Goku, Blue Kaioken (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 42 (Natural Armor)
Hit Points 609 (58d8 + 348)
Speed 205 ft.


STR DEX CON INT WIS CHA
16 (+3) 48 (+19) 22 (+6) 8 (-1) 10 (+0) 20 (+5)

Saving Throws Str +19, Dex +35, Con +22, Int +7, Wis +16, Cha +21
Skills Acrobatics +35, Athletics +19, Insight +16, Perception +16, Performance +21, Persuasion +21, Stealth +35, Survival +16
Damage Immunities Poison
Condition Immunities charmed, frightened, poisoned, unconcious except by falling to 0 hit points, confused, or taunted.
Senses passive Perception 26
Languages Common
Challenge 58 ( XP)


Ki. Goku has 64 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 6.

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 four 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 proficiency bonus (8) to all strength checks.

Lasting Form/Weather Resistant/Honed Body and Mind. All the following are multiplied by sixteen for Goku:

  • Maximum time for holding his breath
  • Maximum time for suffocating without dropping to 0 hit points.
  • Maximum time going without food and water.
  • Time to gain exhaustion from food and water deprivation.
  • Temperatures maximum high or low for him to suffer from extreme heat or cold.
  • Time to suffer exhaustion from said temperatures.
  • Number of levels of exhaustion, gradual blindness, deafness, and numbness required for each effect.
  • His maximum age.

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 58 hit points, he can only do this eight times (all eight instances included in dexterity and constitution, redistribute or remove as appropriate).

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.

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 116 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 (2/Day). When Goku drops to 0 hit points, he takes a turn immediately before falling unconscious.

Ultimate Ki Adept. A number of techniques equal to half of Goku's proficiency bonus (8) which can be changed as a full turn action but only twice per minute, gain one of the following when used:

  • The technique ignores any damage resistances and immunities.
  • Creatures have disadvantage against any saving throws the technique forces a creature to make.
  • Goku may gain advantage on any attack rolls or saving throws it incurs.
  • Goku may increase the damage die of the chosen techniques by 1 tier (1 > d4 > d6 > d8 > d10 > d12 > 2d8).
  • Goku may treat any 1 on a damage die made with the chosen technique as a 2.

Enhanced Charging. Goku has techniques labeled 'Charging' when Goku charges or begins charging any of those techniques he may add 4d10 to the damage each round it's charged, additionally, if he charges or begins charging any technique 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 five times per turn.

ACTIONS

Multiattack. Goku makes six attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +35 to hit, reach 5 ft., one target. Hit: 41 (4d10 + 19) force damage.

Ki Charge As a full turn action Goku regains 20 (4d10) Ki points.

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

Adaptation. Goku replaces his techniques as if he took a long rest after concentrating for one minute.

See Goku's known Techniques

  • DC - 43
  • Attack bonus - +35
  • Technique slots - 20

REACTIONS

Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 92 (3d10 + 77). 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.

SSGSS_%28KK%29.png
[Source].

Bulldozing Botamo and only losing to Frost by way of cheating with a secret poison needle, Goku's final match in Beerus and Champa's Tournament of Destroyers, Goku's final match was against the Universe 6 assassin Hit. Having already analyzed the alien's Time Skip technique, Hit revealed his full power, forcing Goku to reach deeper, utilizing Super Saiyan Blue's calm mind to enhance his control of Kaioken. Between Goku Black and even the Universe 6 saiyan fusion Kefla, this form alone allowed Goku to fight any foe in his way up until his first match with the slumbering power of Jiren. But even with a full-powered spirit bomb in Blue Kaioken pushed to its limits, the mortal beyond the Gods of Destruction deflected it with ease, redirecting it at its creator. With no choice other than to break his limits or let his universe die, he awakened and quickly master a power deeper than even Beerus could achieve, Ultra Instinct.



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