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Goku - AI-generated fantasy Character

Goku

Human · Monk (Warrior of the Open Hand) · Level 20 · Soldier

Goku

Goku is joyful, direct, fearless, and intensely curious.
AC15
HP104/104
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 104 · 60 ft.
AlignmentNeutral GoodGenderMaleAge37 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthINT
  • SurvivalWIS

Weapons

Simple weapons,
Martial weapons with the Light property

Tools

Gaming Set, Dice

Languages

Common,
Draconic,
Orc

Features

46 features

Bonus action

  • Martial ArtsLevel 1

    When After or instead of taking the Attack action

    Make an unarmed strike as a Bonus Action while unarmed or wielding only Monk weapons.

  • Heightened Flurry of Blows

    When After taking the Attack action or as permitted by Martial Arts

    Make three Unarmed Strikes as a Bonus Action by spending 1 Focus Point.

  • Superior DefenseLevel 18

    When When threatened by overwhelming danger

    Spend 3 Focus Points to gain Resistance to nearly all damage for 1 minute.

  • Flurry of BlowsLevel 3

    Goku can use a Bonus Action to make two Unarmed Strikes by spending 1 Focus Point with Flurry of Blows. At level 10, this becomes three Unarmed Strikes.

  • Patient DefenseLevel 3

    Goku can use Patient Defense as a Bonus Action to Disengage, or spend 1 Focus Point to also Dodge and gain Temporary Hit Points equal to two rolls of his Martial Arts die.

  • Step of the WindLevel 3

    Goku can use Step of the Wind as a Bonus Action to Dash, or spend 1 Focus Point to also Disengage and double his jump distance. At level 10, he can bring along one willing Large or smaller creature within 5 feet without provoking Opportunity Attacks.

  • Wholeness of BodyLevel 6

    When Goku uses Wholeness of Body, he can heal himself for 1d12 + 3 Hit Points as a Bonus Action, and can use the feature a number of times equal to his Wisdom modifier per Long Rest.

Reaction

  • Deflect Attacks and Energy

    When When hit by a qualifying attack

    Reduce incoming physical or elemental attack damage by 1d10 + 6. If reduced to 0, redirect the attack by spending 1 Focus Point.

Always on

  • Stunning StrikeLevel 5

    When Once per turn when an Unarmed Strike hits

    Strike an enemy's pressure points, potentially Stunning it or slowing and hampering its next attack.

  • Open Hand TechniqueLevel 3

    When After hitting with Flurry of Blows

    Use Open Hand Technique after a Flurry of Blows attack to topple, push, or disrupt the target.

  • Fleet StepLevel 11

    When When using Flurry of Blows

    Release a massive wave of focused force and teleport across the area by spending 3 Focus Points.

  • Unarmored DefenseLevel 1

    While not wearing armor or wielding a Shield, Goku's AC equals 10 + his Dexterity modifier + his Wisdom modifier.

  • Monk's FocusLevel 2

    Goku has 20 Focus Points, regained when he finishes a Short or Long Rest. He knows Flurry of Blows, Patient Defense, and Step of the Wind. Focus save DC is 16.

  • Unarmored MovementLevel 2

    Goku's Speed increases by 30 feet while unarmored and not using a Shield, making his walking Speed 60 feet.

  • Uncanny MetabolismLevel 2

    Once per Long Rest, immediately after rolling Initiative, Goku can regain all expended Focus Points and regain 1d12 + 20 Hit Points.

  • Deflect AttacksLevel 3

    When an attack roll that deals Bludgeoning, Piercing, or Slashing damage hits Goku, he can use his Reaction to reduce the damage by 1d10 + 6. If this reduces the damage to 0, he can spend 1 Focus Point to redirect the attack.

  • Monk SubclassLevel 3

    Goku gains the Warrior of the Open Hand subclass.

  • Ability Score ImprovementLevel 4

    Goku gains an Ability Score Improvement or another eligible feat. His final ability scores are the scores specified for this character.

  • Slow FallLevel 4

    When Goku falls, he can use his Reaction to reduce falling damage by five times his Monk level, up to 100 damage.

  • Extra AttackLevel 5

    Goku can attack twice when he takes the Attack action.

  • Empowered StrikesLevel 6

    Goku's Unarmed Strikes count as magical for overcoming resistance and immunity to nonmagical attacks and damage.

  • EvasionLevel 7

    When Goku succeeds on a Dexterity saving throw for half damage, he instead takes no damage. On a failed save, he takes half damage.

  • Ability Score ImprovementLevel 8

    Goku gains an additional Ability Score Improvement or eligible feat. His final ability scores are the scores specified for this character.

  • Acrobatic MovementLevel 9

    Goku can move along vertical surfaces and across liquids during his turn without falling during that movement.

  • Heightened FocusLevel 10

    Goku's Flurry of Blows, Patient Defense, and Step of the Wind gain their heightened benefits, including three Flurry attacks and two Martial Arts dice of Temporary Hit Points from Patient Defense.

  • Self-RestorationLevel 10

    At the end of each of his turns, Goku can end one effect on himself that is causing the Charmed or Frightened condition.

  • Subclass FeatureLevel 11

    Goku gains a subclass feature from Warrior of the Open Hand.

  • Ability Score ImprovementLevel 12

    Goku gains another Ability Score Improvement or eligible feat. His final ability scores are the scores specified for this character.

  • Deflect EnergyLevel 13

    When Goku uses Deflect Attacks, he can reduce damage from attacks that deal Acid, Cold, Fire, Lightning, or Thunder damage, and can redirect the energy if he reduces the damage to 0.

  • Disciplined SurvivorLevel 14

    Goku gains Proficiency in all saving throws. If he already has proficiency, he can add his Wisdom modifier to that saving throw.

  • Perfect FocusLevel 15

    When Goku rolls Initiative and has no Focus Points remaining, he regains 4 Focus Points.

  • Ability Score ImprovementLevel 16

    Goku gains another Ability Score Improvement or eligible feat. His final ability scores are the scores specified for this character.

  • Subclass FeatureLevel 17

    Goku gains a subclass feature from Warrior of the Open Hand.

  • Epic BoonLevel 19

    Goku gains an Epic Boon. For this character, the feat is represented as an additional epic refinement of his martial discipline without changing the supplied final ability scores.

  • Body and MindLevel 20

    Goku gains an additional 4 points to distribute among Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, with no ability score exceeding 25. The supplied final ability scores are treated as the completed scores for this generated character.

  • Quivering PalmLevel 17

    When Goku takes damage, he can use his Reaction to gain Resistance to that instance of damage. If the attacker is within 60 feet, he can spend 3 Focus Points to deal 3d12 Force damage to it unless it succeeds on a Constitution saving throw.

  • Origin TrainingLevel 1

    Goku has proficiency in Athletics and Intimidation from his Soldier background, Acrobatics and Insight from his Monk class, and Perception from his Human Skillful trait. His Human Versatile trait grants the Skilled Origin feat, giving him proficiency in Survival, Medicine, and Performance.

  • Origin FeatsLevel 1

    Goku has the Savage Attacker Origin feat from his Soldier background, and the Skilled Origin feat from his Human Versatile trait.

  • Creature TypeHumanHumanoid.
  • SizeHumanMedium.
  • SpeedHuman30 feet before Monk features.
  • ResourcefulHumanGain Heroic Inspiration whenever you finish a Long Rest.
  • SkillfulHumanGain proficiency in one skill, chosen here as Perception.
  • VersatileHumanGain one Origin feat, chosen here as Skilled.
  • SkilledHumanGain proficiency in three skills, chosen here as Survival, Medicine, and Performance.
  • Savage AttackerSoldier

    Goku has the Savage Attacker Origin feat. Once per turn when he hits a target with a weapon, he can roll the weapon's damage dice twice and use either roll. His Soldier background also grants Athletics and Intimidation proficiency, plus proficiency with one gaming set, chosen as dice.

Gear

9 items

Weapons

  • Spear
    A simple martial spear used as both a battlefield weapon and a training staff.
  • Shortbow
    Light ranged weapons issued during military service.

Tools

  • Gaming Set, Dice
    A set of bone dice marked with tiny martial symbols.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Healer's Kit
    A compact kit containing bandages, salves, and basic medical supplies.
  • Quiver
    A container for the arrows.
  • Traveler's Clothes
    Durable travel clothing, heavily worn from campaigning.
  • Teacher's Sash
    A blue sash from Goku's first martial arts teacher.

Purse

  • 14×
    Gold Pieces
    Remaining Soldier starting funds.

Appearance

Goku is a muscular human man with spiky black hair, bright determined eyes, and a long brown monkey tail. He wears a bright orange martial-arts gi over a dark blue undershirt, blue wristbands, blue boots, and a blue sash. His top is ripped and torn from countless battles, exposing a powerful but weathered torso. His expression is cheerful and fearless, even when facing impossible odds.

Mannerisms

Goku grins before a difficult fight, scratches the base of his monkey tail when thinking, and tilts his head with open curiosity whenever someone explains a complicated plan. He eats quickly, laughs loudly, and often practices punches or footwork while listening.

Personality

Goku is joyful, direct, fearless, and intensely curious. He greets strangers as potential friends and powerful opponents as potential teachers. He has a simple moral compass, protect people in danger, keep promises, train honestly, and never surrender while someone is counting on him.

Ideals

Strength exists to protect the weak. The best victory is one that leaves an enemy alive, humbled, and capable of choosing a better path.

Bonds

He will protect the mountain village that raised him, even if doing so means standing alone against an army. He also keeps a battered blue sash from his first teacher and refuses to let it be destroyed.

Flaws

Goku is reckless when someone challenges his strength. He sometimes treats a dangerous battle like a game, assumes that enemies can be redeemed through a fair fight, and forgets that his friends may not share his appetite for risk.

Quirks

He names especially impressive meals as if they were legendary techniques.
He challenges thunderstorms to see whether he can shout louder than the sky.
He refuses to cut his hair because he believes it helps his thoughts stay sharp.
He collects broken pieces of weapons from worthy opponents.
He sleeps outdoors whenever possible, preferably beneath open sky.

Background

Goku remembers very little of his earliest childhood. He was discovered alone in a remote mountain valley, wild, hungry, and possessed of a strange brown tail. A wandering martial instructor took him in after seeing the boy survive a fall that should have killed him. Training began as play, then became discipline. Goku learned to turn hunger into endurance, curiosity into awareness, and every defeat into a reason to stand up stronger than before. His cheerful nature survived every harsh lesson, because he never believed that strength existed only for the strong.

“He was discovered alone in a remote mountain valley, wild, hungry, and possessed of a strange brown tail.”
From their backstory
Background
Soldier

Connections

Species

Human

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