Goku, Namek Saga (Dragon Ball Supplement)
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Medium humanoid (Saiyan), chaotic good
Ki. Goku has 27 ki points which he can expend. All ki points are regained at the end of a long rest.
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.
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.
Unarmored Movement. Goku can move along vertical surfaces and across liquids on his turn without falling during the move.
Multiattack. Goku makes four attacks with its unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) 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 +65 ft. until the end of his turn. He may spend 1 additional ki point to use this as a free action.
Ki Sense (0+ Ki Points). As a free action, all creatures within 65 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 65 ft. each time. This can not sense creatures using a Godly Transformation.
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.
Kamehameha (5+ Ki Points). After charging for 2 rounds, every creature in a 60 ft. long, 30 ft. wide line must make a DC 20 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 23 (2d10 + 12) 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 20 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 20 Wisdom saving throw. On a failure, he becomes invisible to them until the start of his next turn, or he attacks them.
Kiai (1+ Ki Points). each creature within 10 feet must make a DC 20 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 and the distance the targets are pushed. Goku may spend 4 additional ki separate from the previous effects to use this as a reaction, causing the attacks it may be made in response to miss in addition to its normal effects as long as the Kiai deals half or more amount of damage dice as the attack does.
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.
Spirit Bomb. Goku begins charging (to a maximum of 17 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 20 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 17 (1d8 + 13) 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:
Ki Charge As a full turn action Goku regains 6 (1d12) Ki points.
Deflect Missile. When Goku is hit by a ranged attack, reducing its damage by 31 (1d10 + 26). If this reduces it to 0, he may make an unarmed strike with a range of 20/60 feet.
Limit Break (1/Day). When Goku drops to 0 hit points, he takes a turn immediately before falling unconscious.
Landing on Namek after a 6-day travel, training the whole time under x20-x100 Earth's gravity, Goku surpassed both Vegeta and Gohan. Taking down the Ginyu Force with minimal effort, though the final confrontation with the captain himself caused some serious damage. After regaining his strength in a healing pod with operation assistance from Vegeta, he regained his strength for one last fight for the safety of Namek and the life of his passed friends, taking down Fourth Form Frieza. Thinking he had defeated his second emperor with a Spirit Bomb, a death beam rang out, collapsing Piccolo, as he lifted Krillin into the air, detonating Goku's closest friend. Filled with rage, he awakened a power unseen for 1000 years, Super Saiyan.