Welcome to the fifth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or whatever, check out last week’s character (Cammy!), and if you think this can be improved in any way don’t hesitate to speak up and let me know!
Next week I’ll be putting up Ken but if there’s someone you’d like to see after him I am doing these in order of requests (Balrog is my next go-to character but maybe we’ll see Blanka or Dhalsim?) so let me know and we’ll get them in queue!
Fei Long the Flying Dragon
Medium humanoid (soburi), neutral good monk 12 (martial artist)
Armor Class 21
Hit Points 75 (12d8+12)
Speed 50 ft.
|13 (+1)||17 (+3)||13 (+1)||14 (+2)||15 (+2)||13 (+1)||16 (+3)||12 (+1)|
Saving Throws Str +5, Dex +7
Skills Acrobatics +7, Athletics +5, Insight +6, Performance +5, Stealth +7
Damage Resistances fire
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 12
Languages Common (Soburi)
Challenge 12 (8,400 XP)
Background Feature: By Popular Demand (Entertainer). Fei Long 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 Fei Long 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 (12 points). Fei Long 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 Fei Long takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Fei Long can spend 1 ki point to take the Dodge action as a bonus action on his turn.
- Step of the Wind. Fei Long 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. Fei Long 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 14 Constitution saving throw or be stunned until the end of his next turn.
Martial Arts. Fei Long 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 Fei Long 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. Fei Long’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Fei Long has learned 3 martial arts stances from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of Fire’s Vengeance (2). Feil Long’s strikes deal an additional 1d6 fire damage (this damage is not multiplied on a critical hit) and he gains resistance to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 8d8 points of fire damage to all creatures and objects within 15 feet. A DC 15 Dexterity saving throw reduces this damage by half. Fei Long cannot use this feature again until he has completed a long rest.
Stance of the Striking Serpent (2). Fei Long’s unarmed strikes deal an additional 1d6 piercing damage (this damage is not multiplied on a critical hit), he gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Stance of the Tiger’s Claw (2). Fei Long’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Fei Long may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) resists the effect. He cannot use this feature again until he has completed a long rest.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Fei Long’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Fei Long’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. Fei Long’s unarmed strike damage increases by one step due to his soburi heritage and he gains proficiency in the Athletics skill.
Multiattack. Fei Long makes two unarmed strikes when he takes the attack action and may use two-weapon fighting to attack with his nunchaku (a light weapon) as a bonus action.
Nunchaku. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) magical bludgeoning damage, 3 (1d6) fire damage, 3 (1d6) piercing damage, and 3 (1d6) slashing damage.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) magical bludgeoning damage, 3 (1d6) fire damage, 3 (1d6) piercing damage, and 3 (1d6) slashing damage.
Deflect Missile. Fei Long 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+3d6+3).
Slow Fall. Fei Long can use his reaction when he falls to reduce any falling damage he takes by 60.