Welcome to the 14th 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 (Guile!), 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–Cody, Ibuki, Dan, and Abel 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, the Book of Exalted Darkness launches on Tuesday with 2 free PDFs so stay tuned!

EDIT: Redditors (a grand total of 3 now) have asked for shortened statblocks and since I’m probably going to make a free fan-product PDF of all these eventually (and it’ll save me some work down the line) why not? I’ll slowly start updating the older statblocks and moving forward will be adding on Reduced Statblocks (like the one below :D) at the end of every Street Fighter D&D 5E post!

Vega MoA Promo.png

Vega

Medium humanoid (soburi), neutral rogue (thief) 5 / monk (martial artist) 11
Armor Class 20 (Wisdom, stances)
Hit Points 120 (16d8+48)
Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 17 (+3) 13 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +10, Int +6
Skills Acrobatics +15, Athletics +7, Deception +14, Insight +8, Perception +8, Performance +9, Stealth +10
Tools disguise kit, poisoner’s kit, thieves’ tools
Damage Resistances acid, bludgeoning, piercing, slashing
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 13 (10,000 XP)

Background Feature: Shinobi – Blend In. Vega is able to craft a disguise in 1 minute so long as suitable materials are available. Spending an hour or more crafting a disguise grants him advantage on the check. This disguise allows Vega to blend in with his surroundings like camouflage, allowing him to hide without cover in a specific 5 foot square chosen at the time he creates the disguise. Vega must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.
Cunning Action. Vega can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Vega is subjected to an effect that allows his 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. Vega’s proficiency bonus is doubled for any ability check he makes that uses Acrobatics or Deception.
Fast Hands. Vega can use the bonus action granted by his Cunning 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.

Ki (11 points). Vega harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after Vega takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Vega can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Vega 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. Vega can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Vega 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 Vega 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. Vega’s mastery of the ki flowing through his makes him immune to disease and poison.
Second-Story Work. Climbing no longer costs Vega extra movement. In addition, when he makes a running jump, the distance he covers increases by 5 feet.
Sneak Attack 3d6 (1/turn). Vega deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Stance Scion. Vega has learned 3 martial arts stances from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Tiger’s Claw (3). Vega’s unarmed strikes deal an additional 1d8 slashing damage and he gains resistance to slashing damage. He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Vega may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Striking Serpent (3). Vega’s unarmed strikes deal an additional 1d8 piercing damage, he gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Vega’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Vega’s speed increases by 20 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Vega’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. Vega makes two unarmed strikes when he attacks and can spend a bonus action to attack 3 times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) magical bludgeoning damage plus 4 (1d8) piercing damage and 9 (1d8+5) slashing damage.

REACTIONS
Deflect Missile. Vega 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 24 (1d10+2d8+10).
Uncanny Dodge. When an attacker that Vega can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

 

VEGA’S CLAW

Wondrous item, legendary
The weapon Vega wears strapped to his arm has been there for years and he knows how to use the ki that has accrued inside to deadly effect. When wearing this item, Vega cannot wield another item in that hand but gains a climb speed equal to his speed (able to climb any surface) and he deals 5 additional slashing damage with his unarmed attacks.

VEGA’S MASK

Wondrous item, legendary
While wearing the mask he’s kept since his youth to protect his face from battle damage, Vega gains resistance to acid and bludgeoning. In addition, 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 Vega has already dealt sneak attack damage that turn).

 

——-REDUCED STATBLOCK——-

Vega

Medium humanoid (soburi), neutral rogue 5/monk 11
Armor Class 20 (Wisdom, stances)
Hit Points 120 (16d8+48)
Speed 50 ft., climb 50 ft., jump +5 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 17 (+3) 13 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +10, Int +6
Skills Acrobatics +15 (Advantage), Athletics +7, Deception +14, Insight +8, Intimidation +4 (Advantage), Perception +8, Performance +9, Stealth +10
Tools disguise kit, poisoner’s kit, thieves’ tools
Damage Resistances acid, bludgeoning, piercing, slashing
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 13 (10,000 XP)

Background Feature: Shinobi – Blend In. Vega is able to craft a disguise in 1 minute so long as suitable materials are available. Spending an hour or more crafting a disguise grants him advantage on the check. This disguise allows Vega to blend in with his surroundings like camouflage, allowing him to hide without cover in a specific 5 foot square chosen at the time he creates the disguise. Vega must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.
Cunning Action. Vega 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.
While wearing his mask 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 Vega has already dealt sneak attack damage that turn).
Evasion. If Vega is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Ki (11 points). 

  • Flurry of Blows. Immediately after Vega takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Vega can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Vega can spend 1 ki point as a bonus action on his turn to double his jump distance for the turn.
  • Stunning Attack. Vega can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack (DC 16 Constitution saving throw or be stunned until the end of his next turn).

Sneak Attack 3d6 (1/turn). Vega 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 Tiger’s Claw (3). Vega gains advantage on checks made to disarm a foe or avoid being disarmed. In addition, he may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Striking Serpent (3). Vega has advantage on saves to avoid the prone condition and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Movement. Vega is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. Vega makes two unarmed strikes when he attacks, can spend a bonus action to attack 3 times, or 1 ki and bonus action to attack 4 times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (1d10+2d8+10) magical bludgeoning, piercing, and slashing damage.

REACTIONS
Deflect Missile. Vega can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 24 (1d10+2d8+10).
Uncanny Dodge. When an attacker that Vega can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

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