Goku, Cell Games (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 304 (32d8 + 160)
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 32 ( XP)


Ki. Goku has 37 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.

Lasting Form/Weather Resistant. Goku can hold his breath for twice as long, suffocate for twice as long without dropping to 0 hit points, he can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur, Temperatures must be twice as high or low for him to suffer from extreme heat or cold, and it takes twice as long for him to suffer exhaustion from said temperatures.

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 32 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 64 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 45 (1d10 + 40). 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.

GokuAboutToSacrifice.png
[Source].

By the time Goku exited the Hyperbolic Time Chamber, Cell had already achieved his perfect form. Over Cell's stated 10 day wait until the Cell Games, Goku brought Dende from New Namek to resurrect Shenron and enjoyed what very well could be his last days with his family. When his time was up, he was the one chosen among the Z-Fighters to fight for the sake of the world. However, half way through their fight, Goku knew he didn't stand a chance. Giving Cell a senzu bean, lost via ring out, and nominated his own son as the last hope for the universe. When Cell decided winning was more important than a fair fight, and threatened to destroy the world with one final self destruction. While it didn't ultimately spell Cell's defeat, Goku was able to teleport both him and Cell to King Kai's planet. After Cell's defeat, Goku refused his resurrection. Over the next seven years, he would train with the various denizens of the afterlife in preparation for one last day to visit the world of the living for the 25th World Martial Arts Tournament.



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