Street Fighter D&D 5E: The Unofficial PDF! (and Gouken)

Welcome to the LAST (!) post for Street Fighter D&D 5E!

Real quick–you can find me at via @MikeMyler2 on Twitter, over here on Facebook, and also on Google+ to share feedback and so on, or just comment here. Also, the quick list of all the goodies on my website –> here.

I was going to delay this for while I was at GenCon (Booth #2940 helping out End Transmission Games!) and then I thought “f#%@ it. Unleash this onto the world.” Also I’m very, very keen on starting the Warhammer 40k D&D 5E Hack–next Friday.

WITHOUT FURTHER ADO

Street Fighter DnD 5e Unofficial Homebrew

Street Fighter DND 5e cover snapshot.JPG

And a Google Drive link too if you prefer it.

All of these characters (some two dozen Street Fighters plus Aku, Samurai Jack, Protoman, Afro Samurai, Jinno, Shun-Di, and then a coterie of magic items) are built using rules from Mists of Akuma (which has a 40 page preview PDF and other free stuff, including character sheets should you be interested in some eastern fantasy noir steampunk).
As noted inside the PDF (and on the cover) this is an unofficial fan product and not an official licensed Street Fighter or D&D 5E product. It exists because people asked for it and I wanted it. It is not for sale–just fun. That said let me know how things go when you slap your players around with some of these awesome Capcom characters! 😀

Thanks for visiting my website!

(and as usual there’s an abbreviated statblock for today’s Street Fighter on the bottom of this post)

Gouken street fighter dnd 5e.png

Gouken

Medium humanoid (soburi), lawful good monk (martial artist) 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Acrobatics +9, Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Background (Sage): Researcher. When Gouken attempts to learn or recall a piece of lore, if he does not know that information, he often knows where and from whom he can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Evasion. If Gouken is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver. Gouken regains all of his expended superiority dice when he finishes a short or long rest.

  • Rally. On his turn, Gouken can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Gouken with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.

Ki (19 points). Gouken harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after Gouken takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Gouken can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, he can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

 

Martial Arts. Gouken can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d10 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Gouken uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Gouken’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Gouken has learned 5 martial arts feats from his monk training and is able to simultaneously utilize up to 4 at once.
Stance of the Evanescent Sun (3). Gouken’s strikes deal an additional 1d8 radiant damage and he is immune to radiant damage. He knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken’s strikes deal an additional 1d8 force damage, he has resistance to force damage, and he has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Gouken’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Gouken’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Gouken can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Gouken’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Gouken’s speed increases by 30 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Gouken’s unarmed strike damage increases by one step (to 1d12) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

GOUKEN’S SONGEN PRAYER BEADS

Legendary wondrous item, requires attunement
These worn wooden beads have been worn by Gouken for years, gradually gathering up the spiritual energy condensed by his meditation. Songen prayer beads have 8 prayer points; Gouken has attuned them to grant sacred skills Acrobatics and Perception (2 points) and sacred strike x3 (6 points). In addition, while wearing this item he gains the following features:

  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, he can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

——————- REDUCED STATBLOCK ——————

Gouken

Medium humanoid (soburi), lawful good monk 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Evasion. If Gouken is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Feat: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver.

  • Rally. On his turn, Gouken can use a bonus action to choose a friendly creature who can see or hear him. That creature gains 1d6+2 temporary hit points.
  • Riposte. When a creature misses Gouken with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds 1d6 to the attack’s damage roll.

Ki (19 points).

  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Gouken can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, Gouken can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

 

Stance of the Evanescent Sun (3). Gouken knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Gouken may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Unarmored Movement. Gouken is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

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Street Fighter D&D 5E: Deejay!

Welcome to the 24th post for Street Fighter D&D 5E!

Check out last week’s character (Sagat!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

All the requests have been built and at this point, my final build (Gouken) happens next week! After that we are into the grimdark future where there is only war with my glorious heretical Warhammer 40k D&D 5E Hack!

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

deejay street fighter dnd 5e.png

Deejay

Medium humanoid (soburi), neutral good monk (martial artist) 8 / fighter (battlemaster) 7
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 123 (8d8+7d10+45)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 19 (+4) 16 (+3) 12 (+1) 16 (+3) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8, Insight +8, Performance +7, Stealth +9
Tools guitar, maracas
Damage Resistances bludgeoning, thunder
Condition Immunities diseases, poisoned
Senses passive Perception 13
Languages Ceramian, Soburi (Common)
Challenge 12 (8,400 XP)
Background (Entertainer): By Popular Demand. Deejay can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club.
Evasion. If Deejay is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Feat: Sentinel. When Deejay hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from Deejay even if they take the Disengage action before leaving his reach.
Fighting Style: Dueling. When Deejay is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Ki (8 points). Deejay harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after Deejay takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Deejay can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Deejay can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Deejay can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.

Know Your Enemy. If Deejay spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Deejay can use only one maneuver per attack. A superiority die is expended when Deejay uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Evasive Footwork. When Deejay moves, he can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.
  • Feinting Attack. Deejay can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Deejay hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Deejay adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Deejay you until the end of his next turn.
  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.
  • Lunging Attack. When Deejay makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Riposte. When a creature misses Deejay with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Deejay hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Deejay chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Deejay rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Deejay hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Deejay knocks the target prone.

Martial Arts. Deejay can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Deejay uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Second Wind. On his turn, Deejay can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of the Bellowing Gale (2). Deejay’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit), he gains resistance to thunder damage, and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Deejay’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stance Warrior. Deejay has learned 2 martial arts stances from his monk training and is able to simultaneously utilize up to 2 at once.
Unarmored Defense. While Deejay is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier.
Unarmored Movement. Deejay’s speed increases by 10 feet while he is not wearing armor or wielding a shield.
Unarmed Savant. Deejay’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8) and he is proficient in the Athletics skill.

ACTIONS
Multiattack. Deejay attacks 3 times. If using unarmed strikes he can spend a bonus action to attack a fourth time, or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) magical bludgeoning damage plus 3 (1d6) thunder damage.
Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 17 Dexterity saving throw halves this damage.

REACTIONS
Deflect Missile. Deejay can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 18 (2d8+1d6+6).
Slow Fall. Deejay can use his reaction when he falls to reduce any falling damage he takes by 40.
Sentinel Feat. When a creature within 5 feet of Deejay makes an attack against a target other than him (and that target doesn’t have this feat), Deejay can use his reaction to make a melee weapon attack against the attacking creature.

DEEJAY’S SPARRING GLOVES

The sparring gloves Deejay first wore during training have become an indispensable accessory, the beats and rhythms of his musical fighting style imbued within them. While wearing his sparring gloves, Deejay may use his fighting style feature with his unarmed strikes. In addition he gains the following features:

 

  • Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 17 Dexterity saving throw halves this damage.

 

  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.

 

————– REDUCED STATBLOCK

Deejay

Medium humanoid (soburi), neutral good monk 8 / fighter 7
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 123 (8d8+7d10+45)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 19 (+4) 16 (+3) 12 (+1) 16 (+3) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8, Insight +8, Performance +7, Stealth +9
Tools guitar, maracas
Damage Resistances bludgeoning, thunder
Condition Immunities diseases, poisoned
Senses passive Perception 13
Languages Ceramian, Soburi (Common)
Challenge 12 (8,400 XP)
Evasion. If Deejay is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Feat: Sentinel. When Deejay hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from Deejay even if they take the Disengage action before leaving his reach.

Ki (8 points).

  • Patient Defense. Deejay can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Deejay can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Deejay can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.

Know Your Enemy. If Deejay spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Deejay can use only one maneuver per attack. A superiority die is expended when Deejay uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Evasive Footwork. When Deejay moves, he can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.
  • Feinting Attack. Deejay can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Deejay hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Deejay adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Deejay you until the end of his next turn.
  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.
  • Lunging Attack. When Deejay makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Riposte. When a creature misses Deejay with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Deejay hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Deejay chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Deejay rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Deejay hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Deejay knocks the target prone.

Second Wind (1/short rest). On his turn, Deejay can use a bonus action to regain 1d10+7 hit points.
Stance of the Bellowing Gale (2). Once per turn Deejay may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Deejay may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.

ACTIONS
Multiattack. Deejay attacks 3 times. If using unarmed strikes he can spend a bonus action to attack a fourth time, or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) magical bludgeoning damage plus 3 (1d6) thunder damage.
Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 17 Dexterity saving throw halves this damage.

REACTIONS
Deflect Missile. Deejay can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 18 (2d8+1d6+6).
Slow Fall. Deejay can use his reaction when he falls to reduce any falling damage he takes by 40.
Sentinel Feat. When a creature within 5 feet of Deejay makes an attack against a target other than him (and that target doesn’t have this feat), Deejay can use his reaction to make a melee weapon attack against the attacking creature.

Street Fighter D&D 5E: Sagat!

Welcome to the 23rd post for Street Fighter D&D 5E!

Check out last week’s character (Zangief!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

All the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (Deejay and Gouken are my last two), see about a free PDF of all these builds collected together, and then the next project (if you follow me you know what’s up, but no worries–the new series starts in about a month).

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

sagat street fighter dnd 5e.png

Sagat

Medium humanoid (soburi), neutral evil monk (martial artist) 16
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 147(16d8+64)
Speed 55 ft. (65 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 19 (+4) 14 (+2) 15 (+2) 13 (+1) 11 (+0) 17 (+3)

Saving Throws Str +9, Dex +9
Skills Acrobatics + 9, Athletics +9, Deception +6, Insight +7, Stealth +9
Tools thieves’ tools
Damage Resistances bludgeoning, slashing
Condition Immunities diseases, poisoned
Senses passive Perception 12
Languages Ceramian, Ropa, Soburi (Common)
Challenge 13 (10,000 XP)
Background Feature (Criminal): Criminal Contact. Sagat reports directly to M. Bison through the Shadaloo Organization, doing as the commander bids.
Evasion. If Sagat is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Ki (16 points). Sagat harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Diamond Soul. Whenever Sagat makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Flurry of Blows. Immediately after Sagat takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Sagat can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Sagat can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Sagat can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.
  • Tiger Shot. By spending 1 ki, Sagat can unleash up to two balls of energy (range 40/100) instead of unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 plus his Strength modifier force damage.

Martial Arts. Sagat can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Sagat uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Medium Haitoku. Sagat increases his speed by 10 feet during combat and he has disadvantage on Dignity saving throws. He is covered in scar tissue that seems to stretch and flex when Sagat is agitated, and sometimes when one looks into his eyes the predatory eye of a tiger gazes back.
Purity of Body. Sagat’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Sagat has learned 3 martial arts feats from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Stout Boar (3). Sagat’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stance of the Tiger’s Claw (3). Sagat’s strikes deal an additional 1d8 slashing damage. He has advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 15 Wisdom saving throw resists the effect. After using this feature, Sagat cannot do so again until he has completed a long rest.
Stance of the Wicked Oni (1). Sagat’s unarmed strikes deal an additional 1d6 damage to humanoids (this damage is not multiplied on a critical hit). By spending a bonus action, he can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 15 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Sagat’s oni stance, it cannot be frightened by this feature again for 24 hours.
Stillness of Mind. As an action, Sagat can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Sagat’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Sagat can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Sagat’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Sagat’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Sagat’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. When Sagat takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10+1d8+4) magical bludgeoning damage plus 3 (1d6) damage to humanoids and 4 (1d8) slashing damage.
Tiger Shot. Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.
Tiger Knee Crush. When making his first attack in the round, Sagat may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS
Deflect Missile. Sagat can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 18 (1d10+2d8+4).
Slow Fall. Sagat can use his reaction when he falls to reduce any falling damage he takes by 80.
Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 17 Strength saving throw or is knocked prone.

 

SAGAT’S FIGHTING SHORTS

Given his large stature it can be difficult for Sagat to find appropriate fighting wear and although he is not sentimental, he’s worn the same durable piece of clothing for many years. While wearing his fighting shorts, Sagat gains the following features:

  • Tiger Knee Crush. When making his first attack in the round, Sagat may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).
  • Tiger Shot. By spending 1 ki, Sagat can unleash up to two balls of energy (range 40/100) instead of unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 plus his Strength modifier force damage.
  • Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 16 Strength saving throw or is knocked prone.

 

————————- REDUCED STATBLOCK ————————

 

Sagat

Medium humanoid, neutral evil monk 16
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 147 (16d8+64)
Speed 65 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 19 (+4) 14 (+2) 15 (+2) 13 (+1) 11 (+0) 17 (+3)

Saving Throws Str +9, Dex +9
Skills Acrobatics + 9, Athletics +9, Deception +6, Insight +7, Stealth +9
Tools thieves’ tools
Damage Resistances bludgeoning, slashing
Condition Immunities diseases, poisoned
Senses passive Perception 12
Languages Ceramian, Ropa, Soburi (Common)
Challenge 13 (10,000 XP)
Evasion. If Sagat is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Ki (16 points).

  • Diamond Soul. Whenever Sagat makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Patient Defense. Sagat can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Sagat can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Sagat can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.
  • Tiger Shot. By spending 1 ki, Sagat can unleash up to two balls of energy (range 40/100) instead of unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 plus his Strength modifier force damage.

Stance of the Stout Boar (3). Sagat may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.
Stance of the Tiger’s Claw (3). Sagat has advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 15 Wisdom saving throw resists the effect. After using this feature, Sagat cannot do so again until he has completed a long rest.
Stance of the Wicked Oni (1). By spending a bonus action, Sagat can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 15 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Sagat’s oni stance, it cannot be frightened by this feature again for 24 hours.
Stillness of Mind. As an action, Sagat can end one effect on himself that is causing him to be charmed or frightened.
Unarmored Movement. Sagat is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Sagat takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10+1d8+4) magical bludgeoning damage plus 3 (1d6) damage to humanoids and 4 (1d8) slashing damage.
Tiger Shot. Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.
Tiger Knee Crush. When making his first attack in the round, Sagat may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS
Deflect Missile. Sagat can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 18 (1d10+2d8+4).
Slow Fall. Sagat can use his reaction when he falls to reduce any falling damage he takes by 80.
Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 17 Strength saving throw or is knocked prone.

Street Fighter D&D 5e: Zangief!

Welcome to the 22nd post for Street Fighter D&D 5E!

Check out last week’s character (E. Honda!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

All the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (Zangief, Sagat, then Deejay and Gouken), see about a free PDF of all these builds collected together, and then the next project (if you follow me you know what’s up, but no worries–the new series starts in about a month.

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

zangief dnd 5e

Zangief

Large humanoid (ropaeo), neutral barbarian (frenzied berserker) 16
Armor Class 16 (Constitution, enormous, martial arts stance)
Hit Points 182 (16d12+80)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 13 (+1) 9 (-1) 15 (+2)

Saving Throws Str +10, Con +10
Skills Athletics +10 (advantage to grapple), Deception +6 (never disadvantage), Insight +7, Intimidation +6 (never disadvantage), Perception +7
Damage Resistances acid (bludgeoning, piercing, and slashing when raging)
Condition Immunities charmed, frightened (when raging)
Senses passive Perception 17
Languages Ropaeo, Soburin (Common)
Challenge 13 (10,000 XP)
Background Feature (Gaijin): Kengen Diehard. Zangief does not hide his heritage unless it is absolutely necessary, causing people to dislike him and possibly barring him entry or service at some businesses. Most of the time this proves to be a hindrance but many merchants utilize the rogue Kengen generals to smuggle contraband and technology across the prefectures. As long as the settlement Zangief is in has 100 or more people, he is able to locate a merchant that will sell him technological items (pistols, muskets, bullets, bombs, gunpowder, and more at the GM’s discretion) at half price.
Danger Sense. Zangief has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Enormous. Zangief is absolutely gigantic for a human, increasing his size to Large and his unarmed strike damage to 1d6 (from 1d4) while lowering his AC by 2.
Feat: Tavern Brawler. Zangief is proficient with improvised weapons and unarmed strikes (which deal d4 for damage, increased to 1d6 by his size). When Zangief hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Feral Instinct. Zangief has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Foreigner. Zangief has disadvantage on Wisdom or Charisma checks against non-Ropaeo that are aware of his heritage. This does not affect checks using Insight or Persuasion.
Intimidating Presence. Zangief can use his action to frighten someone with his menacing presence. When he does so, he chooses one creature within 30 feet that he can see. If the creature can see or hear Zangief, it must succeed on a DC 15 Wisdom saving throw or be frightened of Zangief until the end of his next turn. On subsequent turns, Zangief can use his action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from Zangief. If the creature succeeds on its saving throw, Zangief can’t use this feature on that creature again for 24 hours.
Mindless Rage. Zangief can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.

Rage (5/long rest). On his turn, Zangief can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:

  • advantage on Strength checks and Strength saving throws,
  • when he makes a melee weapon attack using Strength he gains a +4 bonus to the damage roll,
  • and he has resistance to bludgeoning, piercing, and slashing damage.

His rage lasts for 1 minute. It ends early if Zangief is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Zangief can also end his rage on his turn as a bonus action.

Reckless Attack. When Zangief make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Zangief drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Social Adept. Zangief has proficiency with Deception and Intimidation. He is never at disadvantage when making checks with either of these skills.
Stance of Breaking Stone (2). Zangief has learned to strike with a resonance that corrodes creatures and objects on a level beyond understanding, weakening virtually everything but the most impervious targets. His unarmed strikes deal an additional 1d6 acid damage (this damage is not multiplied on a critical hit), he has resistance to acid damage, and he has advantage on checks made to grapple a foe or to avoid being grappled.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Zangief’s AC equals 10 + his Dexterity modifier + his Constitution modifier  + 1 (the number of martial arts stances he knows).
Unarmored Movement. Zangief’s speed increases by 10 feet while he is not wearing armor or wielding a shield.

ACTIONS
Multiattack. Zangief attacks twice.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 3 (1d6) acid damage. When raging, Zangief deals 4 additional damage on each successful hit.
Brutal Critical. Zangief can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target.
Frenzy. Zangief can go into a frenzy when he rages. If he does so, for the duration of his rage he can make a single melee weapon attack as a bonus action on each of his turns after this one. When his rage ends, he suffers one level of exhaustion.
Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.

REACTIONS
Retaliation. When Zangief takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature.

 

ZANGIEF’S TIGHTS

Rare wondrous item
The feel of spandex reminds Zangief of the many victories in his past, daring him to be bolder when he fights. While wearing his tights, Zangief gains the following features:

    • Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target.
    • Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.

 

 

 

—————— REDUCED STATBLOCK ————–

 

Zangief

Large humanoid (ropaeo), neutral barbarian (frenzied berserker) 16
Armor Class 16 (Constitution, enormous, martial arts stance)
Hit Points 182 (16d12+80)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 13 (+1) 9 (-1) 15 (+2)

Saving Throws Str +10, Con +10
Skills Athletics +10 (advantage to grapple), Deception +6 (never disadvantage), Insight +7, Intimidation +6 (never disadvantage), Perception +7
Damage Resistances acid (bludgeoning, piercing, and slashing when raging)
Condition Immunities charmed, frightened (when raging)
Senses passive Perception 17
Languages Ropaeo, Soburin (Common)
Challenge 13 (10,000 XP)

Danger Sense. Zangief has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Feat: Tavern Brawler. When Zangief hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Feral Instinct. Zangief has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Intimidating Presence. Zangief can use his action to frighten someone with his menacing presence. When he does so, he chooses one creature within 30 feet that he can see. If the creature can see or hear Zangief, it must succeed on a DC 15 Wisdom saving throw or be frightened of Zangief until the end of his next turn. On subsequent turns, Zangief can use his action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from Zangief. If the creature succeeds on its saving throw, Zangief can’t use this feature on that creature again for 24 hours.

Rage (5/long rest). On his turn, Zangief can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:

  • advantage on Strength checks and Strength saving throws,
  • he can make a single melee weapon attack as a bonus action on each of his turns

His rage lasts for 1 minute after which he gains 1 level of exhaustion. It ends early if Zangief is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Zangief can also end his rage on his turn as a bonus action.

Reckless Attack. When Zangief make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Zangief drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

ACTIONS
Multiattack. Zangief attacks twice. He can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 3 (1d6) acid damage. When raging, Zangief deals 4 additional damage on each successful hit.
Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target.
Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.

REACTIONS
Retaliation. When Zangief takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature.

Street Fighter D&D 5E: E. Honda!

e honda dnd 5e

Welcome to the 21st post for Street Fighter D&D 5E!

Check out last week’s character (Necalli!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

All the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (Zangief, Sagat, then Deejay and Gouken), see about a free PDF of all these builds collected together, and then the next project begins (if you follow me you know what’s up, but no worries–the new series starts in about a month).

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

 

E. Honda

Medium humanoid (soburi), lawful good monk (martial artist) 3/fighter (battlemaster) 13
Armor Class 16 (Wisdom, martial arts stances)
Hit Points 159 (3d8+13d10+64)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 13 (+1) 18 (+4) 9 (-1)

Saving Throws Str +9, Dex +7
Skills Athletics +9, History +5, Insight +8
Damage Resistances bludgeoning
Senses passive Perception 13
Languages Soburi (Common)
Challenge 11 (7,200 XP)

Action Surge. On his turn, E. Honda can take one additional action on top of his regular action and a possible bonus action. Once he has used this feature, he must finish a short or long rest before he can use it again.
Fighting Style: Dueling. When E. Honda is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Indomitable. E. Honda can reroll a saving throw that he fails. If he does so, he must use the new roll. After using this feature twice, he can’t use this feature again until he finishes a long rest.
Ki (3 points). E. Honda harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. E. Honda must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after E. Honda takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. E. Honda can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. E. Honda can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Know Your Enemy. If E. Honda spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). E. Honda knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when E. Honda uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of E. Honda’s next turn.
  • Goading Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. E. Honda adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other E. Honda you until the end of his next turn.
  • Lunging Attack. When E. Honda makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of E. Honda’s attack.
  • Menacing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. He adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, it is frightened of E. Honda until the end of his next turn.
  • Pushing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to drive the target back. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda pushes the target up to 15 feet away from him.
  • Sweeping Attack. When E. Honda hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda knocks the target prone.

Martial Arts. E. Honda can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d4 in place of the normal damage of his unarmed strike or monk weapons. In addition, when E. Honda uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Relentless. When E. Honda rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind. On his turn, E. Honda can use a bonus action to regain 1d10+13 hit points. Once he has used this feature, he must finish a short or long rest before he can use it again.
Stance of the Stout Boar (3). E. Honda’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stance Scion. E. Honda has learned 1 martial arts stances through his monk training.
Unarmored Defense. While he is wearing no armor and not wielding a shield, E. Honda’s AC equals 10 + his Dexterity modifier + his Wisdom modifier +  the number of martial arts stances he knows.
Unarmored Movement. E. Honda’s speed increases by 10 feet while he is not wearing armor or wielding a shield.
Unarmed Savant. E. Honda’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. E. Honda attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8+1d6+6) bludgeoning damage.
Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS
Deflect Missile. E. Honda can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 14 (1d8+1d6+6).

 

E. HONDA’S MAWASHI

Legendary wondrous item
As a celebrated sumo wrestler, any mawashi that E. Honda wears into battle has been carefully prepared by attendants, anointed with incense, oils, and prayers that unlock his greater power. While wearing his mawashi, E. Honda is able to use his fighting style feature with his unarmed strike. In addition, he gains the following two features:

  • Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC XX Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
  • Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

 

————– REDUCED STATBLOCK —————

 

E. Honda

Medium humanoid (soburi), lawful good monk (martial artist) 3/fighter (battlemaster) 13
Armor Class 16 (Wisdom, martial arts stances)
Hit Points 159 (3d8+13d10+64)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 13 (+1) 18 (+4) 9 (-1)

Saving Throws Str +9, Dex +7
Skills Athletics +9, History +5, Insight +8
Damage Resistances bludgeoning
Senses passive Perception 13
Languages Soburi (Common)
Challenge 11 (7,200 XP)
Action Surge (1/short rest). On his turn, E. Honda can take one additional action on top of his regular action and a possible bonus action.
Indomitable (2/long rest). E. Honda can reroll a saving throw that he fails. If he does so, he must use the new roll.

Ki (3 points).

  • Patient Defense. E. Honda can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. E. Honda can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Know Your Enemy. If E. Honda spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).
Martial Archetype: Combat Superiority (6d10). E. Honda can use only one maneuver per attack. A superiority die is expended when E. Honda uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of E. Honda’s next turn.
  • Goading Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. E. Honda adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other E. Honda you until the end of his next turn.
  • Lunging Attack. When E. Honda makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of E. Honda’s attack.
  • Menacing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. He adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, it is frightened of E. Honda until the end of his next turn.
  • Pushing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to drive the target back. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda pushes the target up to 15 feet away from him.
  • Sweeping Attack. When E. Honda hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda knocks the target prone.

Relentless. When E. Honda rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind (1/short rest). On his turn, E. Honda can use a bonus action to regain 1d10+13 hit points.
Stance of the Stout Boar (3). E. Honda may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.

ACTIONS
Multiattack. E. Honda attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8+1d6+6) bludgeoning damage.
Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS
Deflect Missile. E. Honda can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 14 (1d8+1d6+6).

Street Fighter D&D 5E: Necalli!

Welcome to the 20th post for Street Fighter D&D 5E!

Check out last week’s character (T. Hawk!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

I am finally on top of the queue for this series—all the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (E. Honda and Zangief), and then I’ll take the time I would spend designing to make a free PDF for folks, I think. At this point it’d have something like over 20 characters and a bunch of magic items besides. Yay? Nay. I’m thinking yay. Capcom likes fans being fans, I think. 😀

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

necalli Dnd 5e.png

Necalli

Medium humanoid (oni-touched), neutral evil barbarian (faded warrior) 14 / monk (martial artist) 5
Armor Class 20 (Constitution, martial arts stance)
Hit Points 195 (14d12+5d8+76)
Speed 55 ft. (+10 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3) 24 (+7)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
Damage Immunities necrotic
Condition Immunities fear, Mists of Akuma
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Deep Speech, Soburi (Common)
Challenge 18 (20,000 XP)
Background Feature (Haunted One): Heart of Darkness. Though they might fear him, commoners extend every courtesy to Necalli and do their utmost to help him. Unless he has shown himself to be a danger to them, they will even take up arms to fight alongside him, should he find himself facing an enemy alone.
Corrupted. Necalli cannot die from or be transformed by exposure to the Mists of Akuma regardless of how high his Haitoku attribute is.
Danger Sense. Necalli has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Dark Chi (5 points). Necalli harnesses the fell energy of dark chi and can spend these points to fuel various chi features. When he spends a chi point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended chi back into himself. Necalli must spend at least 30 minutes of the rest meditating to regain his chi points.

  • Flurry of Blows. Immediately after Necalli takes the Attack action on his turn, he can spend 1 chi point to make two unarmed strikes as a bonus action.
  • Patient Defense. Necalli can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Strike. Necalli can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Necalli’s next turn.

Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 17 Wisdom saving throw or be poisoned by Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of Necalli’s choice.

Deception. Necalli gains proficiency in Deception.
Faded. For the duration of his rage, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to the misted condition).
Fearless. Necalli cannot be frightened.
Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feral Instinct. Necalli has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Hated. Necalli has the hated condition (he never has disadvantage on Intimidation but has disadvantage on all other social Charisma-based skill checks).
High Haitoku. Necalli gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation (appearing nearly feral), and suffers disadvantage on Dignity ability checks and saving throws. When he rages, his appearance changes dramatically to make him appear as a hellish oni, his hair scorching with energy and lashing out like striking blades.
Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components (spell attack +8, spell save DC 16).
Martial Arts. Necalli can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Necalli uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Master of the Mists. Whenever Necalli rages he may choose an ability score other than Dignity. For the duration of his rage, this attribute uses his Haitoku score instead of its normal score. He cannot be transformed into adeddo-oni by accumulating levels of the misted condition.

Rage (5/long rest). On his turn, Necalli can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:

  • advantage on Strength checks and Strength saving throws,
  • when he makes a melee weapon attack using Strength he gains a +3 bonus to the damage roll,
  • and he has resistance to bludgeoning, piercing, and slashing damage.

His rage lasts for 1 minute. It ends early if Necalli is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Necalli can also end his rage on his turn as a bonus action.

Reckless Attack. When Necalli make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Necalli drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Stance of the Waning Moon (3). Necalli’s unarmed strikes deal an additional 1d8 necrotic damage and he has immunity to necrotic damage.
Soul Offering. As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage. Once Necalli has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Necalli’s AC equals 10 + his Dexterity modifier + his Wisdom modifier or Constitution modifier (whichever is higher)  + 1 (the number of martial arts stances he knows).
Unarmored Movement. Necalli’s speed increases by 20 feet while he is not wearing armor or wielding a shield.
Valiant Rebellion. By spending a bonus action Necalli slams his foot into the ground, the power of his stomp sending the earth beneath his opponents popping upwards. He chooses one creature within reach, forcing it to make a DC 18 Strength saving throw or go prone.

ACTIONS
Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 chi to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit.
Brutal Critical. Necalli can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Mask of Tlalli (1/turn). When Necalli hits with an unarmed strike, instead of dealing damage he can choose to grab the face of his opponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone condition and dealing his unarmed strike damage.
Striker of the Mists. While Necalli is raging the damage of his melee weapon attacks increases by 6. He cannot withhold any damage when damaging a creature below 0 hit points.
The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw or is knocked prone.
Writhing Power. While raging, Necalli increases the reach of his unarmed strikes by 5 feet.

REACTIONS
Deflect Missile. Necalli can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 12 (2d6+5).
Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength saving throw or is knocked prone.
Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.

NECALLI’S COZCATL

Records of Necalli are spurious at best and it is unknown how long he has stalked the Earth seeking out the souls of warriors, extinguishing countless foes in his relentless search for ever more power. The various ringlets arrayed throughout his dreadlocks have gradually siphoned away some of each dead opponent’s lifeforce, further imbuing Necalli. Only evil creatures are able to gain any benefit from wearing Necalli’s Cozcatl. While wearing these hair ringlets, you gain the following benefits:

  • Mask of Tlalli (1/turn). When you hit with an unarmed strike, instead of dealing damage you can choose to grab the face of your opponent in a grapple. As a bonus action, you can then slam the target onto the ground, giving them the prone condition and dealing your unarmed strike damage.
  • Shoryuken. When a creature within 10 feet makes a check to jump, you can spend your reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone.
  • Soul Offering. As a bonus action, you take a grappled foe and dash forward, slamming your opponent into something before either furiously clawing at them (changing your unarmed strikes’ damage to slashing until the end of your turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage. Once you have used this feature, you cannot do so again for 1 minute or until you are reduced to 1/10th your total hit points.
  • The Disc’s Guidance. When you move at least 10 feet in a straight line immediately before attacking a creature, you gain a +5 bonus to the attack’s damage roll and the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone.
  • Valiant Rebellion. By spending a bonus action you slam your foot into the ground, the power of your stomp sending the earth beneath your opponents popping upwards. Choose one creature within reach, forcing it to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or go prone.
  • Writhing Power. While raging, you increase the reach of your unarmed strikes by 5 feet.

 

—————— REDUCED STATBLOCK ——————

 

Necalli

Medium humanoid (oni-touched), neutral evil barbarian 14 / monk 5
Armor Class 20 (Constitution, martial arts stance)
Hit Points 195 (14d12+5d8+76)
Speed 65 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3) 24 (+7)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
Damage Immunities necrotic
Condition Immunities fear, Mists of Akuma
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Deep Speech, Soburi (Common)
Challenge 18 (20,000 XP)

Danger Sense. Necalli has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Dark Chi (5 points).

  • Patient Defense. Necalli can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Strike. Necalli can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Necalli’s next turn.

Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 17 Wisdom saving throw or be poisoned by Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of Necalli’s choice.

Faded. For the duration of his rage, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to the misted condition).
Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feral Instinct. Necalli has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
High Haitoku. Necalli ignores the first 3 points of damage from attacks and spells, but has disadvantage on Dignity ability checks and saving throws.
Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components (spell attack +8, spell save DC 16).

Rage (5/long rest). On his turn, Necalli can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:

  • advantage on Strength checks and Strength saving throws,
  • when he makes a melee weapon attack using Strength he gains a +3 bonus to the damage roll,
  • and he has resistance to bludgeoning, piercing, and slashing damage,
  • he chooses an ability score other than Dignity, using his Haitoku score instead for the duration of the rage,
  • the damage of his melee weapon attacks increases by 6 (he cannot withhold any damage when damaging a creature below 0 hit points),
  • the reach of his unarmed strikes increases by 5 feet.

His rage lasts for 1 minute. It ends early if Necalli is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Necalli can also end his rage on his turn as a bonus action.

Reckless Attack. When Necalli make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Necalli drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Valiant Rebellion. By spending a bonus action Necalli chooses one creature within reach, stomping in front of the target and forcing it to make a DC 18 Strength saving throw or go prone.

ACTIONS
Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to use flurry of blows, attacking a fourth and fifth time. Necalli can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d6+5) bludgeoning damage plus 4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit (this includes rage damage and path features). Instead of dealing damage Necalli can choose to grab the face of his opponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone condition and dealing his unarmed strike damage.
Soul Offering (1/minute or at 20 hp or less). As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage.
The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw or is knocked prone.

REACTIONS
Deflect Missile. Necalli can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 13 (1d8+1d6+5).
Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.
Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength saving throw or is knocked prone.

Street Fighter D&D 5E: T. Hawk!

Welcome to the 19th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Abel), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

I’m finally getting on top of requests for these builds—Necali is next but after that who gets statted up can be up to you so tell me what to make in a comment somewhere! Otherwise it’ll probably be…Zangief maybe? Possibly E. Honda and then whoever else to round out the original cast? We’ll see!

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

t. hawk dnd 5e.png

T. Hawk

Medium humanoid (soburi), lawful good fighter (champion) 6 / monk (martial artist) 10
Armor Class 17 (Wisdom, martial arts stances)
Hit Points 159 (6d10+10d8+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 14 (+2) 19 (+4) 13 (+1) 17 (+3) 12 (+1) 15 (+2) 8 (-1)

Saving Throws Str +10, Con +9
Skills Athletics +10, Intimidation +6, Perception +8, Survival +8
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Soburi (Common)
Challenge 12 (8,400 XP)
Background Feature (Outlander): Wanderer. T. Hawk can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Action Surge (1/short rest). On his turn, T. Hawk can take an additional action on top of his regular action and a possible bonus action.
Fighting Style: Dueling. When T. Hawk is wielding a melee weapon in one hand and no other weapons (or wearing his fighting gloves), he gains a +2 bonus to damage rolls with that weapon (or unarmed strike).

Ki (10 points). T. Hawk harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after T. Hawk takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. T. Hawk can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. T. Hawk can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. T. Hawk can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. T. Hawk can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when T. Hawk uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. T. Hawk’s mastery of the ki flowing through him makes him immune to disease and poison.
Second Wind (1/short rest). T. Hawk can use a bonus action to regain 1d10+6 hit points.
Stance Scion. T. Hawk has mastered 2 martial arts stances through his monk training and is able to simultaneously utilize up to 2 at once.
Stance of the Stout Boar (3). T. Hawk’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stance of the Striking Serpent (3). T. Hawk’s unarmed strikes deal an additional 1d8 piercing damage, he gains advantage on Acrobatics checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Defense. While he is wearing no armor and not wielding a shield, T. Hawk’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. T. Hawk’s speed increases by 20 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. T. Hawk’s unarmed strike damage increases by one step (to 1d8) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. T. Hawk attacks three times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 4 (1d8) piercing damage.
Tomahawk (4). Ranged Weapon Attack: +10 to hit, range 20/60, one target. Hit: 8 (1d6+5) slashing damage.
Improved Critical. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.

REACTIONS
Deflect Missile. T. Hawk can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 20 (3d8+7).
Slow Fall. T. Hawk can use his reaction when he falls to reduce any falling damage he takes by 50.

T. HAWK’S WARRIOR HEADBAND

Wondrous item, legendary
T. Hawk earned his warrior headband long ago when he proved himself to the Thunderfoot Clan and he never fights without it. While wearing his headband, T. Hawk is able to use his fighting style feature with his unarmed strike. In addition, he gains the following features:

  • Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s movement brings him within reach of a creature he can spend his reaction to make an opportunity attack, rapidly switching his momentum downward in mid-air and diving towards his opponent with his arms spread backwards like wings.
  • Condor Spire. By spending a bonus action, T. Hawk spreads his arms like wings and dashes towards his opponent, screaming like an eagle to startle them. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
  • Tomahawk Buster. When a creature within 10 feet makes a check to jump, T. Hawk can spend his reaction to make an opportunity attack, ducking down and crossing his fists in front of his face before rapidly stretching his arms out behind himself and leaping upward, ramming his opponent with a headbutt.

 

———————— REDUCED STATBLOCK ———————-

 

T. Hawk

Medium humanoid (soburi), lawful good fighter 6 /monk 10
Armor Class 17 (Wisdom, martial arts stances)
Hit Points 159 (6d10+10d8+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 14 (+2) 19 (+4) 13 (+1) 17 (+3) 12 (+1) 15 (+2) 8 (-1)

Saving Throws Str +10, Con +9
Skills Athletics +10, Intimidation +6, Perception +8, Survival +8
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Soburi (Common)
Challenge 12 (8,400 XP)
Action Surge (1/short rest). On his turn, T. Hawk can take an additional action on top of his regular action and a possible bonus action.

Ki (10 points).

  • Patient Defense. T. Hawk can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. T. Hawk can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. T. Hawk can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.

Second Wind (1/short rest). T. Hawk can use a bonus action to regain 1d10+6 hit points.
Stance of the Stout Boar (3).
T. Hawk may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.
Stance of the Striking Serpent (3). T. Hawk’s has advantage on Acrobatics checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Movement. T. Hawk is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. T. Hawk attacks three times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 4 (1d8) piercing damage.
Tomahawk (4). Ranged Weapon Attack: +10 to hit, range 20/60, one target. Hit: 8 (1d6+5) slashing damage.
Condor Spire. By spending a bonus action, T. Hawk spreads his arms like wings and dashes towards his opponent, screaming like an eagle to startle them. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).

REACTIONS
Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s movement brings him within reach of a creature he can spend his reaction to make an opportunity attack, rapidly switching his momentum downward in mid-air and diving towards his opponent with his arms spread backwards like wings.
Deflect Missile. T. Hawk can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 20 (3d8+7).
Slow Fall. T. Hawk can use his reaction when he falls to reduce any falling damage he takes by 50.
Tomahawk Buster. When a creature within 10 feet makes a check to jump, T. Hawk can spend his reaction to make an opportunity attack, ducking down and crossing his fists in front of his face before rapidly stretching his arms out behind himself and leaping upward, ramming his opponent with a headbutt.