Welcome to the second post for Street Fighter D&D 5E! If you dig this one please comment or share it about or like it or whatever, check out last week’s character (Akuma!), and if you think this can be improved in any way please let me know. 😀
Next week I’ll be putting up M. Bison but if there’s someone you’d like to see after him, I am doing these in order of requests (then favorites — Fei-Long is already done and raring to get up here!)
Note: Not only am I not the world’s most learned Street Fighter junkie (I’ve been out of the loop since SF4 on the Xbox 360, and even then my heyday was the original release for MvsC3), but Q is a pretty mysterious character. The version below is built with the statistics for the steametics race because from what I can tell there’s a lot of signs pointing to the character being robotic, but if that’s not what’s up let me know (and I can make him into a human with augmetics instead). Just in case he is Chun-Li’s father in disguise however, he is a detective. 😉
Q
Medium humanoid (steametic), neutral monk (martial artist) 6 / rogue (detective) 10
Armor Class 19
Hit Points 136 (16d8+64)
Speed 45 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 16 (+3) | 18 (+4) | 19 (+4) | 18 (+4) | 13 (+1) |
Saving Throws Dex +8, Int +9
Skills Athletics +15, Insight +14, Investigation +14, Perception +14, Stealth +13, Survival +14
Tools thieves’ tools
Damage Vulnerabilities lightning
Damage Resistances bludgeoning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Investigation 29, passive Perception 29
Languages Ceramian, Ropa, Soburi, Thieves’ Cant
Challenge 9 (5,000 XP)
Automated. Q gains resistance to poison and bludgeoning damage, as well as immunity to the charmed, frightened, and poisoned conditions. It does not need to eat or breathe. It still needs to drink and requires a resting period that emulates sleep in order to recharge its inner workings.
Background Feature: Wanderer (Outlander). Q has an excellent memory for maps and geography, and it can always recall the general layout of terrain, settlements, and other features around it. In addition, Q can find food and fresh water for up to six people each day, provided that the land offers berries, small game, water, and so forth.
Cunning Action. Q can take a bonus action on each of its turns in combat to take the Dash, Disengage, or Hide action.
Deductive Mind (Feat). When making an Intelligence (Investigation) check, Q may also choose to make a Sleuth check. After making a Sleuth check, Q cannot make another until he has taken a long rest. A Sleuth check reveals any information an equivalent Intelligence (Investigation) check would uncover, but it always reveals something that can proceed Q’s goals. The quality of the information it deduces depends on its check and the location it is in—a GM can always decide there is no information in the current location relevant to Q, and provide only a clue leading to a more relevant location.
Q also gains double its proficiency bonus to its Insight and Investigation scores.
Evasion. If Q is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Expertise. Q’s proficiency bonus is doubled for any ability check it makes that uses Athletics, Perception, Stealth, or Survival.
Investigative Nature and Gumption. Q’s proficiency bonus is doubled for any ability check it makes that uses Insight or Investigation. Q also has 5 investigation points. Q may spend an investigation point as a reaction to add +1d6 to a skill check chosen from the following list: Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Persuasion, Religion, Stealth, or Survival. Q may choose to spend an investigation point after the die has been rolled and regains any expended investigation points when it finishes a short or long rest.
Ki (6 points). Q harnesses the mystic energy of ki and can spend these points to fuel various ki features. When it spends a ki point, it is unavailable until it finishes a short or long rest, at the end of which it draws all of its expended ki back into itself. Q must spend at least 30 minutes of the rest meditating to regain its ki points.
- Flurry of Blows. Immediately after Q takes the Attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Q can spend 1 ki point to take the Dodge action as a bonus action on its turn.
- Step of the Wind. Q can spend 1 ki point to take the Disengage or Dash action as a bonus action on its turn, and its jump distance is doubled for the turn.
- Stunning Strike. Q 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 14 Constitution saving throw or be stunned until the end of its next turn.
Martial Arts. Q can use Dexterity instead of Strength for the attack and damage rolls of its unarmed strikes and monk weapons, and it rolls a 1d6 in place of the normal damage of its unarmed strike or monk weapons. In addition, when Q uses the Attack action with an unarmed strike or a monk weapon on its turn, it can make one unarmed strike as a bonus action.
Observant (Feat). If Q can see a creature’s mouth while it is speaking a language Q understands, it can interpret what is being said by reading lips. Q gains a +5 bonus to its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Sneak Attack 5d6 (1/turn). Q deals an extra 18 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Q that isn’t incapacitated and Q doesn’t have disadvantage on the attack roll.
Stance of the Stout Boar (3). Q’s strikes deal an additional 1d8 bludgeoning damage. It may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all its movement is in a straight line and ends with it making a melee weapon attack. Q gains advantage on saving throws against effects or spells that would cause it to move and resistance to bludgeoning damage.
Stance of the Striking Serpent. Q has advantage on Acrobatics checks and its strikes deal an additional 1d4 piercing damage. This damage is not multiplied on a critical hit.
Stance Scion. Q has learned 4 martial arts stances from its training and is able to simultaneously utilize up to 2 at once.
Unarmored Defense. While it is wearing no armor and not wielding a shield, Q’s AC equals 10 + its Dexterity modifier + its Wisdom modifier + the number of martial arts stances it knows.
Unarmored Movement. Q’s speed increases by 15 feet while it is not wearing armor.
ACTIONS
Multiattack. Q makes two unarmed strikes when it takes the attack action.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) magical bludgeoning damage plus 2 (1d4) piercing damage.
REACTIONS
Deflect Missile. Q can spend its reaction to strike a missile when it is hit by a ranged weapon attack. When it does so, the damage he takes from the attack is reduced by 16 (2d8+1d4+5).
Slow Fall. Q can use its reaction when it falls to reduce any falling damage he takes by 30.
Uncanny Dodge. When an attacker that Q can see hits it with an attack, Q can use its reaction to halve the attack’s damage against it.
———-REDUCED STATBLOCK————–
Q
Medium humanoid (steametic), neutral monk 6 / rogue 10
Armor Class 19
Hit Points 136 (16d8+64)
Speed 45 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 16 (+3) | 18 (+4) | 19 (+4) | 18 (+4) | 13 (+1) |
Saving Throws Dex +8, Int +9
Skills Athletics +15, Insight +14, Investigation +14, Perception +14, Stealth +13, Survival +14
Tools thieves’ tools
Damage Vulnerabilities lightning
Damage Resistances bludgeoning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Investigation 29, passive Perception 29
Languages Ceramian, Ropa, Soburi, Thieves’ Cant
Challenge 9 (5,000 XP)
Automated. Q does not need to eat or breathe. It still needs to drink and requires a resting period that emulates sleep in order to recharge its inner workings.
Background Feature: Wanderer (Outlander). Q can always recall the general layout of terrain, settlements, and other features around it.
Cunning Action. Q can take a bonus action on each of its turns in combat to take the Dash, Disengage, or Hide action.
Deductive Mind (Feat). When making an Intelligence (Investigation) check, Q may also choose to make a Sleuth check. After making a Sleuth check, Q cannot make another until he has taken a long rest. A Sleuth check reveals any information an equivalent Intelligence (Investigation) check would uncover, but it always reveals something that can proceed Q’s goals. The quality of the information it deduces depends on its check and the location it is in—a GM can always decide there is no information in the current location relevant to Q, and provide only a clue leading to a more relevant location.
Q also gains double its proficiency bonus to its Insight and Investigation scores.
Evasion. If Q is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Investigative Nature and Gumption. Q has 5 investigation points. Q may spend an investigation point as a reaction to add +1d6 to a skill check chosen from the following list: Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Persuasion, Religion, Stealth, or Survival. Q may choose to spend an investigation point after the die has been rolled and regains any expended investigation points when it finishes a short or long rest.
Ki (6 points).
- Flurry of Blows. Immediately after Q takes the Attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Q can spend 1 ki point to take the Dodge action as a bonus action on its turn.
- Step of the Wind. Q can spend 1 ki point to double its jump distance for the turn.
- Stunning Strike. Q 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 14 Constitution saving throw or be stunned until the end of its next turn.
Observant (Feat). If Q can see a creature’s mouth while it is speaking a language Q understands, it can interpret what is being said by reading lips.
Sneak Attack 5d6 (1/turn). Q deals an extra 18 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Q that isn’t incapacitated and Q doesn’t have disadvantage on the attack roll.
Stance of the Stout Boar (3). Q may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all its movement is in a straight line and ends with it making a melee weapon attack. Q gains advantage on saving throws against effects or spells that would cause it to move and resistance to bludgeoning damage.
Stance of the Striking Serpent. Q’s strikes deal an additional 1d4 piercing damage. This damage is not multiplied on a critical hit.
ACTIONS
Multiattack. Q makes two unarmed strikes when it takes the attack action.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) magical bludgeoning damage plus 2 (1d4) piercing damage.
REACTIONS
Deflect Missile. Q can spend its reaction to strike a missile when it is hit by a ranged weapon attack, reducing its damage by 16 (2d8+1d4+5).
Slow Fall. Q can use its reaction when it falls to reduce any falling damage he takes by 30.
Uncanny Dodge. When an attacker that Q can see hits it with an attack, Q can use its reaction to halve the attack’s damage against it.
Cammy! I’d love to see a Cammy!
I shall make it so! M. Bison was requested first but she’ll be along after him 🙂
[…] one please comment or share it about or like it or whatever, check out last week’s character (Q!), and if you think this can be improved in any way please let me […]