Welcome to the sixth 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 (Fei-Long!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter) and let me know!

Next week I’ll be putting up Balrog (I think) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

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Ken Masters

Medium humanoid (human), chaotic good monk (martial artist) 11/fighter (battlemaster) 5
Armor Class 20 (Wisdom, martial arts stances)
Hit Points 141 (11d8+5d10+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
16 (+3) 19 (+4) 18 (+4) 9 (-1) 18 (+4) 17 (+3) 14 (+2) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8* (+13 to jump), Intimidation +8, Stealth +9
Damage Resistances bludgeoning
Damage Immunities fire, poison
Condition Immunities diseases, poisoned
Senses passive Perception 14
Languages Common
Challenge 16 (15,000 XP)
Background Feature: Never Stop (Roustabout). Ken’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Combat Superiority (4d8). Ken knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Ken uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Ken 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 16 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Goading Attack. When Ken hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. He adds the superiority die to the attack’s damage roll, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than Ken until the end of his next turn.
  • Parry. When another creature damages Ken with a melee attack, he can use his reaction and expend one superiority die to reduce the damage by the number he rolls on his superiority die + 5.
  • Sweeping Attack. When Ken 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 her 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.  

Evasion. If Ken 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.
Fighting Style: Dueling. When Ken 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 (11 points). Ken 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 Ken takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. Ken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
Step of the Wind. Ken 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. Ken 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 17 Constitution saving throw or be stunned until the end of his next turn.
Martial Arts. Ken 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 Ken 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. Ken’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Ken 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 Eternal Vengeance (3). Ken’s strikes deal an additional 1d8 fire damage and he gains immunity to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 10d8 points of fire damage to all creatures and objects within 15 feet. A DC 15 Dexterity saving throw reduces this damage by half. Ken cannot use this feature again until he has completed a long rest.
Stance of the Stout Boar (3). Ken’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.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Ken’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Ken’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. Ken’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. Ken makes three unarmed strikes when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage and 4 (1d8) fire damage.
Hadouken! Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.

REACTIONS
Deflect Missile. Ken 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 19 (1d10+2d8+5).
Slow Fall. Ken can use his reaction when he falls to reduce any falling damage he takes by 55.

*Ken gets proficiency in Athletics through *multiple* routes and in cases like this, I tend to give a player the bonus because I feel bad that it comes up repeatedly (so he effectively gains expertise with Athletics checks made to jump).

KEN’S FIGHTING GLOVES

Wondrous item, legendary
Ken still uses the same fighting gloves he wore when training with Ryu and they have absorbed his ki. While wearing his fighting gloves, Ken is able to use his fighting style feature with his unarmed strike. In addition, he gains the following two features:
Hadouken! By spending 1 ki, Ken can unleash up to two balls of energy (range 40/100) instead of unarmed strikes. On a hit, a ball of energy deals 5d12 plus his Wisdom modifier force damage.
Shoryuken! By spending 2 ki, Ken can use the special attack feature from Stance of Fire’s Eternal Vengeance by spending 2 ki, although he only deals 5d8 fire damage when doing so.

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