without additional movement speed cost, with opportunity attacks against him having disadvantage until the end of his turn.

Spirit Bomb (Charging). 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 Strength saving throw. On a failure, they take 4 (1d8) + his Attack bonus 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 4 (1d8) + his Attack bonus 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.
  • The number of maximum hit points Goku loses from kaioken is multiplied by 10 if he grants himself levels which exceed his constitution modifier.
  • He may not gain levels of Kaioken more than half his CR.

Goku, Namek Saga[edit]

Kiai (1+ Ki Points)/(Must have Ki sense) each creature within 10 feet must make a Strength saving throw or take 1d8 force damage and be pushed to the edge of this technique’s range. For every 2 ki points up to Goku's Ki sense range added, 1d8 damage and 10 feet is added to the affected radius.

Kiai Blast (1+ Ki Points)/(Part of Kiai) When Goku makes an attack with Ki blast, he may cause the ki blast's range to turn into a line and force creatures within the line to make a Strength saving throw, taking Kiai's damage + his strength modifier and be pushed back half the distance Kiai would do.

Reactions[edit]

Kiai Burst (5+ Ki Points)/(Part of Kiai) As a reaction to being targeted by an attack Goku may use Kiai, causing the attack it may be made in response to, to miss in addition to its normal effects, and causing Kiai to deal half as much damage as it normally would.

Goku, Super Saiyan[edit]

Super Saiyan (1 Ki Point). As an action, Goku's Strength, Dexterity, and his Constitution scores increase by +4, his AC increases by +4, his DCs, attack and damage bonuses increase by +2, his maximum and current hit points increase by twice his CR, 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.

Super Kamehameha/Ki Burst (5 Ki Points). When Goku uses a Technique that deals damage that does not require charging, including Ki Blast, or when he begins charging a Technique that does require charging, he may instead gathers its ki quickly in a single hand. Additionally, If it did not require charging and was an action, he may use it as a bonus action or reaction. If it did require charging, he may make 1 bonus action or reaction on each of his turns without needing to make a concentration check.

Goku, Android Saga[edit]

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.

Goku, Cell Games[edit]

Mastered Super Saiyan (3 Ki Points)/(Counts as 2.5 techniques, Replaces Super Saiyan). As an action, Goku's Strength and Dexterity scores increase by +6, and his Constitution score increase by +4, his AC increases by +6, his DCs, attack and damage bonuses increase by +3, his maximum and current hit points increase by twice his CR, and his maximum ki points by 2, his aura radiates bright light for 10 feet and dim light for another 10 feet. As a bonus action or when Goku transforms into this form, he may reduce the bonus to his Strength,Dexterity and/or Constitution by 2 and redistribute the total points anywhere in his Strength, Dexterity or Constitution scores, the bonuses can't be reduced below 4.

Goku, Buu Saga[edit]

Super Saiyan 2 (2 Ki Points). As an action for 2 additional ki points, or as a bonus action while Super Saiyan is active, he gains this in addition to the effects of Super Saiyan: Goku's Strength, his Dexterity, Constitution scores increase further by +4, his AC increases by +4, his DCs increase by +2, his attack and damage bonuses increase by +2, his maximum and current hit points increase by twice his CR, and his maximum ki points by 2, his aura now 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 3 (5 Ki Points). As an action while Super Saiyan is active, or as a bonus action while Super Saiyan 2 is active, he gains this in addition to the effects of Super Saiyan 2: Goku's Strength, his Dexterity, Constitution scores increase further by +4, his AC increases by +4, his DCs increase by +2, his attack and damage bonuses increase by +2, his aura now 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.

Goku, GT[edit]

No other versions of Goku beside Goku, End of GT have access to these techniques.

Mastered Super Saiyan 3 (5 Ki Points)/(Counts as 2.5 techniques, Replaces Super Saiyan 3). As an action while Super Saiyan is active, or as a bonus action while Super Saiyan 2 is active, he gains this in addition to the benefits of Super Saiyan 2: Goku's Strength and Dexterity increase further by +6, his AC increases by +6, his DCs, attack and damage bonuses increase by +3, his aura now radiates bright light for 30 feet and dim light for another 30 feet. Goku must spend 3 Ki points at the end of each of his turns to maintain this effect. As a bonus action or when Goku transforms into this form, he may reduce the bonus to his Strength and/or Dexterity by 2 and redistribute the total points anywhere in his Strength or Dexterity scores, the bonuses can't be reduced below 4.

Super Saiyan 4 (7 Ki Points). As an action for 2 additional ki points, or as a bonus action while Super Saiyan is active, he gains this in addition to the effects of Super Saiyan 3: Goku's Strength and {5a|dex}} increase further by +2 and his Constitution score increases further by +6, his AC increases by +2, his DCs increase by +1, his attack and damage bonuses increase by +1, his maximum and current hit points increase by thrice his CR, and his maximum ki points by 3, his aura now radiates bright light for 40 feet and dim light for another 40 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.

Dragon Fist (3+ Ki Points). Goku moves up to his movement speed, forcing all creatures of his choosing within 5 feet of him to attempt a 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 attack's 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.

Goku, End of GT[edit]

No other versions of Goku have access to these techniques.

Mysterious Change (10 Ki Points)/(Counts as 3 Techniques). As an action while Goku is not in any Super Saiyan form, Goku's Strength, Dexterity, Constitution and Wisdom scores increase by +24 his AC increases by +24, his DCs increase by +12, his attack and damage bonuses increase by +12, his maximum and current hit points increase by twelve times his CR, and his maximum ki points by 12. Goku knows the Ki Points, hit points, AC, and location of every creature within an amount of feet equal to his movement speed multiplied by his ki point maximum as if by Ki Sense, and must spend 10 Ki Points at the end of each of his turns to maintain this effect.

Goku, God[edit]

Super Saiyan God (10 Ki Points). As an action, Goku chooses whether his Strength or Dexterity increases by +24 while the other increases by +8 and his Constitution increases by +24, his AC increases by +16, his maximum and current hit points increase by twelve times his CR, and his maximum ki points by 12, if Strength was chosen, his attack, damage bonuses and DCs increase by +12, he is immune to Ki Sense by creatures without a Godly or higher transformation, and he regains hit points equal to half his Constitution modifier 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.

God Bind (4 Ki Points). As an action, Goku focuses his divine powers on one creature within 45 ft., forcing them to succeed a Strength saving throw or become paralyzed until the end of their next turn. Goku may only use this while he's in Super Saiyan God or any other form obtained after this version of Goku.

Goku, Blue[edit]

This version of Goku and any versions after consider Mastered Super Saiyan as 3 Techniques rather than 2.5.

Ki Transfer (1+ Ki Points)/(Half Technique slot, Must have Ki Sense) As an action, Goku can transfer any amount of ki points that he currently has to a creature within his Ki Sense range. The ki points or other resources transferred cannot push that creature over their maximum amount for that resource.

Super Saiyan Blue (3 Ki Points)/(Counts as Super Saiyan God and Mastered Super Saiyan). As an action while Goku is in Super Saiyan God, he gains this in addition to the effects of Super Saiyan God: Goku's Strength and Dexterity increase further by +6 while his Constitution score increases further by +4, his AC increases by +6, his DCs increase by +3, his attack and damage bonuses increase by +3, his maximum and current hit points increase by twice his CR, and his maximum ki points by 2, he is immune to Ki Sense by creatures without a Godly Transformation, he regains hit points equal to half his Constitution modifier at the end of each of his turns and his aura radiates bright light for 10 feet and dim light for another 10 feet. Goku must spend 8 Ki Points at the end of each of his turns to maintain this effect.

As a bonus action or when Goku transforms into this form, he may reduce the bonus to his Strength,Dexterity and/or Constitution by 2 and redistribute the total points anywhere in his Strength, Dexterity or Constitution scores, the bonuses can't be reduced below 4.

Goku, Blue Kaioken[edit]

Super Saiyan Blue Kaioken. (Counts as 2 Techniques) As a bonus action while Super Saiyan Blue is active, Goku grants himself any number of levels of kaioken, gaining the following benefits in addition to the effects of Super Saiyan Blue:

  • Goku's Strength and Dexterity increase by +2 in addition to a +1 for each additional level of Kaioken.
  • His movement speed is increased by 5 feet per level of Kaioken.
  • He can not make ranged attacks, with the exception of Techniques.
  • 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 if he grants himself levels which exceed his constitution modifier.
  • He may not gain levels of Kaioken more than half his CR.

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