Goku, Android Saga (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 30 (Natural Armor)
Hit Points 285 (30d8 + 150)
Speed 115 ft.


STR DEX CON INT WIS CHA
14 (+2) 26 (+8) 20 (+5) 8 (-1) 10 (+0) 17 (+3)

Saving Throws Str +11, Dex +12, Con +14, Int +3, Wis +4, Cha +12
Skills Acrobatics +17, Athletics +11, Insight +9, Performance +12, Persuasion +12, Survival +9
Senses passive Perception 10
Languages Common
Challenge 30 (155,000 XP)


Ki. Goku has 35 ki points which he can expend. All ki points are regained at the end of a long rest.

Damage Threshold. Goku has a damage threshold of 4.

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.

Powerful Build/Toned Body/Ki Imbued Body. Goku counts as three sizes larger when determining his carrying capacity and the weight he can push, drag, or lift. And he requires twice as much food as a normal Medium-sized creature would, additionally he adds half his proficency bonus (4) to all strength checks.

Saiyan Power. If Goku is reduced to 0 Hit Points and isn't stable after utilizing the Further Beyond feature, he can permanently increase one Ability Score by 1 to a maximum of 30 after regaining at least 30 hit points, he can only do this eight times (all eight instances included in dexterity and constitution, redistribute or remove as appropriate).

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.

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

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

Saiyan Brutality. Once per turn when Goku hits with an attack, he can roll one additional damage dice and add it to the total damage, additionally, immediately after he uses the Further Beyond or Saiyan Power trait, he can use his reaction to take the attack action, use a non charging technique, or cast a spell with a casting time of 1 action or bonus action.

Enduring Physique. Goku has the following:

  • He has 60 extra hit points.
  • Whenever he regains hit points by spending hit dice the result is doubled.
  • He has advantage on saving throws against exhaustion and its effects.

Limit Break (1/Day). When Goku drops to 0 hit points, he takes a turn immediately before falling unconscious.

Basic Ki Adept. A number of techniques equal to half of Goku's proficiency bonus (4) chosen on a long rest, gain one of the following when used:

  • The technique ignores any damage resistances.
  • He may increase its damage die by 1 tier (1 > d4 > d6 > d8 > d10 > d12 > 2d8).

Enhanced Charging. Goku has techniques labeled 'Charging' when Goku charges or begins charging any of those techniques beside Spirit Bomb he may spend the technique's base cost an additional time to consider it already charged for one round, he may do this up to three times per turn.

ACTIONS

Multiattack. Goku makes four attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) force damage.

Ki Charge As a full turn action Goku regains 13 (2d12) Ki points.

See Goku's known Techniques

  • DC - 25
  • Attack bonus - +17
  • Technique slots - 11

REACTIONS

Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 37 (1d10 + 32). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.

Deflect Energy. When Goku takes acid, cold, fire, lightning, force, necrotic, radiant, or thunder damage, the damage is reduced by 1d10 + his Attack bonus.

GokuSuperSaiyanHeartVirus01.png
[Source].

After handling Future Trunks with relative ease, Son Goku was informed of his near future: in three years, two androids would attack South City, but Goku wouldn't survive to defeat them, dying of a heart virus that he was given medication for. With the warning, he managed to survive, but was out of commission when the true android menace, with a new addition, was awakened. By the time he had recovered, Cell had absorbed Android 17, entering his terrifying Semi-Perfect form. Standing no chance against the new threat, and knowing Vegeta, Trunks, and Krillin would screw it up, he and Gohan entered the Hyperbolic Time Chamber to train for 1 year.

Heart Virus

Goku's CR becomes 29, his Constitution score is reduced to 16 (+3), his Strength score is reduced to 12 (+1) and his Dexterity score is reduced to 24 (+7), his maximum hit points are reduced by 60, his maximum ki points and damage threshold are reduced by 2, his AC is reduced by 7, and his attack and damage bonuses are reduced by 1, and his movement speed reduced by 5 feet, additionally, if he uses or loses more than 2 ki points in one round or ki charges he must attempt a Constitution saving throw equal to his highest Ki Save DC gaining the poisoned condition until the end of his next turn on a failure.



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