Castlevania D&D 5E: Simon Belmont

Hello and welcome to my website! If you look around you’ll find a bunch of random builds (Afro Samurai, Aku and Samurai Jack, The Joker, Venger from the D&D cartoon, weird PCs), Marvel super hero statblocks built using mechanics from Hypercorps 2099 (Hyper Score Marvel, posts on Saturday), and then the same for Street Fighter D&D 5e (using rules from Mists of Akuma, posts on Fridays). For the most part everything you find is built as a PC would be built to demonstrate what all you can do with the material inside each campaign setting.

Redditor drewcash83 asked for Simon Belmont and this coincides well with what’s happening with the Book of Exalted Darkness Kickstarter–we’re a week in and close enough to the first Backer Goal that there’s a fun announcement coming later today [Update: the announcement of Book of Celestial Heroes!] about some reward options that become available when we have 120 pledges. Some of that material was used to make the vampire hunting badass below. 😉

I’ve also anticipated the Redditors this time–there’s a reduced statblock that should be a little more handy down at the bottom of the page.

If you are down for some truly wicked evil D&D 5E or earning eternal glory in a holy decopunk world, the Book of Exalted Darkness Kickstarter is 70% funded so far by 95 awesome backers in just a week and has 2 downloadable PDFs on the project page so check it out and help us make it happen!

The project ends June 17th and if you are into either the campaign setting or the evil bit of the grimoire, YOU can help us break through the first Backer Goal and then be first in line to increase your pledge for an early (cheaper) reward level for the less goody-two-shoes part of the project (before the early bird levels for those run out)!

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Simon Belmont

Medium humanoid (human), lawful good exemplar (slayer) 14
Armor Class 18 (+2 breastplate)
Hit Points 116 (14d10+28)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +7, Cha +8
Skills Athletics +8, History +6, Insight +7, Perception +7, Persuasion +8, Stealth +7, Survival +7
Tools gaming set
Condition Immunities frightened
Senses passive Perception 17
Languages Common, Draconic
Challenge 9 (5,000 XP)
Background Feature (Noble): Position of Privilege. Simon is welcome in high society and people assume he has the right to be wherever he is. The common folk make every effort to accommodate him and avoid his displeasure, and other people of high birth treat Simon as a member of the same social sphere. Simon can secure an audience with a local noble if he needs to.

Courageous. Simon cannot be cowed and the very sight of him lifts the spirits of others. Simon gains immunity to the frightened condition and allies able to see him gain advantage on saving throws against fear.
Feat: Athlete. When Simon is prone he uses only 5 feet of his movement to stand up, climbing doesn’t halve his speed, and he can make a running long jump or a running high jump after moving only 5 feet on foot (rather than 10 feet).
Feat: Mobility. When Simon uses the Dash action difficult terrain doesn’t cost him extra movement on that turn and when he make a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether he hits or not)
Fighting Style: Dueling. When Simon is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Friendly Reputation. Simon’s uplifting reputation is well-known and earns him some small acts of kindness. When he reaches an inn or tavern, he may make a DC 8 Charisma check to see if his reputation precedes him. On a success Simon is given free lodging, drink, and food. The GM may decide that no check to be recognized is required because someone who works in the establishment knows him already or has seen him recently. Simon may convince merchants to sell him goods for a more modest price. If he succeeds on a DC 12 Charisma check to be recognized, Simon gains advantage on an ability check to determine the final price of an item that costs 50 gp or less. Simon may exploit his reputation to persuade merchants this way 3 times. Expended uses recharge after a long rest.
Greater Paragon (Human). Simon increased three ability scores by 1.

Heroic Effort (7 points). Simon can reach deep within himself to draw upon his abundant spirit, performing impossible tasks that defy belief. When he spends an effort point, it is unavailable until he finishes a short or long rest, at the end of which his spirit replenishes.

 

  • Hero’s Ire. As a bonus action, Simon can spend 2 effort points and choose a creature that he can see. For the next minute he gains a +3 bonus to attack rolls and weapon damage rolls when attacking that creature.
  • Heroic Stand. Simon can spend 1 effort point to take the Dodge action as a bonus action on his turn.
  • Implacable Resolve. As a reaction, Simon can spend 2 effort points to gain 14 temporary hit points. These temporary hit points last until the beginning of his next turn.
  • Stroke of Luck. As a reaction, Arthur can spend 2 effort points to reroll an attack roll or saving throw. He must choose to use this feature before the results of the attack roll or saving throw are revealed.
  • Honed Strike. Simon can spend 1 effort point after successfully hitting a creature he has marked to add 6 to his bonus damage for that attack.
  • Slayer’s Mark (1d8). Simon can spend 1 effort point as a bonus action to mark a creature he is able to see. This creature must be of a fiend, monstrosity, or undead. Simon gains a +1d8 bonus to attack and damage rolls made against the marked creature. A mark remains for 1 minute. Simon can have as many as 5 marked creatures at once.
  • Zealous Strike. Simon can spend 2 effort points immediately after killing a fiend, monstrosity, or undead to make a weapon attack against a creature within his reach (or range if he is not wielding a ranged weapon).

Holistic Resilience. Simon knows what herbs and spices are needed in his diet to maximize his body’s natural defenses. He has advantage on saving throws made to resist abilities and spells from fiends, monstrosities, and undead.
Hunter of Monsters (fiends, monstrosities, undead). Simon has advantage on Wisdom (Survival) checks to track these favored enemies, as well as on Intelligence checks to recall information about them.
Lesser Paragon (Human). Simon has begun to unlock his truest self and embody the best parts of his humanity. Other humans often look up to him, granting you a +1 bonus on Charisma-related ability checks he makes against them. In addition, Simon gains proficiency in two skills, two tool kits, or a skill and a tool kit.
Never Stay Down. Simon refuses to give up even when his body desperately wants to shut down. He gains advantage on Death saving throws.
Rally. Simon can bellow forth a shout of resolve from the core of his being that inspires his compatriots to never give up. By spending an action yelling, he grants 14 temporary hit points to 5 creatures that he is able to see. Simon may choose 3 additional creatures for a secondary effect so long as each is at 0 hit points or has died within the last minute. A creature at 0 hit points gains advantage on its Death saving throws for 1 minute. Recently deceased creatures reroll their most recent Death saving throw with advantage (though any additional Death saving throws that result are made normally). Creatures must be within 60 feet of Simon to benefit from this feature. When he has used this feature twice, Simon must finish a long rest before he can use it again.

ACTIONS
Extra Attack. Simon attacks three times.
Flaming Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) slashing damage plus 9 (2d8) fire damage.
Dagger (10) or Silver Knife (5). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 4 (1d4+2) piercing damage.
Holy Water. As an action, Simon can splash the contents of this flask onto a creature within 5 feet of him or throw it up to 20 feet, shattering it on impact. In either case, he makes a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

REACTIONS
Feat: Defensive Duelist. When Simon is wielding his dagger, silver knife, or whip, and another creature hits him with a melee attack, he can use his reaction to add +5 to his AC for that attack, potentially causing the attack to miss him.

Notes on Simon Belmont’s Build

I know a lot of people’s first impulse would be go to paladin/ranger or fighter (monster hunter) but I didn’t for two reasons:

  • I do not recall any moment in the original Castlevania games where was like “oh this guy is a paladin/religious”
  • I was deeply disappointed with WotC’s Monster Hunter archetype

Really though, I needed to do some PC building with the exemplar class to figure some things. I am super duper pleased with how Simon turned out!

EDIT: Redditor azuredrake astutely pointed out that I forgot about increasing Simon’s speed from the Mobility feat. Good looking out!

————— REDUCED STATBLOCK ——————-

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Simon Belmont

Medium humanoid (human), lawful good exemplar 14
Armor Class 18 (+2 breastplate)
Hit Points 116 (14d10+28)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +7, Cha +8
Skills Athletics +8, History +6, Insight +7, Perception +7, Persuasion +8, Stealth +7, Survival +7
Condition Immunities frightened
Senses passive Perception 17
Languages Common, Draconic
Challenge 9 (5,000 XP)
Courageous. Allies able to see Simon gain advantage on saving throws against fear.
Feat: Athlete. When Simon is prone he uses only 5 feet of his movement to stand up and he can make a running long jump or a running high jump after moving only 5 feet on foot (rather than 10 feet).
Feat: Mobility. When Simon uses the Dash action difficult terrain doesn’t cost him extra movement on that turn and when he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether he hits or not)

Heroic Effort (7 points/short rest).

  • Hero’s Ire. As a bonus action, Simon can spend 2 effort points and choose a creature that he can see. For the next minute he gains a +3 bonus to attack rolls and weapon damage rolls when attacking that creature.
  • Heroic Stand. Simon can spend 1 effort point to take the Dodge action as a bonus action on his turn.
  • Implacable Resolve. As a reaction, Simon can spend 2 effort points to gain 14 temporary hit points. These temporary hit points last until the beginning of his next turn.
  • Stroke of Luck. As a reaction, Simon can spend 2 effort points to reroll an attack roll or saving throw.
  • Honed Strike. Simon can spend 1 effort point after successfully hitting a creature he has marked to add 6 to his bonus damage for that attack.
  • Slayer’s Mark (1d8). Simon can spend 1 effort point as a bonus action to mark a fiend, monstrosity, or undead he is able to see. Simon gains a +1d8 bonus to attack and damage rolls made against the marked creature. A mark remains for 1 minute. Simon can have as many as 5 marked creatures at once.
  • Zealous Strike. Simon can spend 2 effort points immediately after killing a fiend, monstrosity, or undead to make a weapon attack against a creature within his reach (or range if he is not wielding a ranged weapon).

Holistic Resilience. Simon has advantage on saving throws made to resist abilities and spells from fiends, monstrosities, and undead.
Hunter of Monsters. Simon has advantage on Wisdom (Survival) checks to track fiends, monstrosities, and undead, as well as on Intelligence checks to recall information about them.
Lesser Paragon (Human). Simon gains a +1 bonus on Charisma ability checks against humans.
Never Stay Down. Simon has advantage on Death saving throws.
Rally (twice/long rest). By spending an action yelling, Simon grants 14 temporary hit points to 5 creatures that he is able to see. Simon may choose 3 additional creatures for a secondary effect so long as each is at 0 hit points or has died within the last minute. A creature at 0 hit points gains advantage on its Death saving throws for 1 minute. Recently deceased creatures reroll their most recent Death saving throw with advantage (though any additional Death saving throws that result are made normally). Creatures must be within 60 feet of Simon to benefit from this feature.

ACTIONS
Extra Attack. Simon attacks three times.
Flaming Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) slashing damage plus 9 (2d8) fire damage.
Dagger (10) or Silver Knife (5). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 4 (1d4+2) piercing damage.
Holy Water. As an action, Simon can splash the contents of this flask onto a creature within 5 feet of him or throw it up to 20 feet, shattering it on impact. In either case, he makes a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

REACTIONS
Feat: Defensive Duelist. When Simon is wielding his dagger, silver knife, or whip, and another creature hits him with a melee attack, he can use his reaction to add +5 to his AC for that attack, potentially causing the attack to miss him.

A little blurb about the Exemplar class to reward you for reading all the way down here 😉

Where others succeed by blade or spell, the exemplar forges ahead with an adventurous heart, implacable will, and a hell of a lot of good luck on their side. Many a mage or warrior distinguishes themselves with heroic deeds and great triumphs but an exemplar defines their own path, weaving it with those of others touched by greatness or fate and relying on an abundant spirit that refuses to yield no matter what challenges lay ahead. The merit of these iconic champions is that they are not measured by their victories–it is their character that inspires the myths and legends left in their wake.

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The Joker – D&D 5E

Hello and welcome to my website! I have quite a few random statblocks around (Afro Samurai, Aku and Samurai Jack, Venger from the D&D cartoon, weird PCs), a Saturday blog series of Marvel super hero statblocks built using rules from Hypercorps 2099 (Hyper Score Marvel), and then the same for Street Fighter D&D 5e (using mechanics from Mists of Akuma, posts on Fridays). For the most part everything you find is built as a PC would be built to demonstrate what all you can do with the material inside each campaign setting.

After seeing how popular Venger’s 5e build was yesterday, I decided to bite into one of the classes appearing in the Book of Exalted Darkness and went with what seems to be the world’s most popular villain: The Joker.

What you’ll find below uses material from the imminent Mad Scientist Class Playtest PDF releasing in the next 2 weeks but until then you can get your wickedness on in the (free!) Evil Primer PDF over on the Book of Exalted Darkness Kickstarter page–we’re more than 68% funded after the first week and there’s an adventure module you can download too.

Mad Scientist graphic 5.png

This is not a cartoonish approach to evil RPGs so beware–I am set out to do some truly vile and despicable things. Click ahead only if you are down for some extreme wickedness.

Either way have fun with The Joker! 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, and definitely keep an eye out for the Mad Scientist Class Playtest PDF! Thanks!

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The Joker

Medium humanoid (human), chaotic evil mad scientist (trickster) 12
Armor Class 16 (studded leather Joker Suit)
Hit Points 87 (12d8+24)
Speed 30 ft.; Sin Points 22/22

STR DEX CON INT WIS CHA Sanctity Sin
13 (+1) 18 (+4) 15 (+2) 20 (+5) 15 (+2) 16 (+3) 7 (-2) 22 (+6)

Saving Throws Dex +8, Int +9
Skills Acrobatics +8, Athletics +5 (advantage), Deception +7, Investigation +9, Perception +2 (advantage), Science +9, Sleight of Hand +9, Technology +9
Tools alchemist’s supplies, painter’s supplies, tinkerers’ tools
Damage Resistances acid, poison, psychic
Condition Immunities poisoned
Senses passive Perception 17
Languages Common, any 4 languages (usually Abyssal, Aklo, Infernal, and Undercommon)
Challenge 12 (8,400 XP)
Background Feature (Murderer): Ruthless Strike. In the first round of combat if Joker has successfully concealed a weapon by making a (retroactive if necessary) Dexterity (Sleight of Hand) check, he gains advantage on his first attack roll as long as it is made before the next round. If this attack hits a creature that was unaware of the weapon it is a critical hit (if he rolls a natural critical hit he deals 8 extra damage). Joker deals his Surgical Precision damage with this attack.
Inherent Heresy: Wrath. Joker’s face is almost always in a snarling grin and he must make a DC 12 Wisdom saving throw to assume a different expression for up to 1 hour. His Strength increases by 1, his Sanctity score began at 8, and his Sin score began at 5. As a bonus action, he may burn 1 Sin point to gain advantage on a Strength ability check or saving throw.
*Traumatic Experience. The Joker’s precise origins remain a mystery but whomever he once was is a mystery, his near-death from falling into a vat of acid changing him forever. He gains resistance to acid, poison, and psychic damage damage as well as immunity to the poisoned condition.

Analyze Weakness. By spending a bonus action the Joker may make an Intelligence check against a DC equal to the CR of a creature he is able to see or hear. On a success, he learns the attacks, immunities, features, and resistances granted by the target’s race or type. The Joker can only use this feature against an individual target once every 24 hours.
Bomb Thrower. Each day when the Joker prepares spells, he may make a number of grenades with a total price of 240 gold. These grenades do not cost him gold to produce but do require a part of his essence to remain unignited, causing them to explode 1d6 rounds after being given to another creature. The saving throw DCs for grenades the Joker creates using this feature use his spell save DC. In addition, you may throw up to 2 grenades at different squares within range as a single attack action. [Until the Mad Scientist Class Playtest PDF comes out use the grenades found here: https://2099wasteland.tumblr.com/grenades]
Feat: Sinful Slayer. When the Joker scores a critical hit, he may expend 1 Sin point to infuse the blow with evil energies. The target of his attack makes a Charisma saving throw against the damage of the attack or gains a level of exhaustion. When he has advantage on a melee attack roll, the Joker may expend a Sin point to gain a bonus to damage instead of the attack roll.
Feat: Sinful Strikes. The Joker gains advantage on Athletics checks and Perception checks. When he successfully hits a living creature, he may spend 1 Sin point to deliver an unholy wound. The target of his attack must succeed on a DC 18 Charisma saving or take 3 (1d6) necrotic damage at the start of each of its turns as the unholy wound bleeds. Each time the Joker delivers an additional unholy wound to a target, the damage dealt by the unholy wound increases by 3 (1d6). The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. Any creature can stanch the wound as an action with a successful Wisdom (Medicine) check against the same DC or by receiving magical healing. Damage dealt by an unholy wound leaves an evil aura.
Feat: Warcaster. The Joker has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage and he can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from the Joker, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Forbidden Knowledge and Insane Contraptions. The Joker gains two sinful feats and learns how to cast ritual spells from the wizard spell list. When performing a ritual, if he has access to an anvil and smithery he may spend an additional hour building an insane contraption to incorporate the effects of one of his scientific gadgets into the casting of the ritual spell.
Overcharged Shot (4/long rest). When the Joker has advantage on a spell attack using his technological weapon, he may choose to lose advantage but deal an extra 15 (6d4) damage.
Prototype Drones. The Joker can cast the find familiar spell as a ritual, summoning (i.e.: activating) 4 drones. The drone familiars he creates are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by the Joker (usually innocuous toys). Drones that are not duplicating the appearance and abilities of an animal use the Homunculus stat block. As a construct, the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition. The Joker’s drones may not be dismissed as the spell. He may share senses with the drones or communicate with them while they remain within distance of his radio transmitter (a device that broadcasts 600 feet).

Scientific Gadgets: The Joker’s scientific gadgets weigh 1 pound per spell level. The AC of a gadget is equal to his AC while it is on his person and each has 24 hit points. While not in the Joker’s possession, his gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his gadgets function and only the Joker is able to use them.

  • Arcodivinus Negator (1/long rest). The Joker can cast counterspell or dispel magic once without expending a spell slot.
  • Scientific Gadget: Cortex Disassembler (1/long rest). The Joker can cast fear or hypnotic pattern once without expending a spell slot.
  • Scientific Gadget: Emergency Boosters (1/short rest). When the Joker would take more than 1d6 damage from falling, he automatically casts feather fall without expending a spell slot or material components.
  • Scientific Gadget: Influencing Aerosol (1/long rest). The Joker can cast charm person or command once without expending a spell slot.
  • Scientific Gadget: Quantum Kineticizer (1/long rest). The Joker can cast misty step or pass without trace without expending a spell slot.
  • Scientific Gadget: Spatial Prism (1/long rest). The Joker can cast mirror image or see invisibility once without using a mad scientist spell slot.

Surgical Precision (2d8, 1/turn). The Joker can deal an extra 1d8 damage to one living creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
Technological Crafting. The Joker is able to create technological items that duplicate the effects of magical items without the need for inaequa. He is only able to craft one technological item at a time. The Joker is able to craft a common technological item over the course of a week of tinkering for 25 gold or an uncommon technological item over the course of a month for 500 gold (or more, at the GM’s discretion).

Weaponized Spellcasting (Recharge on short rest). The Joker is a 12th-level mad scientist that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). The Joker can cast the following spells from the mad scientist’s spell list, though only when his technological weapon (his Joker Suit) is on his person:

  • Cantrips: acid splash, eldritch blast, fire bolt, poison spray
  • 6th-level (3 spell slots): acid arrow, cloudkill, confusion, disintegrate, grease, hold monster, lightning bolt, phantasmal killer, shatter, sleep, stinking cloud

ACTIONS

Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Dagger (7). Ranged Weapon Attack: +8 to hit, range 20/60, one target. Hit: 6 (1d4+4) piercing damage.
*Combat Pistol. Ranged Weapon Attack: +8 to hit, range 100/400, one target. Hit: 12 (2d6+4) bludgeoning and piercing damage.
Grenades (2 flash, 2 frag). The Joker throws up to 2 grenades at separate targets within 60 feet as an action. Any creature within a grenade’s area of effect (20 feet) makes a DC 17 Dexterity saving throw or takes the grenades damage (a successful save halves this damage).

*Traumatic Experience was added to reflect the Joker’s origin and is not standard for an NPC ground-up build. Also, Combat Pistols are not a part of Book of Exalted Darkness (they appear in 2099 Wasteland and Hypercorps 2099 5e).

—————– REDUCED STATBLOCK —————–

The Joker

Medium humanoid (human), chaotic evil mad scientist (trickster) 12
Armor Class 16 (studded leather Joker Suit)
Hit Points 87 (12d8+24)
Speed 30 ft.; Sin Points 22/22

STR DEX CON INT WIS CHA Sanctity Sin
13 (+1) 18 (+4) 15 (+2) 20 (+5) 15 (+2) 16 (+3) 7 (-2) 22 (+6)

Saving Throws Dex +8, Int +9
Skills Acrobatics +8, Athletics +5 (advantage), Deception +7, Investigation +9, Perception +2 (advantage), Science +9, Sleight of Hand +9, Technology +9
Damage Resistances acid, poison, psychic
Condition Immunities poisoned
Senses passive Perception 17
Languages Common, any 4 languages (usually Abyssal, Aklo, Infernal, and Undercommon)
Challenge 12 (8,400 XP)
Background Feature (Murderer): Ruthless Strike. In the first round of combat if Joker has successfully concealed a weapon by making a (retroactive if necessary) Dexterity (Sleight of Hand) check, he gains advantage on his first attack roll as long as it is made before the next round. If this attack hits a creature that was unaware of the weapon it is a critical hit (if he rolls a natural critical hit he deals 8 extra damage). Joker deals his Surgical Precision damage with this attack.
Inherent Heresy: Wrath. As a bonus action, the Joker may burn 1 Sin point to gain advantage on a Strength ability check or saving throw.

Analyze Weakness. By spending a bonus action the Joker may make an Intelligence check against a DC equal to the CR of a creature he is able to see or hear. On a success, he learns the attacks, immunities, features, and resistances granted by the target’s race or type.
Feat: Sinful Slayer. When the Joker scores a critical hit, he may expend 1 Sin point to infuse the blow with evil energies. The target of his attack makes a Charisma saving throw against the damage of the attack or gains a level of exhaustion. When he has advantage on a melee attack roll, the Joker may expend a Sin point to gain a bonus to damage instead of the attack roll.
Feat: Sinful Strikes. When the Joker successfully hits a living creature, he may spend 1 Sin point to deliver an unholy wound. The target of his attack must succeed on a DC 18 Charisma saving or take 3 (1d6) necrotic damage at the start of each of its turns as the unholy wound bleeds. Each time the Joker delivers an additional unholy wound to a target, the damage dealt by the unholy wound increases by 3 (1d6). The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. Any creature can stanch the wound as an action with a successful Wisdom (Medicine) check against the same DC or by receiving magical healing.
Feat: Warcaster. The Joker has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage and he can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from the Joker, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Overcharged Shot (4/long rest). When the Joker has advantage on a spell attack using his technological weapon, he may choose to lose advantage but deal an extra 15 (6d4) damage.
Prototype Drones. The Joker can cast the find familiar spell as a ritual, summoning (i.e.: activating) 4 drones. The drone familiars he creates are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by the Joker (usually innocuous toys). Drones that are not duplicating the appearance and abilities of an animal use the Homunculus stat block. As a construct, the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition. The Joker’s drones may not be dismissed as the spell. He may share senses with the drones or communicate with them while they remain within distance of his radio transmitter (a device that broadcasts 600 feet).

Scientific Gadgets: The Joker’s scientific gadgets weigh 1 pound per spell level. The AC of a gadget is equal to his AC while it is on his person and each has 24 hit points. While not in the Joker’s possession, his gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his gadgets function and only the Joker is able to use them.

  • Arcodivinus Negator (1/long rest). The Joker can cast counterspell or dispel magic once without expending a spell slot.
  • Scientific Gadget: Cortex Disassembler (1/long rest). The Joker can cast fear or hypnotic pattern once without expending a spell slot.
  • Scientific Gadget: Emergency Boosters (1/short rest). When the Joker would take more than 1d6 damage from falling, he automatically casts feather fall without expending a spell slot or material components.
  • Scientific Gadget: Influencing Aerosol (1/long rest). The Joker can cast charm person or command once without expending a spell slot.
  • Scientific Gadget: Quantum Kineticizer (1/long rest). The Joker can cast misty step or pass without trace without expending a spell slot.
  • Scientific Gadget: Spatial Prism (1/long rest). The Joker can cast mirror image or see invisibility once without using a mad scientist spell slot.

Surgical Precision (2d8, 1/turn). The Joker can deal an extra 1d8 damage to one living creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.

Weaponized Spellcasting (Recharge on short rest). The Joker is a 12th-level mad scientist that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). The Joker can cast the following spells from the mad scientist’s spell list, though only when his technological weapon (his Joker Suit) is on his person:

  • Cantrips: acid splash, eldritch blast, fire bolt, poison spray
  • 6th-level (3 spell slots): acid arrow, cloudkill, confusion, disintegrate, grease, hold monster, lightning bolt, phantasmal killer, shatter, sleep, stinking cloud

ACTIONS

Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Dagger (7). Ranged Weapon Attack: +8 to hit, range 20/60, one target. Hit: 6 (1d4+4) piercing damage.
*Combat Pistol. Ranged Weapon Attack: +8 to hit, range 100/400, one target. Hit: 12 (2d6+4) bludgeoning and piercing damage.
Grenades (2 flash, 2 frag). The Joker throws up to 2 grenades at separate targets within 60 feet as an action. Any creature within a grenade’s area of effect (20 feet) makes a DC 17 Dexterity saving throw or takes the grenades damage (a successful save halves this damage).

*Combat Pistols are not a part of Book of Exalted Darkness (they appear in 2099 Wasteland and Hypercorps 2099 5e).

Venger D&D 5E

News from PaizoCon!

Legendary Games (one of my publishers) received a letter from someone currently being held by Oregon State Corrections. Among other games they mentioned Hypercorps 2099 as one of the influences that helped them make friends in prison, overcome problems with drug addiction, and come out of their shell (so that in the future after release they’ve got a healthy coping mechanism and way to create a social network to fall back on).

I think it goes without saying that the entire Hypercorps 2099 team is incredibly touched and overwhelmed that our work effected someone in such an important way. I’m sure that they join me in thanking you for reaching out to us and encouraging you to keep on gaming!

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Hello and welcome to my website! I have a bunch of different character builds (Afro Samurai, Aku and Samurai Jack, weird PCs), a blog series of Marvel super hero statblocks built using rules from Hypercorps 2099 (Hyper Score Marvel), and then the same for Street Fighter D&D 5e (using mechanics from Mists of Akuma). For the most part everything you find is built as a PC would be built to demonstrate what all you can do with the material inside each campaign setting.

It was with that in mind that I set out to make Venger in D&D 5e using some of the evil playtest rules (deformity feats, grafting feat, vilespawn template, background, sorcerer bloodline) from Book of Exalted Darkness. Check out more about these in the (free!) Evil Primer PDF over on the Kickstarter page–we’re just a week in and more than 66% funded after 6 days (appropriately evil I’d say), and there’s an adventure module you can download too.

Be wary though: I am set out to do some truly vile and despicable things so only click ahead if you are down for some extreme wickedness.

Either way, have fun with Venger! 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!

venger by douglas cheri.png
Venger by Douglas Cheri

Venger

Large monstrosity (human, vilespawn), neutral evil sorcerer (fearmongerer) 18
Armor Class 17 (mage armor, natural)
Hit Points 146 (18d6+72)
Speed 40 ft.; Sin Points 24/24

STR DEX CON INT WIS CHA Sanctity Sin
14 (+2) 16 (+3) 19 (+4) 14 (+2) 15 (+2) 19 (+4) 13 (+1) 24 (+7)

Saving Throws Con +10, Cha +10
Skills Acrobatics +3 (advantage), Arcana +8, Deception +10, Insight +8, Perception +8
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Aklo, Common, Draconic, Undercommon, Vilespeech
Challenge 20 (25,000 XP)
Background Feature: Natural Sinner (Unholy Witness). Whenever Venger spends a Sin point, he rolls 1d20 and on a result of 19 or 20 he does not have to expend the Sin point to benefit from it. In addition, his Sin increases by 1.
Inherent Heresy: Envy. Venger is at disadvantage on Insight and Persuasion checks when buying or selling items, his Wisdom increases by 1, and he began with a Sanctity of 10 and Sin of 4. As a bonus action, he may burn 1 Sin point to gain advantage on a Wisdom ability check or saving throw.

Aura of Fear. Each creature of Venger’s choice that is within 60 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Venger’s Aura of Fear for the next 24 hours.
Deformity Feat: Gaunt. Venger gains advantage on Acrobatics checks, increases his speed by 10 ft., and increases his Dexterity by 2.
Deformity Feat: Unlocked Limbic System. Venger gains advantage on saving throws to resist the charmed, frightened, and stunned conditions, and increases his Charisma by 2.
Feat: Sinful Magic. Each day when Venger prepares spells, he chooses 4 spells. He gains a +1 bonus to spell attacks and spell save DCs with these spells and they leave an evil aura in their wake. In addition, while casting a spell Venger may expend 1 Sin point per spell level to gain advantage on the spell attack roll or cause a creature targeted by the spell to make its saving throw to resist it with disadvantage.
Feat: Sinful Spellcasting. Venger gains advantage on Arcana and Religion checks regarding evil. When he successfully hits with a spell attack, he can spend Sin points to deal extra damage. He deals 1d8 necrotic damage for every Sin point spent this way (maximum 3d8). The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. Any spell cast using this feature leaves an evil aura.
Feat: War Caster. Venger has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage. He can perform the somatic components of spells even when he has weapons or a shield in one or both hands.
Font of Magic (18 sorcery points/long rest). Venger can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. Transforming unexpended sorcery points into one spell slot as a bonus action on his turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. Venger can create spell slots no higher in level than 5th. Any spell slot he creates with this feature vanishes when he finishes a long rest. As a bonus action on his turn, he can expend one spell slot and gain a number of sorcery points equal to the slot’s level. Venger recovers 4 sorcery points at the end of a short rest.
Frightful Gaze (5/long rest). When a creature that can see Venger’s eyes starts its turn within 30 feet of him, he can spend his bonus action or reaction to force it to make a DC 19 Wisdom saving throw if he isn’t incapacitated and can see the creature. If the saving throw fails, the creature is frightened for 6 rounds.
Unless surprised, a creature can avert its eyes to avoid the saving throw from this feature at the start of its turn. If the creature does so, it can’t see Venger until the start of its next turn, when it can avert its eyes again. If the creature looks at him in the meantime, he may spend his reaction to cause it to immediately make the saving throw.
Grafting Feat: Devil’s Arm. Venger’s Strength and Constitution scores increase by 2 and he is able to conjure flames to use as ranged attacks. He is at disadvantage when making non-Intimidation Charisma ability checks against creatures able to see his true form.
Metamagic (Distant Spell – 1 sorcery point). When Venger casts a spell that has a range of 5 feet or greater, he can double the range of the spell. When Venger casts a spell that has a range of touch, he can spend make the range of the spell 30 feet.
Metamatic (Extended Spell – 1 sorcery point).
Venger doubles the duration of a spell that has a duration of 1 minute or longer (maximum 24 hours).
Metamatic (Subtle Spell – 1 sorcery point). Venger casts a spell without any somatic or verbal components.
Metamatic (Twinned Spell – 1 sorcery point per spell level, minimum 1 point). When Venger casts a spell that targets only one creature and doesn’t have a range of self, he targets a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Nameless Gift: Dragon Summoner. Venger is able to use instant summons to summon a skeletal dragon (Redditor scsoc), a helix dragon (as a Red Dragon), a volcano dragon (by AngryGM! or Unknown), and other dragons at the GM’s discretion. Instead of its usual effect, when Venger casts gate he can choose to summon the Demodragon (a monster that will appear in a future blog post 😀 ). Dragons conjured this way operate as the conjure elemental spell though a summoned dragon does not require Venger’s concentration and should one be slain, Venger is never able to summon it again.
Nameless Gift: Minions. Venger is accompanied by a Shadow Demon from the Negative Plane that spies on his behalf (but otherwise does not engage enemies in any way). He also rides a Nightmare.
Nameless Gift: Sculpt Spells. Venger can create pockets of relative safety within the effects of his evocation spells. When he casts an evocation spell that affects other creatures that he can see, Venger can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Nameless Gift: Smite Good. When Venger hits a creature with a melee weapon attack, he can expend one spell slot to deal necrotic damage to the target in addition to the weapon’s damage. This feature only affects creatures of good alignment. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Nameless Gift: Unkillable. Venger’s body explodes when he is reduced to 0 hit points, dealing 55 (10d10) necrotic damage to any creature within 50 feet (a DC 19 Wisdom saving throw halves this damage). Afterwards his body reforms at one of his many castles within 1 weeks time (usually on a Saturday morning). Only Tiamat or the Iconic Weapons^ are able to kill him. He also gains immunity to nonmagical weapons, damage and condition resistances, a claw natural weapon attack that deals 4d8 damage, and has extra known spells* from other spell lists.
Spellcasting.  Venger is an 18th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 19; +11 to hit with spell attacks). He has the following spells prepared from the sorcerer’s spell list:

  • Cantrips: acid splash, fire bolt, mage hand, ray of frost, shocking grasp, unholy gaze
  • 1st (4 slots): detect magic, mage armor, magic missile, shield
  • 2nd (3 slots): alter self, invisibility, mirror image
  • 3rd (3 slots): animate dead*, counterspell, dispel magic, fear, fireball, lightning bolt
  • 4th (3 slots): polymorph
  • 5th (3 slots): cone of cold, conjure elemental*, telekinesis*
  • 6th (1 slot): instant summons*
  • 7th (1 slot): teleport
  • 8th (1 slot): control weather*, earthquake
  • 9th (1 slot): gate

Treasure. Venger has the following items on his person: amulet of health, bead of force, cape of the mountebank, elemental gem, and 2d4 magic items of varying rarity (the fewer found the more rare they are).
True Terror and Thing of Horror. Venger’s features and spells that cause the frightened condition are able to affect creatures that would otherwise not know fear. Targets that usually have advantage on saving throws against fear effects do not gain advantage against when making saving throws to avoid being frightened by you. In addition, when a creature that is normally immune to fear is targeted by a feature or spell that would make it frightened of you, it loses its immunity but gains advantage on their saving throw. Other creatures are at disadvantage when making saving throws against your fear (if it would normally have advantage, it rolls normally instead).
Vulnerability: Heart Stones. When Venger is able to see or is within 50 feet of a Heart Stone, at the start of his turn he must succeed on a DC 20 Wisdom saving throw or be incapacitated for 1 round.
Vulnerability: Pact with the Nameless One. Venger has made a dark pact for his power with the Nameless One, changing him into a Vilespawn (a template in the Book of Exalted Darkness: Evil Primer). Though he has gained potent sorcery in the exchange, Venger traded away his humanity, the essence of his true self locked within a cenotaph somewhere at the edge of the Realm. Should anyone ever find the enchanted key needed to unlock it, Venger would be redeemed, stripped of evil and transformed back into a human.

ACTIONS
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (4d8+2) magical slashing damage.
Devil Flame. Ranged Weapon Attack: +9 to hit, range 150, one target. Hit: 16 (4d8+2) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

REACTIONS
War Caster. When a hostile creature’s movement provokes an opportunity attack from Venger, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

^For folks interested in seeing 5E items inspired by the Dungeons & Dragons Cartoon that I think are ideal for vanquishing Venger ( 😉 ), get on EN5ider (as low as $1 a month) and check out A Present for Every Class: Spellcasters and A Present for Every Class: Warriors.

EDIT Redditor DrakeSylvan says that Venger knew shield so it’s been added on there (and counterspell, and I need to fix all my HP totals. Doh! :p). If there are any other spells YOU know that Venger should be able to cast, tell me!
EDIT DOS Over on Facebook I was called out on flay skin by Rod Edwards and he added that Venger should have magic missile, and Preston Hall seconded a request for fire bolt and asked for telekinesis. Furthermore over on Google+,  Aaron McLin was the first person to point me to 3E stats for Venger from the D&D Cartoon DVD box set, so he’s gotten some extra stuff to reflect that official build as well.tumblr_nrkstlnxsj1rawb5do1_500

Notes on Venger’s Build

About 80% of the way through I ran into the actual 2E stats for Venger and though I found a lot of what I had already pieced together through research was spot on, he had wizard levels. I liked the skeleton of what you see above though so I stuck with it and figure if anything else, it provides an alternative to other Venger D&D 5e builds (like this one and this one) ALTHOUGH it seems his official 3E build was a sorcerer so I don’t feel too bad about it now (a day later 🙂 ). All in all with the dragon summoning and self-destruct features, I think his low hit points are not enough of an issue to stop from a CR increase.

D&D 5E: AFRO SAMURAI!

The classes and feats in this statblock either appear in the PHB, Unearthed Arcana, or Mists of Akuma (which has freeeee stuuuuuff).

Thanks for checking out my website, take a look at Hyper Score Marvel or Street Fighter D&D 5E, and if you spot any errors or have suggestions for how to improve the build let me know on Twitter @MikeMyler2, Facebook, Google+, or by leaving a message below the post.

PS: If you are down for some evil D&D 5E, the Book of Exalted Darkness Kickstarter is 65% of the way to funded by more than 80 awesome backers (still in the first week!) and has 2 downloadable PDFs on the project page.

clawed hand promo GOOD

Take a look! Worst case scenario you walk away with a free evil adventure module and some vile character options. 😀

afro samurai MoA.pngAfro Samurai

Medium humanoid (soburi), lawful good paladin (samurai) 7/fighter (samurai) 6
Armor Class 19 (Wisdom, swordmaster)
Hit Points 116 (7d8+6d10+52)
Speed 40 ft. (50 ft. in combat), triple jump distance

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 20 (+5) 19 (+4) 15 (+2) 18 (+4) 11 (+0) 20 (+5) 18 (+4)

 

Saving Throws Wisdom +9, Charisma +5 (+1 to all while conscious)
Skills Acrobatics +10, Athletics +9, Culture +10, Insight +9, Perception +9, Stealth +10
Tools gaming set, herbalism kit
Condition Immunities disease
Senses passive Perception 19
Languages Common (Soburi), Ceram, Ropa
Challenge 17 (18,000 XP)
Background Feature: Indomitable Endurance (Ronin). When Afro Samurai is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead by expending all of his remaining hit dice. He must have at least 6 hit dice to use this feature.
Action Surge (1/short rest). On his turn, Afro Samurai can take an additional action on top of his regular action and a possible bonus action.

Ancestral Weapon: Katana. Afro Samurai treats his katana with the same reverence he would a holy book or symbol. Accordingly, he never willingly parts with his ancestral weapon—he may not sell it, lend it to others, or otherwise abandon it. If for any reason his ancestral weapon is taken from him, he must do everything in his power to recover it.

  • Afro Samurai’s katana grants a +2 bonus to attack and damage. It is a divine magical weapon.
  • The first time he attacks with his ancestral weapon on each of his turns, Afro Samurai can transfer some or all of his weapon’s bonus to attack and damage to his Armor Class instead.
  • Bleeding Attacks (see Critical Hits below).

Aura of Protection. Whenever Afro Samurai or a friendly creature within 30 feet of him must make a saving throw, the creature gains a +1 bonus to the saving throw. He must be conscious to grant this bonus.
Divine Sense (2/long rest). As an action, until the end of his next turn Afro Samurai knows the location of any celestial, fiend, or undead within 60 feet of her that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Divine Smite. When Afro Samurai hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target (3d8 if a fiend or undead), in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Feat: Mobility. When Afro Samurai uses the Dash action difficult terrain doesn’t cost him extra movement on that turn and when he make a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether he hits or not).
Feat: Sentinel. When Afro Samurai hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures within 5 feet of Afro Samurai provoke opportunity attacks from him even if they take the Disengage action before leaving his reach. Finally, when a creature within 5 feet of Afro Samurai makes an attack against a target other than him (and that target doesn’t have this feat), he can use his reaction to make a melee weapon attack against the attacking creature.
Fighting Spirit (3/short rest). As a bonus action on Afro Samurai’s turn, he can give himself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of his next turn.
Fighting Style: Great Weapon Fighting. When Afro Samurai rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for him to gain this benefit.
Lay on Hands (35 points). As an action, Afro Samurai can touch a creature and restore a number of hit points to that creature, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.
Medium Haitoku. Afro Samurai’s speed increases by 10 feet during combat. His fall from virtue has spawned a talkative hallucinatory ninja that accompanies him everywhere he goes and when combat persists for more than 1 round, a badass heavy bass beat begins to play from everywhere yet nowhere at once.
Second Wind (1/short rest). On his turn, Afro Samurai can use a bonus action to regain 1d10+6 hit points.

Spellcasting. Afro Samurai is a 7th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Afro Samurai has the following spells prepared from the paladin spell list:

  • 1st-level (4 slots): bless, expeditious retreat, heroism, shield of faith
  • 2nd-level (3 slots): aid, blade attraction, strike within & without, zone of truth

Unarmed Savant. Afro Samurai’s unarmed strike damage increases by one step (to 1d4) due to his soburi heritage and he gains proficiency in the Athletics skill.

143e1882ccbc75a4e45ab435da358f06ccc81006_hq

ACTIONS
Multiattack. Afro Samurai makes three attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
Ancestral Katana. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (1d12+2d6+6) magical slashing damage.

Critical Hits. Afro Samurai has a variety of abilities that activate when he scores a critical hit (which occurs on a roll of 15-20 while he is wielding a sword):

  • When Afro Samurai scores a critical hit that kills his opponent, he may make another attack against a target within his reach as part of the same action.
  • On Afro Samurai’s turn, when he scores a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
  • Each time Afro Samurai scores a critical hit with his ancestral weapon, his target takes 2 damage at the start of his turn every round until the wound is stanched with a successful DC 13 Wisdom (Medicine) check or the target receives magical healing.

Dashing Strike (4/long rest). As an action, Afro Samurai may make a single attack against a foe in between using his movement. This movement must be in a straight line, and take Afro Samurai through the space of the target of their attack. Regardless of if the attack hits, this movement doesn’t provoke opportunity attacks. If Afro Samurai’s attack hits and their movement both begins and ends outside of the target’s reach, this attack is a critical hit.
Iaijutsu Strike (1/short rest). As an action, Afro Samurai can draw his weapon and attack with it. This attack deals 23 (5d8) additional damage.
Feat: Charger. When Afro Samurai uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature. 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 hit) or push the target up to 10 feet away from him (if he chose to shove and succeeds).
Feat: Great Weapon Master. Before Afro Samurai makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a – 5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.

REACTIONS
Feat: Swordmaster. When an enemy would provoke an opportunity attack, Afro Samurai may spend his reaction to move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
In addition while wielding a katana, Afro Samurai can use his reaction to cut a missile in twain when he is hit by a ranged weapon attack, reducing its damage by 19 (1d12+2d6+6).

number-2-headband-t

Number #2 Headband

Legendary
This is one of the most sought after items in the world, granting the wearer the ability to damage whomever wears the Number #1 Headband. In addition, it grants the following bonuses when attacking creatures not wearing the Number #1 Headband:

  • The wearer’s weapon attacks score a critical hit on a roll of 15 or 20.
  • When wielding a sword, the wearer deals 2d6 additional damage on a successful hit.

The Number #2 Headband always grants these benefits:

  • The wearer’s Strength, Dexterity, Constitution, and Wisdom increase by 1.
  • While the wearer is not wearing any armor or wielding a shield, their AC equals 10 + their Dexterity modifier + their Wisdom modifier.
  • The wearer can cast feather fall and jump at will.
  • The wearer’s jump distance triples.
  • The wearer gains 2 additional reactions each turn.
  • The wearer gains the Mobility and Sentinel feats. If the wearer already has these feats, they may choose two other combat-oriented non-magical feats.

While it is a powerful item, it is also highly sought after and death follows the warrior that wears it as legions of lesser fighters attempt to take the Number #2 Headband.

 

NOTES ON AFRO SAMURAI’S BUILD

If anybody is so samurai they have TWO classes in which they are samurai, surely it is Afro Samurai and frankly I am surprised I hadn’t built him already. The Number #2 Headband and his feat combination (even before the headband) definitely make him a tough customer and despite his low hit points, I figure that access to Lay on Hands and the ability to up his AC (by 2, while still having a kickass +9 attack bonus) merited increasing his CR up to 14. However if you are like “man I’d like to have a samurai that leaps into a group of enemies and decapitates a ton of them very quickly” the build above is for you! I think against a party of mid-level PCs (10th-ish) he’d make for an interesting fight in a place with lots of cover (so he can disappear briefly to heal, maybe swapping bless out for cure wounds).

More requests for a reduced statblock like in Street Fighter D&D 5e came in so I’ve got a reduced version below but I feel like I should reiterate–what you see above is a Player Character build (as in, you can take ^^ into a game, pull away the Number #2 Headband, and basically play as Afro Samurai!)

Anyway, enjoy the streamlined version!

Edit: Apparently it was not streamlined enough and his CR was too low (14 instead of 17)! Details on that and the reductions below are here (thanks Redditor maxwellbegun!)

————— REDUCED MONSTER-BUILD STATBLOCK ————–

Afro Samurai

Medium humanoid, lawful good 
Armor Class 19
Hit Points 116 (7d8+6d10+52)
Speed 50 ft., triple jump distance

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 20 (+5) 19 (+4) 15 (+2) 18 (+4) 11 (+0) 20 (+5) 18 (+4)

Saving Throws Wisdom +9, Charisma +5 (+1 to all while conscious)
Skills Acrobatics +10, Athletics +9, Insight +9, Perception +9, Stealth +10
Condition Immunities disease
Senses passive Perception 19
Challenge 17 (18,000 XP)
Action Surge (1/short rest).
On his turn, Afro Samurai can take an additional action on top of his regular action and a possible bonus action.
Ancestral Weapon: Katana. The first time Afro Samurai attacks with his ancestral weapon on each of his turns, he can transfer 2 points from attack and damage to his Armor Class instead.
Divine Smite. When Afro Samurai hits a creature with a melee weapon attack, he can expend one spell slot to deal radiant damage to the target (3d8 if a fiend or undead), in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Feat: Mobility. When Afro Samurai uses the Dash action difficult terrain doesn’t cost him extra movement on that turn and when he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether he hits or not).
Feat: Sentinel. When Afro Samurai hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures within 5 feet of Afro Samurai provoke opportunity attacks from him even if they take the Disengage action before leaving his reach. Finally, when a creature within 5 feet of Afro Samurai makes an attack against a target other than him (and that target doesn’t have this feat), he can use his reaction to make a melee weapon attack against the attacking creature.
Fighting Spirit. As a bonus action on Afro Samurai’s turn he can gain advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of his next turn.
Lay on Hands (35 points). As an action, Afro Samurai can touch a creature and restore a number of hit points to that creature, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it.
In addition, once during combat he may regain 1d10+6 hit points as a bonus action.
Number #2 Headband. Afro Samurai can cast feather fall and jump at will and gains 2 additional reactions each turn.
Relentless Endurance. When Afro Samurai is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can’t use this feature again until he finishes a long rest.

Spellcasting. Afro Samurai is a 7th-level spellcaster that uses Charisma as his spellcasting ability (spell save DC 14; +6 to hit with spell attacks). Afro Samurai has the following spells prepared from the paladin spell list:

  • 1st-level (4 slots): bless, expeditious retreat, heroism, shield of faith
  • 2nd-level (3 slots): aid, blade attraction, strike within & without, zone of truth

ACTIONS
Multiattack. Afro Samurai makes three attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
Ancestral Katana. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (1d12+2d6+6) magical slashing damage. Afro Samurai can choose to attack with only a +6 bonus to deal +10 damage.

Critical Hits. Afro Samurai has a variety of abilities that activate when he scores a critical hit (which occurs on a roll of 15-20 while he is wielding a sword):

  • On Afro Samurai’s turn, when he scores a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
  • When Afro Samurai scores a critical hit that kills his opponent, he may make another attack against a target within his reach as part of the same action.
  • Each time Afro Samurai scores a critical hit with his ancestral weapon, his target takes 2 damage at the start of his turn every round until the wound is stanched with a successful DC 13 Wisdom (Medicine) check or the target receives magical healing.

Dashing Strike. Afro Samurai can Dash as a bonus action. If he moves in a straight line (taking him through the space of the target of his attack) and attacks once in between using his movement, as long as his movement begins and ends outside of the target’s reach and he would normally hit the attack becomes a critical hit.
Iaijutsu Strike. If Afro Samurai scores a hit on his initial attack in the same turn he first draws his weapon in a combat, the attack deals 23 (5d8) additional damage.
Feat: Charger. When Afro Samurai uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature. 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 hit) or pushes the target up to 10 feet away from him (if he chose to shove and succeeds).

REACTIONS
Feat: Swordmaster. When an enemy would provoke an opportunity attack, Afro Samurai may spend his reaction to move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
In addition while wielding a katana, Afro Samurai can use his reaction to cut a missile in twain when he is hit by a ranged weapon attack, reducing its damage by 19 (1d12+2d6+6).

Hyper Score Marvel: Thor!

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well (the PF statblock is first followed by the 5e statblock on the bottom of the post).

Last week we had the Venom symbiote (if you want Venom, put the symbiote onto Spider-Man) and next week there’s Vision, then Thanos (this will probably be the Infinity Gauntlet instead with some suggestions on what to use for Thanos), The Hulk, The Thing, Rocket Raccoon, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Cyclops. More requests are welcome though–I will get to them all eventually!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

The Pathfinder build below was produced using rules off the PRD and Hypercorps 2099 (which has freebies right here!).

PS: If you are down for some evil D&D 5E in a decadent utopia of holy folk to “bring the pain” to, the Book of Exalted Darkness Kickstarter is 65% of the way to funded by more than 80 awesome backers (still in the first week!) and has 2 downloadable PDFs on the project page.

BoED Facebook Ad Evil explainy.jpg

Take a look! Worst case scenario you walk away with a free evil adventure module and some vile character options. 😀

thor hypercorps 2099 promo

THOR         CR 25/MR 10—XP 1,638,400

Male human barbarian (invulnerable rager) 11 [hs 7, meganaut 3] (mythic tier 10, champion)
NG Medium humanoid (human, hyper, mythic)
Init +16; Senses low-light vision; Awareness +11

DEFENSE
AC 36, bullet 28, touch 24, flat-footed 29 (+9 armor, +5 deflect, +5 Dex, +2 dodge, +3 hyper, +2 natural)
hp 268 (11d12+176+21); Hyper Bonus +3
Fort +25, Ref +11, Will +6; +4 vs. fear
Defensive Abilities hard to kill; DR 11/—; Immune disease, poison; Resist cold 24, electricity 21, sonic 21

OFFENSE
Speed 70 ft., fly 60 ft. (clumsy)
Melee unarmed +28/+23/+23/+18/+13 (1d4+21) or vital strike +28 (4d4+84) or Mjolnir (+5 Large giant-bane returning thundering warhammer) +33/+28/+28/+23/+18 (2d6+33 magical bludgeoning, Crit x3+2d8 sonic) or vital strike +33 (8d6+132 magical bludgeoning, Crit x3+2d8 sonic)
Ranged Mjolnir (+5 Large giant-bane returning thundering warhammer) +24 (2d6+33 magical bludgeoning and all creatures within 90 feet make a DC 15 Fortitude save or are stunned for 1 round, Range 30 ft., Crit x3+2d8 sonic) or strong hurl +19 (1d8 per 100 pounds+24 or 4d8 per 400 pounds+31, Range 120 ft., Heavy Load 76,800 lbs.; lift 76 tons)
Special Attacks champion’s strike (sudden attack +10), greater rage (30 rounds/day), hyper bonus +3, legendary champion, rage powers (body bludgeon, brawler, good for what ails you, greater brawler, increased damage reduction, spell sunder)

STATISTICS
Str 38, Dex 20, Con 40, Int 8, Wis 10, Cha 14, Luck 24, Rep 26
Hyper Strength 4 (Strong Back, Strong Hurl, Strong Warrior, Weaponize Grapple), Hyper Constitution 3 (Hyper Blooded, Hyper Resistant, Hyper Tough)
Base Atk +11; CMB +28 (+32 grapple); CMD 50 (54 vs. grapple)
Feats Alertness[B], Dodge[B], Improved Unarmed Strike[B], Greater Vital Strike, Improved Vital Strike, Mobility, Power Attack, Spring Attack, Toughness[B], Vital Strike; Hyper Feats A Bit Abberant, Hyper Charge, Hyper Item (x2; Mjolnir); Mythic Feats Dodge[M], Drink Is Life[M], Titan Strike[M], Toughness[M], Vital Strike[M]
Skills Acrobatics +13, Athletics +28, Awareness +11, Handle Animal +6, Intimidate +10, Knowledge (History) +5, Linguistics +0, Ride +9, Sense Motive +3, Survival +4, Use Magic Device +8
Languages English, Old Norse
SQ amazing initiative, champion abilities (critical master, devastating smash, fleet warrior, impossible speed, maneuver expert, perfect strike, shatter spells, titan’s rage, to the death, uncanny grapple), fast movement, force of will, hyper attack 2, hyper initiative, hyper focus 3/day, hyper mortality, hyper rest, immortal, mythic power (23 points), mythic saving throws, recuperation, surge +1d12, unstoppable
Gear amulet of natural armor +3, belt of stubborn resolve and physical perfection +6, celestial armor, Mjolnir (Hammer of Thunderbolts that grants a fly speed of 60 ft. with clumsy maneuverability and several spell-like abilities [CL 20th]: 3/day–call lightning [DC 16], lightning bolt [DC 16], 1/day–control weather), ring of protection +5

NOTES ON THOR’S PATHFINDER BUILD

I really busted my ass working on the Hyper Score system for Pathfinder and moments like this make me happy I put in all the effort because Thor fit the bill wonderfully–the only thing I’d like to tweak would be that his actual max is 100 tons, but hey, I can live with that small discrepancy (and besides that sounds like it’d be worth a Strength check anyway). ^_^

I’m not even going to take a shot at a PC build of Thor for Hypercorps 5e–the Hyper Score system for 5e is a conversion of the PF version and limited by the nature of the game’s different mechanics (still fun but not as versatile; building Thor means you’d end up with something way past CR 25).

I can still build him as a monster though and fortunately that makes for a much shorter statblock! 😀

Thor_Marvel_XP

Thor

Medium humanoid (human, hyper), lawful good
Armor Class 18 (natural)
Hit Points 345 (30d8+210)
Speed 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
31 (+10) 16 (+3) 25 (+7) 10 (+0) 13 (+1) 20 (+5)

Saving Throws Con +14, Wis +8
Skills Athletics +17, History +7, Insight +8, Perception +8, Performance +12, Survival +8
Damage Resistances cold, lightning, thunder; bludgeoning, piercing, slashing
Senses low-light vision, passive Perception 18
Languages English, Old Norse
Challenge 23 (50,000 XP)

Innate Spellcasting. Thor’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • 3/day each: call lightning, lightning bolt
  • 1/day: control weather

Pain Threshold. Any attacks or spells that deal 5 points of damage or less do not deal any damage to Thor.

ACTIONS
Multiattack. Thor makes four attacks with Mjolnir or one hammer throw and one thrown object.
Mjolnir. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 41 (4d12+15) magical bludgeoning damage plus 5 (2d4) lightning damage.
Hammer Throw. Ranged Weapon Attack: +12 to hit, range 30/120, one target. Hit: 52 (8d12+15) magical bludgeoning damage plus 20 (8d4) lightning damage.
Thrown Object. Ranged Weapon Attack: +12 to hit, range (150/300), multiple targets (determined by object size; make one attack roll per target). Hit: 14 (1d8+10) magical damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 59 [11d8+10] at 1,000 pounds, 104 [21d8+10] at 2,000 pounds, 149 [31d8+10] at 3,000 pounds, or 194 [41d8+10] at 4,000 pounds).

Street Fighter D&D 5E: Cody!

Welcome to the 15th 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 (Vega!), 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!

Requests have poured in so we’ve got a bit of a queue worked up–Ibuki, Dan, Abel, T. Hawk, and Necali are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

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

PS: If you are down for some evil D&D 5E the Book of Exalted Darkness Kickstarter went live 3 days ago, has funded over 60% with more than $3,000 in pledges from 77 nefarious backers, and there are 2 downloadable PDFs on the project page.

BoED Facebook Ad Evil stuff draft uno.jpg

Take a look! Worst case scenario you walk away with a free evil adventure module and some vile character options. 😀

PPS: I statted out Aku and Samurai Jack for fun earlier this week!

EDIT: A Redditor and Cody-fan (HandicapableShopper) pointed out his lack of knife skills. Fixed! 😀

Cody moa promo.png

Cody

Medium humanoid (soburi), chaotic neutral rogue 8 (thief) / fighter 6 (champion) / barbarian 1
Armor Class 18 (martial arts stance, unarmored defense)
Hit Points 135 (8d8+6d10+1d12+60)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 16 (+3) 19 (+4) 13 (+1) 14 (+2) 14 (+2) 8 (-1) 12 (+1)

Saving Throws Dexterity +8, Intelligence +4
Skills Athletics +13, Deception +13, Insight +7, Intimidation +7, Investigation +6, Perception +7, Sleight of Hand +13, Stealth +13
Tools gaming set, disguise kit, thieves’ tools
Damage Resistances bludgeoning
Senses passive Perception 17
Languages Ropa, Soburi (Common)
Challenge 10 (5,900 XP)

Background Feature: Never Stop (Roustabout). Cody’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Action Surge. On his turn, Cody can take an additional action on top of his regul
r action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Cunning Action. Cody can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Dagger Fighter. Cody is particularly dangerous with a knife in hand, dealing 1d4 extra damage on any attack made with a dagger.
Evasion. If Cody 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.
Expertise. Cody gains double his proficiency bonus on Athletics, Deception, Sleight of Hand, and Stealth checks.
Fighting Style: Great Weapon Fighting. When Cody rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for him to gain this benefit.
Rage. On his turn, Cody 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 +2 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 Cody 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. Blanka can also end his rage on his turn as a bonus action. Once Cody has raged twice he must finish a long rest before he can rage again.
Second-Story Work. Climbing no longer costs Cody extra movement. In addition, when he makes a running jump, the distance he covers increases by 5 feet.
Second Wind. On his turn, Cody can use a bonus action to regain 1d10+6 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Sneak Attack 4d6 (1/turn). Cody deals an extra 10 (3d6) damage when he 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 his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Stance of the Stout Boar (3). Cody’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.
Tavern Brawler. Cody is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Cody 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.
Unarmored Defense. While he isn’t wearing any armor, Cody’s Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Unarmed Savant. Cody’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. Cody makes two unarmed strikes, chain, or stone attacks when he attacks and can spend his bonus action to make an additional attack with his chains.
Chain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage.
Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. (range 20/40), one target. Hit: 8 (2d4+3) piercing damage.
Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6+1d8+3) bludgeoning damage.
Stone. Ranged Weapon Attack: +8 to hit, range 20/40, one target. Hit: 5 (1d4+3) bludgeoning damage.
Improved Critical. Cody’s weapon attacks score a critical hit on a roll of 19 or 20.

REACTIONS
Uncanny Dodge. When an attacker that Cody can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

Cody’s Chains

Cody has spent so much time in chains that he has become more dangerous with them than without them. When shackled in these chains (which count as a martial two-handed weapon that deals 1d8 bludgeoning damage), Cody can use his martial arts stance with them and spend his cunning action to make an extra attack with his chains, gaining a +1 magical bonus to attack and damage. While in chains he is able to use his cunning action to make a Charisma (Deception) check opposed by the Wisdom (Insight) check of a creature within 15 feet. If he succeeds, he gains advantage against the target and may deal sneak attack damage to it (even if Cody has already dealt sneak attack damage that turn).
Wearing these chains also grants the following features:
Bad Spray. Cody can spend his cunning action to gather grit, dust, sand, dirt, or other material off the ground with his chains, flinging them at his opponent and forcing them to make a DC 16 Constitution saving throw or be blinded for 1 round.
Zonk Knuckle (Recharge 6). Using the momentum granted by pounds of heavy metal, Cody delivers a powerful blow. On a successful hit, he deals 21 (6d6) extra damage with either a chain or unarmed attack.

 

——————— REDUCED STATBLOCK ———————–

 

Cody

Medium humanoid, chaotic neutral rogue 8 / fighter 6 / barbarian 1
Armor Class 18 (martial arts stance, unarmored defense)
Hit Points 135 (8d8+6d10+1d12+60)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 16 (+3) 19 (+4) 13 (+1) 14 (+2) 14 (+2) 8 (-1) 12 (+1)

Saving Throws Dexterity +8, Intelligence +4
Skills Athletics +13, Deception +13, Insight +7, Intimidation +7, Investigation +6, Perception +7, Sleight of Hand +13, Stealth +13
Tools gaming set, disguise kit, thieves’ tools
Damage Resistances bludgeoning; piercing and slashing while raging
Senses passive Perception 17
Languages Ropa, Soburi (Common)
Challenge 10 (5,900 XP)

Background Feature: Never Stop (Roustabout). Cody’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Action Surge (1/short rest). On his turn, Cody can take an additional action on top of his regular action and a possible bonus action.
Cunning Action. Cody can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Cody can also spend his cunning action to make a Charisma (Deception) check opposed by the Wisdom (Insight) check of a creature within 15 feet. If he succeeds, he gains advantage against the target and may deal sneak attack damage to it (even if Cody has already dealt sneak attack damage that turn).
Alternatively, Cody can spend his cunning action to gather grit, dust, sand, dirt, or other material off the ground with his chains, flinging them at his opponent and forcing them to make a DC 16 Constitution saving throw or be blinded for 1 round.
Evasion. If Cody 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: Great Weapon Fighting. When Cody rolls a 1 or 2 on a damage die for an attack he makes with his chain, he can reroll the die and must use the new roll.
Rage (2/long rest). On his turn, Cody can enter a rage as a bonus action. While raging, he gains advantage on Strength checks and Strength saving throws and a +2 bonus to the damage roll when he makes a melee weapon attack using Strength. His rage lasts for 1 minute. It ends early if Cody 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. Cody can also end his rage on his turn as a bonus action.
Second-Story Work. When Cody makes a running jump, the distance he covers increases by 5 feet.
Second Wind (1/short rest). On his turn, Cody can use a bonus action to regain 1d10+6 hit points.
Sneak Attack 4d6 (1/turn). Cody deals an extra 14 (4d6) damage when he 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 his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Stance of the Stout Boar (3). Cody 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. Cody makes two unarmed strikes, chain, dagger, or stone attacks when he attacks and can spend his bonus action to make an additional attack with his chains. Cody’s weapon attacks score a critical hit on a roll of 19 or 20.
Chain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage.
Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. (range 20/40), one target. Hit: 8 (2d4+3) piercing damage.
Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6+1d8+3) bludgeoning damage.
Stone. Ranged Weapon Attack: +8 to hit, range 20/40, one target. Hit: 5 (1d4+3) bludgeoning damage.
Zonk Knuckle (Recharge 6). Using the momentum granted by pounds of heavy metal, Cody delivers a powerful blow. On a successful hit, he deals 21 (6d6) extra damage with either a chain or unarmed attack.

REACTIONS
Uncanny Dodge. When an attacker that Cody can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

[Q&A] Mike Myler (Book of Exalted Darkness)

What a great Q&A! Definitely a fun read if you want to see just how evil I plan on getting!

The Hardboiled GMshoe's Office

[19:32] <+Mike_Myler> Hello! I’m Mike Myler, a freelance game designer from Pittsburgh. While I work for many companies, the heart and soul of what I do is make campaign settings–today we’re talking about Book of Exalted Darkness, my 5th project to that end (and 6th Kickstarter): (Link: https://www.kickstarter.com/projects/verantheacodex/book-of-exalted-darkness-evil-for-the-5th-edition)https://www.kickstarter.com/projects/verantheacodex/book-of-exalted-darkness-evil-for-the-5th-edition

[19:32] <+Mike_Myler> The Book of Exalted Darkness is two things: a holy decopunk campaign setting (think Rocketeer or Sky Captain and the World of Tomorrow) and a sourcebook for playing evil characters in D&D 5E.

[19:33] <+Mike_Myler> It is a slick and stylish campaign setting with a bevy of meritorious NPCs paired alongside a grimoire of vile and forbidden evil, the PCs gaining a little more edge through their trickery or perversion of the very technology that makes the world so unjust.

[19:34] <+Mike_Myler> All of Askis is possible because of inaequa-powered technology, a wondrous substance that radiates energy and extends the…

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