Let’s Play D&D With ‘Dragonball’s Goku
This week we’re going Super Saiyan and saying goodbye to one of the manga writing greats when we play D&D with Son Goku.
Last week Akira Toriyama, the creator of Dragon Ball, passed away, and it’s fair to say that the anime world has been bereft. From the numerous other manga artists who looked up to him, to the countless number of fans around the world who have loved his works for most of their whole lives, there has been a huge sense of loss the last few days.
So we’re going to take one of his most iconic characters on one more epic adventure. This week we’re playing D&D with…
Goku
There may not be a shonen protagonist more recognizable and core to the genre than Son Goku. There are lots of other main characters, but Goku is the mainest of them all, and you may be tempted to incorporate him- or somebody a lot like him- into your next game. In fact, I know somebody who did exactly that not long ago. Turns out they didn’t like playing the character the way they made them and re-rolled mid-campaign, but that’s another story.
For my take on Goku, we’re starting with an Protector Aasimar and just a few levels in Barbarian. Protector Aasimar have wings that will allow them to fly briefly, and come from the sky to fight evil and protect people. Y’know, like Goku. But when we first meet him he’s also a weird little kid with a lot of power and not a lot of ability to control it. Are his rages his Saiyan beast mode rampages? Sure, but they can also work to represent his Super Saiyan mode.
From there, I added a ton of levels in Sun Soul Monk. Goku is a punch-guy at the end of the day. He has a few super powered abilities, but his primary attack is some good old fashioned fisticuffs. Sometimes midair, sure, but a solid punch is a solid punch.
Monks also get a load of movement and speed, which is perfect for a character who can practically teleport around the battlefield like Goku. Plus ki points for some bonus strikes and dodges, and the ability to deflect missiles. It’s all pretty straight forward.
Goku also has a number of feats, and all of them are focused on making him hit even better-er, or being a little harder to hurt in battle. Mobile makes him just a little faster, while Tough and Brawny give him helpful hit point and defense buffs. And Mage Slayer- while not the name of a feat I’d likely associate with Goku- gives him just a little bit more of an edge with fighting things like super powered warlords from space… Or magic users.
Finally, of course, there are the kamehameha blasts. Goku wouldn’t be Goku without his signature attack. Does it take three episodes to power up? Sure. Does it turn everything nearby into a crater? Of course. But can he do it in D&D? Well, at 11th level Sun Soul Monks get Searing Sunburst which is a 20 foot sphere of radiant light that will erupt up to 150 feet away. An at 17th, Sun Shield gives them a magical golden aura that doles out some extra damage to anybody silly enough to get close by. Which feels a lot like Super Siyan mode to me.
How would you make Goku for a D&D setting? What is your favorite work by Akira Toriyama? What movie, show, book, comic, or game should we make sheets from next week? Let us know in the comments!
Happy adventuring!