Welcome to the tenth (!) post for Street Fighter D&D 5E–a special NEW CHALLENGER edition! I ran into this amazing little homebrew the other day (about 20 times cooler and frankly I think better balanced than what was in Unearthed Arcana this week) and I was like “god damn I want to make a drunken master” and that got me thinking about Virtua Fighter.

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As a Sega diehard (*shakes fist towards Sony*) I played a lot of Virtua Fighter and you just cannot beat Shun Di for awesome fighters to play as, the kind of bold character that really made Sega games distinct in the marketplace. I mean he drinks booze while fighting–how cool is that. So while he’s not in Street Fighter, I felt compelled to put him together to someday unleash on an unsuspecting party. 😀

Moa promo shun di.png

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Dhalsim!), 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!

Next week I’m getting back to Street Fighter (probably going to be YOU-KNOW-WHO) 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! Also check out the main page for Street Fighter D&D 5E for some new guidelines on how to get the most out of these builds.

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

Shun Di

Medium humanoid (human, soburi), neutral good monk (drunken master) 15
Armor Class 22 (Wisdom, martial arts stance)
Hit Points 127 (15d8+60)
Speed 55 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 19 (+4) 13 (+1) 19 (+4) 14 (+2)

Saving Throws Str +6, Dex +10
Skills Athletics +6, History +6, Insight +9, Survival +9
Tools brewer’s supplies
Damage Resistances bludgeoning
Senses passive Perception 14
Languages Soburi (Common), Ropa
Challenge 11 (7,200 XP)
Outlander Background Feature: Wanderer. Shun Di 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.
Bonus Proficiencies. Shun Di gains proficiency with improvised weapons and treats them as monk weapons.
Down in the Dirt. While prone Shun Di’s melee attacks don’t have disadvantage and enemy melee attacks against him don’t have advantage. In addition, standing up costs him 10 feet of movement.
Drunken Technique: Spill the Cup. When Shun Di would take damage he can use his reaction and spend 1 ki point to half the damage and fall prone. This technique cannot reduce psychic damage, and cannot be used if he is already prone.
Drunken Technique: Teetering Monkey Rush. As an action, Shun Di gains the ability to move through the space of other creatures until the end of his turn. WHen he moves through the space of a Large or smaller creature in this manner he may choose to spend 1 ki point. That creature must then succeed on a Strength saving throw or take 1d10 magical bludgeoning damage and be knocked prone. On a successful save the creature takes half damage and is not knocked prone. Shun Di may choose to spend ki in this way for each creature he passes through. He cannot end his move in another creature’s space.
Evasion. If Shun Di 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.
Hollow Body, Sloshing Belly. As a bonus action on his turn, Shun Di can spend 1 ki point to induce a drunk-like state in himself and begin sloshing. His sloshing lasts for 5 minutes, ending early if he is knocked unconscious. Once Shun Di has used this feature 3 times, he cannot use it again until he finishes a short or long rest. While sloshing, he gains the following effects:

  • When he starts sloshing, he gains 11 temporary hit points.
  • Shun Di has advantage on Dexterity saving throws.
  • Shun Di has advantage on advantage on opportunity attacks and opportunity attacks against him have disadvantage.
  • Shun Di makes Wisdom checks and saving throws with disadvantage.
  • Shun Di is able to perform drunken techniques only while sloshing.

Ki (15 points). Shun Di 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 Shun Di 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 Shun Di takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shun Di can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shun Di 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. Shun Di 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 18 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Shun Di 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 Shun Di 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. Shun Di’s mastery of the ki flowing through him makes him immune to disease and poison (with the exception of alcohol).
Stance of the Stout Boar (3). Shun Di’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, Shun Di can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Shun Di’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. Shun Di 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, Shun Di’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Shun Di’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. Shun Di’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. Shun-Di attacks twice on his turn, can spend a bonus action to attack a third time, or a bonus action and 1 ki to attack four times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage.

REACTIONS
Deflect Missile. Shun Di 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 15 (1d10+1d8+5).
Drunken Technique: Grasshopper Rises Early. While prone Shun Di can use his reaction and spend 1 ki point to immediately stand up. Each creature within 5 feet of him must make a Dexterity saving throw or be knocked prone. If he would hit a creature that is already prone, it takes damage equal to 2d10 magical bludgeoning damage.
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 75.

Notes on Shun Di

I really, really like drunken master monks (the Drunken Master movies are all top notch in my book) and really enjoy this monastic tradition. If I were building a PC with this I might go with different techniques but for an NPC I think he’s right on the money — use Teetering Monkey Rush to spook the PCs, wait until a critical or the last likely attack of the round to use Spill the Cup and go prone, then kick off his next turn with Grasshopper Rises Early and either pummel or Teeter again! Couple in some drunken buffoonery and a bit of physical comedy and whammo you’ve got yourself a very solid (and memorable I reckon) encounter. Add additional Shun Di duplicates as needed — talk about a dope bar fight!

—————– REDUCED STATBLOCK —————–

Shun Di

Medium humanoid (human, soburi), neutral good monk 15
Armor Class 22 (Wisdom, martial arts stance)
Hit Points 127 (15d8+60)
Speed 55 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 19 (+4) 13 (+1) 19 (+4) 14 (+2)

Saving Throws Str +6, Dex +10
Skills Athletics +6, History +6, Insight +9, Survival +9
Tools brewer’s supplies
Damage Resistances bludgeoning
Senses passive Perception 14
Languages Soburi (Common), Ropa
Challenge 11 (7,200 XP)
Outlander Background Feature: Wanderer. Shun Di can always recall the general layout of terrain, settlements, and other features around him.
Bonus Proficiencies. Shun Di treats improvised weapons as monk weapons.
Down in the Dirt. While prone Shun Di’s melee attacks don’t have disadvantage and enemy melee attacks against him don’t have advantage. In addition, standing up costs him 10 feet of movement.
Drunken Technique: Teetering Monkey Rush. As an action, Shun Di gains the ability to move through the space of other creatures until the end of his turn. When he moves through the space of a Large or smaller creature in this manner he may choose to spend 1 ki point. That creature must then succeed on a Strength saving throw or take 1d10 magical bludgeoning damage and be knocked prone. On a successful save the creature takes half damage and is not knocked prone. Shun Di may choose to spend ki in this way for each creature he passes through. He cannot end his move in another creature’s space.
Evasion. If Shun Di 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.
Hollow Body, Sloshing Belly. As a bonus action on his turn, Shun Di can spend 1 ki point to induce a drunk-like state in himself and begin sloshing. His sloshing lasts for 5 minutes, ending early if he is knocked unconscious. Once Shun Di has used this feature 3 times, he cannot use it again until he finishes a short or long rest. While sloshing, he gains the following effects:

  • When he starts sloshing, he gains 11 temporary hit points.
  • Shun Di has advantage on Dexterity saving throws.
  • Shun Di has advantage on advantage on opportunity attacks and opportunity attacks against him have disadvantage.
  • Shun Di makes Wisdom checks and saving throws with disadvantage.
  • Shun Di is able to perform drunken techniques only while sloshing.

Ki (15 points). 

  • Diamond Soul. Whenever Shun Di makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Drunken Technique: Spill the Cup. When Shun Di would take damage he can use his reaction and spend 1 ki point to half the damage and fall prone. This technique cannot reduce psychic damage, and cannot be used if he is already prone.
  • Flurry of Blows. Immediately after Shun Di takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shun Di can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shun Di 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. Shun Di 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 18 Constitution saving throw or be stunned until the end of his next turn.

Stance of the Stout Boar (3). Shun Di 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, Shun Di can end one effect on himself that is causing him to be charmed or frightened.
Tongue of the Sun and Moon. Shun Di understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Movement. Shun Di is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. Shun-Di attacks twice on his turn, can spend a bonus action to attack a third time, or a bonus action and 1 ki to attack four times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage.

REACTIONS
Deflect Missile. Shun Di can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reduced its damage by 15 (1d10+1d8+5).
Drunken Technique: Grasshopper Rises Early. While prone Shun Di can use his reaction and spend 1 ki point to immediately stand up. Each creature within 5 feet of him must make a Dexterity saving throw or be knocked prone. If he would hit a creature that is already prone, it takes damage equal to 2d10 magical bludgeoning damage.
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 75.

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