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KrisRyder

Son Goku (DnD NPC Homebrew)

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I'm not really doing RAW DnD for this build, it's more "DM gets Final Fantasy Adjacent Mechanics for an event". Lemme show ya the build before I explain myself further.


Son Goku (DnD NPC Homebrew)

Saiyan Male Status: Mentor (When Goku's HP hits zero and players are under level 13, combat ends and Goku recovers 200 HP and 25 KP. If PC's level 12 and under drop to zero HP, they're simply unconscious until the end of combat (no need for death rolls! Yay!). When combat ends, they recover 2D10 HP as they awake.)

Hit Dice: 2d100xd4 Hit Points: 400/800 max

Ki Dice: d100 Ki Points: 100

Speed: 60 Flying Speed: 120

TS: 10 AC (base)/13(+d4)/17(+1)/19(+2)/21(+3) [Initial Limit Break - 13]

[Ability Modifiers] (Base) STR: +1 DEX: +2 WIS: N/A CHA: +2 END: +4 CON: +3

(-:Actions:-)

[Flight] Goku jumps off the ground, flying! -2 KP. Goku stops flying at the end of his turn unless there's a flying opponent, in which case he solely targets the flying opponent until hit by a character on the ground.

[Unarmed Strike] 5 ft, +6 to hit, 2d10x2 bludgeoning damage

[Ki Charge] Goku stands and charges his ki for his entire turn, recovering Ki. Roll his KD

[Ki Recovery] Roll Goku's KD, subtract the score from his KP and add it to his HP

[Ki Blast] -10 KP, 50/90 ft, +2 to hit, D10+D12 Ki Damage

[Dual Ki Blast] -20 KP, 50/90 ft, +4 to hit (roll to attack one time for this skill), can hit two different targets or one target solely.

One target - 2D10+2D12 Two targets - D10+D12 each

[Kamehameha Wave] -50 KP, 60/120 ft, +4 to hit, 2D20x2 Ki damage

[Shockwave] -25 KP, can be used as a reaction, AoE 25 ft radius, Dex Saving DC 13. On a success any targets in the AoE get pushed back by 10 ft. On a failed save targets get pushed back twenty feet and are prone.

[Afterimage Technique] -15 KP, can be used as a reaction. Goku moves so fast light fails to catch up, images of him appearing where he's been. Anybody targeting Goku must roll a d4 after rolling to attack. On a 1 Goku is hit, otherwise the attack misses.

{Limit Break Skills}

[Limit Break - Kaioken] When initial Limit Break score (TS 13) is rolled on a successful attack, Goku transforms into Kaioken. Limit Break lasts six rounds. Goku's AC becomes 13. Roll a d4, Goku gains a temporary boost to all his rolls and stats equal to the d4 roll for Limit Break duration. Allows access to Hyper Break - Super Saiyan (TS - 17). When Limit Break ends add one Strain (Strain gives a debuff to all ability score modifiers and rolls per long rest, Strain Score determining debuff amount (i.e. five Strain equals minus five to all modifiers and rolls)).

[Limit Rising - "I Won't Let You!!!"] If a crit was to land on Goku (base AC 10 only), roll a d4 as he quickly goes into Kaioken (use rules above). Add one Strain immediately if Kaioken is used this way. Kaioken lasts when used this way until the end of the current round. Can only be used twice per long rest.

[Hyper Break - Super Saiyan] Usable only when in Limit Break. If a 17 is rolled exactly to successfully hit Limit Break - Kaioken Goku, you may Hyper Break Goku to Super Saiyan. Add one Strain. Limit Break's modifier drops as Goku's AC becomes 17, gaining a +1 to all rolls and ability scores for the rest of Limit Break Duration. Allows access to Over Burst - Super Saiyan 2 (TS - 19). +50 KP reservoir.

[Hyper Break Reaction - Instant Transmission] -20 KP, can be used as a reaction, and is available for all TS abilities at and above Hyper Break. If someone goes to hit Goku (Hyper Break - Super Saiyan or higher), roll a d4. On a one or four, Goku teleports instantly to the farthest away opponent (this does allow for an opportunity to attack).

[Over Burst - Super Saiyan 2] Usable only when in Hyper Break. Hyper Break lasts for the rest of Limit Break's Duration. If someone rolls a 19 to successfully hit Hyper Break - Super Saiyan Goku, you may Over Burst Goku to Super Saiyan 2. Add one Strain. Roll a d12. On a 3, 6, 9 or 12 all Over Burst and higher TS Transformations gain access to the base skill [Limit Rising - "I won't let you!"]. Goku's AC becomes 19 as he gains a +2 to all ability scores and rolls as you lose all modifiers Goku gained from Hyper Break. +100 KP reservoir.

[Over Burst Ability - "Times Ten Kamehameha!!!"] Usable by all Over Burst and higher TS Transformations, and only after Goku's hit for critical damage. The last person to land a crit on Goku becomes the sole target for his next turn as he charges a Kamehameha Wave, energy changing in his hands into a wrathful crimson before firing! -100 KP, 120/200 ft, +8 to hit, 2D20x8 Ki Damage. Add one Strain after use.

[Ultra Burst - Super Saiyan 3] Usable only when in Over Burst. Ultra Burst lasts until the end of Limit Breaks Duration. If someone rolls a 21 to successfully hit Over Burst - Super Saiyan 2 Goku, you may Ultra Burst Goku into Super Saiyan 3. Add two Strain. Roll a d6. On a one or six, Goku loses the ability [Ki Charge] until the end of Limit Breaks Duration. Goku's AC becomes 21 and gains a +3 to all ability scores and rolls as the previous +2 buff from Over Burst is lost. +300 Ki reservoir.

[Ultra Burst Ability - Spirit Bomb] Can only be used while in Ultra Burst - Super Saiyan 3. Lose all KP. Goku flies 80 ft into the air and charges a massive Spirit Bomb (60 ft sphere) as he reverts to base form, ending Limit Break immediately as he pours his energy into the Spirit Bomb for a round until launching. When launched, it hits the ground and the people in an 150 ft area must roll a D100 Dex Saving Throw, DC 78% or higher. On a successful saving throw damage is halved. 30/50 ft, +8 to hit, D100*2 Ki Damage.


If any of the wording appears a tad "off kilter", I do apologize. These are essentially notes for me for my campaign later, so I didn't really think about writing it for other people. Hell, I'm really only sharing this on a whim and am far too lazy to fix it right now.

Now lemme explain myself. I happen to personally find AC too static for consequence driven worlds, so I designed Tolerance Standing (TS) as a way to basically make fights more dynamic to tell narratively. This quickly led me to the thought "but what if multiple AC's?"

As a result I made a transformation tree for Goku based off that errant thought, and as a result his transformations are now tied to escalation values simply for narratives sake. And because I'm a fan of consequences so much, I figured I'd just add on a Strain element to make TS a bit more fair.

TS essentially boosts the NPC in question to a higher stat block and AC when either the exact number is rolled or a crit hits. This leads to either Limit Break or Limit Rising. Limit Rising is literally a one round version of Limit Break, meaning you could technically always get that one high octane series of rolls where the DM Limit Rising's Goku into Kaioken, turns Super Saiyan and taps into Super Saiyan 2 for the briefest of moments before reverting to base form winded as hell.

It's definitely not a good idea to spam TS Limit Break/Rising trees too often, which is why it's mostly up to the DM as to whether or not that roll in particular is the one that triggers escalation.

Why did I design him like this? Well I have a party of First Timers that ended up being Murder Hobos, and it's my third time DMing a campaign. I already ripped a hole through space time in the sky as a cult searches for The Forgotten God's name in the universe, allowing for crossover characters and events to happen in it. I'm just adding a bit of a dynamic boss fight to the mix when they're Level Eight (my players are currently Level Seven.).

Thoughts? Comments? Criticisms? Concerns for mental health? Please feel free to reply, I'll try to answer if I'm not asleep. It's past 0800 and I gotta go to work around 1345-1600.

Posted Mar 2, 2026, 4:16 PM UTC

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