Street Fighter D&D 5E: Necalli!

Welcome to the 20th post for Street Fighter D&D 5E!

Check out last week’s character (T. Hawk!), 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!

I am finally on top of the queue for this series—all the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (E. Honda and Zangief), and then I’ll take the time I would spend designing to make a free PDF for folks, I think. At this point it’d have something like over 20 characters and a bunch of magic items besides. Yay? Nay. I’m thinking yay. Capcom likes fans being fans, I think. 😀

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

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Necalli

Medium humanoid (oni-touched), neutral evil barbarian (faded warrior) 14 / monk (martial artist) 5
Armor Class 20 (Constitution, martial arts stance)
Hit Points 195 (14d12+5d8+76)
Speed 55 ft. (+10 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3) 24 (+7)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
Damage Immunities necrotic
Condition Immunities fear, Mists of Akuma
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Deep Speech, Soburi (Common)
Challenge 18 (20,000 XP)
Background Feature (Haunted One): Heart of Darkness. Though they might fear him, commoners extend every courtesy to Necalli and do their utmost to help him. Unless he has shown himself to be a danger to them, they will even take up arms to fight alongside him, should he find himself facing an enemy alone.
Corrupted. Necalli cannot die from or be transformed by exposure to the Mists of Akuma regardless of how high his Haitoku attribute is.
Danger Sense. Necalli has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Dark Chi (5 points). Necalli harnesses the fell energy of dark chi and can spend these points to fuel various chi features. When he spends a chi point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended chi back into himself. Necalli must spend at least 30 minutes of the rest meditating to regain his chi points.

  • Flurry of Blows. Immediately after Necalli takes the Attack action on his turn, he can spend 1 chi point to make two unarmed strikes as a bonus action.
  • Patient Defense. Necalli can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi 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 Strike. Necalli can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Necalli’s next turn.

Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 17 Wisdom saving throw or be poisoned by Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of Necalli’s choice.

Deception. Necalli gains proficiency in Deception.
Faded. For the duration of his rage, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to the misted condition).
Fearless. Necalli cannot be frightened.
Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feral Instinct. Necalli has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Hated. Necalli has the hated condition (he never has disadvantage on Intimidation but has disadvantage on all other social Charisma-based skill checks).
High Haitoku. Necalli gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation (appearing nearly feral), and suffers disadvantage on Dignity ability checks and saving throws. When he rages, his appearance changes dramatically to make him appear as a hellish oni, his hair scorching with energy and lashing out like striking blades.
Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components (spell attack +8, spell save DC 16).
Martial Arts. Necalli can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Necalli 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.
Master of the Mists. Whenever Necalli rages he may choose an ability score other than Dignity. For the duration of his rage, this attribute uses his Haitoku score instead of its normal score. He cannot be transformed into adeddo-oni by accumulating levels of the misted condition.

Rage (5/long rest). On his turn, Necalli 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 +3 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 Necalli 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. Necalli can also end his rage on his turn as a bonus action.

Reckless Attack. When Necalli make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Necalli drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Stance of the Waning Moon (3). Necalli’s unarmed strikes deal an additional 1d8 necrotic damage and he has immunity to necrotic damage.
Soul Offering. As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage. Once Necalli has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Necalli’s AC equals 10 + his Dexterity modifier + his Wisdom modifier or Constitution modifier (whichever is higher)  + 1 (the number of martial arts stances he knows).
Unarmored Movement. Necalli’s speed increases by 20 feet while he is not wearing armor or wielding a shield.
Valiant Rebellion. By spending a bonus action Necalli slams his foot into the ground, the power of his stomp sending the earth beneath his opponents popping upwards. He chooses one creature within reach, forcing it to make a DC 18 Strength saving throw or go prone.

ACTIONS
Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 chi to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit.
Brutal Critical. Necalli can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Mask of Tlalli (1/turn). When Necalli hits with an unarmed strike, instead of dealing damage he can choose to grab the face of his opponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone condition and dealing his unarmed strike damage.
Striker of the Mists. While Necalli is raging the damage of his melee weapon attacks increases by 6. He cannot withhold any damage when damaging a creature below 0 hit points.
The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw or is knocked prone.
Writhing Power. While raging, Necalli increases the reach of his unarmed strikes by 5 feet.

REACTIONS
Deflect Missile. Necalli 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 12 (2d6+5).
Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength saving throw or is knocked prone.
Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.

NECALLI’S COZCATL

Records of Necalli are spurious at best and it is unknown how long he has stalked the Earth seeking out the souls of warriors, extinguishing countless foes in his relentless search for ever more power. The various ringlets arrayed throughout his dreadlocks have gradually siphoned away some of each dead opponent’s lifeforce, further imbuing Necalli. Only evil creatures are able to gain any benefit from wearing Necalli’s Cozcatl. While wearing these hair ringlets, you gain the following benefits:

  • Mask of Tlalli (1/turn). When you hit with an unarmed strike, instead of dealing damage you can choose to grab the face of your opponent in a grapple. As a bonus action, you can then slam the target onto the ground, giving them the prone condition and dealing your unarmed strike damage.
  • Shoryuken. When a creature within 10 feet makes a check to jump, you can spend your reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone.
  • Soul Offering. As a bonus action, you take a grappled foe and dash forward, slamming your opponent into something before either furiously clawing at them (changing your unarmed strikes’ damage to slashing until the end of your turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage. Once you have used this feature, you cannot do so again for 1 minute or until you are reduced to 1/10th your total hit points.
  • The Disc’s Guidance. When you move at least 10 feet in a straight line immediately before attacking a creature, you gain a +5 bonus to the attack’s damage roll and the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone.
  • Valiant Rebellion. By spending a bonus action you slam your foot into the ground, the power of your stomp sending the earth beneath your opponents popping upwards. Choose one creature within reach, forcing it to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or go prone.
  • Writhing Power. While raging, you increase the reach of your unarmed strikes by 5 feet.

 

—————— REDUCED STATBLOCK ——————

 

Necalli

Medium humanoid (oni-touched), neutral evil barbarian 14 / monk 5
Armor Class 20 (Constitution, martial arts stance)
Hit Points 195 (14d12+5d8+76)
Speed 65 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3) 24 (+7)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
Damage Immunities necrotic
Condition Immunities fear, Mists of Akuma
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Deep Speech, Soburi (Common)
Challenge 18 (20,000 XP)

Danger Sense. Necalli has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Dark Chi (5 points).

  • Patient Defense. Necalli can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi 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 Strike. Necalli can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Necalli’s next turn.

Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 17 Wisdom saving throw or be poisoned by Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of Necalli’s choice.

Faded. For the duration of his rage, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to the misted condition).
Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feral Instinct. Necalli has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
High Haitoku. Necalli ignores the first 3 points of damage from attacks and spells, but has disadvantage on Dignity ability checks and saving throws.
Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components (spell attack +8, spell save DC 16).

Rage (5/long rest). On his turn, Necalli 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 +3 bonus to the damage roll,
  • and he has resistance to bludgeoning, piercing, and slashing damage,
  • he chooses an ability score other than Dignity, using his Haitoku score instead for the duration of the rage,
  • the damage of his melee weapon attacks increases by 6 (he cannot withhold any damage when damaging a creature below 0 hit points),
  • the reach of his unarmed strikes increases by 5 feet.

His rage lasts for 1 minute. It ends early if Necalli 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. Necalli can also end his rage on his turn as a bonus action.

Reckless Attack. When Necalli make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Necalli drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Valiant Rebellion. By spending a bonus action Necalli chooses one creature within reach, stomping in front of the target and forcing it to make a DC 18 Strength saving throw or go prone.

ACTIONS
Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to use flurry of blows, attacking a fourth and fifth time. Necalli can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d6+5) bludgeoning damage plus 4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit (this includes rage damage and path features). Instead of dealing damage Necalli can choose to grab the face of his opponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone condition and dealing his unarmed strike damage.
Soul Offering (1/minute or at 20 hp or less). As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage.
The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw or is knocked prone.

REACTIONS
Deflect Missile. Necalli 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 13 (1d8+1d6+5).
Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.
Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength saving throw or is knocked prone.

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Fringe, Master of the Meat Circus (Shadow of the Demon Lord)

Fringe was my first character for a Shadow of the Demon Lord game and I really tried to embrace the awesome world (and RPG) that Robert Schwalb has created–I think she’s a perfect fit for Urth and was definitely the “wildcard” element of the group in Jared Rascher’s “What Do I Know About Actual Play” Actual Play Campaign.

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I rolled randomly for character creation and she began as an amnesiac changeling so I decided that she was going to be REALLY insane. REALLY REALLY TRULY INSANE. At first I wasn’t sure what to do with her and kept her mostly as the typical shapeshifting rogue with a streak for acting madly–babbling in Dark Speech, doing things without explanation that confused her companions, gathering up strange objects for no apparent reason–until the first Baba Yaga hut. The instant Fringe saw that shack bobbing around on chicken legs she instinctively knew her path was to be trod upon while mounted on a creature with clawed avian feet, taking upon a true obsession with acquiring one of her own. Despite 20% of her character being about shapeshifting, she held onto the form of one of those lucky witches for 3 years in campaign time. Eventually she grew tired of not being able to find and trick one, trying instead to force a baba yaga hut into existence (killing many many chickens in the process) before crafting a sort of hound-dragged dogsled with a doghouse on it, its rails greased by bags of fat.

Near the end game she finally got her wish, taking a level of engineer to conjure a smaller version. This is where Fringe REALLY found her groove and took on a super duper Cronenberg-vibe–she has artificer as a path, but beside the gears and such she’s got looping intestines and other freakish fleshy monstrosities. At the very end of the campaign she was rolling around in a proper sized flesh-monstrosity Baba Yaga hut mech (the power armor spell; think Tron Bonne + Baba Yaga hut + Cronenberg) beside her smaller (eidolon) flesh-hut construct.

It was at the beginning of that inspiration that she devised Cluck the Chicken God (he that is both the Chicken and the Egg) and her madness really did take off. By the end she was a master of fleshcraft, wily beyond measure, and a force of entropy–she lugged the damaged spacecraft (which she flew into the BBEG troll lord after killing its owner and firing the phasers on him a few times in the encounter at the climax of the campaign) to a coven of witches that tried to make her their lackey. They have become her first recruits in a space pirate witch gang and god help whatever she runs into out there in The Void!

❤ I love you Fringe. You may return someday. ❤

PS: I have the privilege of being the first person to have a licensed setting converted to Shadow of the Demon Lord! If you are interested in eastern fantasy noir steampunk, check out Mists of Akuma (40 page preview!) 😀

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Fringe, her hounds, and these other people she traveled with beautifully drawn by fellow party member @DungeonMusings.

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*Matías Nicolás Caruso pointed out on the Facebook that we were doing multiclassing incorrectly–RAW you may only have 3 Paths tops. 1 Novice and either 1 Expert and 1 Master or 2 Experts.

FRINGE, Ringmaster of the Meat Circus          Level 10*

Size 1 female changeling 0/4, rogue 1/2/5/8, thief 3, artificer 6 (3), engineer 7, psychic 9 (3), technomancer 10 (7)
Perception 17 (+7); shadowsight (areas obscured by shadows are as if they are lit)
Defense 18 (soft leather + shield); Health 40 (healing rate 10)
Strength 10 (+0), Agility 16 (+6), Intellect 16 (+6), Will 12 (+2)
Speed 10
Damage 0, Insanity 8, Corruption 4
Professions Academic (engineering, science), Criminal (grave robber, spy), Wilderness (tracker); Languages Common, Dark Speech
Artificer’s Bag You have a bag filled with spare parts you use to create equipment you need. You measure the number of parts in gold crowns, though the parts are worthless to anyone other than you or another artificer. The gc value of these spare parts is equal to twice your group level (7/20 gc + 97/100 gc = 16 gc left). You can use an action to begin assembling parts from your bag into a suit of armor, a weapon, ammunition, or an engineering item by spending parts from the bag with a value equal to the item’s price. It takes 1 minute to create the object, during which time you must concentrate and use a tool kit. At the end of this time, you have a finished piece of equipment that remains until you complete a rest, at which point it collapses into spare parts once more. When you complete a rest, you replenish the parts in your Artificer’s Bag, up to your normal maximum value in gc. If you lose your Artificer’s Bag, you can create a replacement. It costs a number of gold crowns equal to your group’s level. You can have only one Artificer’s Bag at a time.
Dirty Tricks Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
Doppelganger’s Advantage You can use a triggered action on your turn to use Steal Identity. As well, when you steal a creature’s identity, your attack rolls against that creature are made with 1 boon while you have that creature’s appearance.
Eidolon (chicken hut) You create a construct that has a humanoid shape but can otherwise have any appearance you choose. The eidolon is 12 feet tall and weighs 2,000 pounds. You can have only one eidolon at a time. If your eidolon is destroyed, you can build a new one to replace it. Doing so requires you to work at least eight hours using parts you create or harvested from your old eidolon. At the end of this time, you have a new eidolon. The eidolon is not alive. It is never affected by deprivation or exposure, and it ignores any effect that would age it. When incapacitated, the eidolon ceases to be a creature and becomes an object. The eidolon is under your control. You decide what it does on each of its turns. The eidolon’s statistics appear after Fringe’s magic.
Exploit Opportunity Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
Invention (2) When you cast a Technomancy spell, you also create a device you can hold in one hand that’s imbued with magical power that lasts until you expend it or until you complete a rest. When you make an attack roll or a challenge roll, you can expend the power from the device to make the roll with 1 boon.
Quick Reflexes You can use a triggered action on your turn to hide or retreat.
Psychic Defense When a creature makes an attack roll against your Intellect, Will, or Perception, you can spend 1 point of psychic energy to impose 2 banes on the roll. When you make an Intellect, Will, or Perception challenge roll to resist an attack, you can spend 1 point of psychic energy to make the roll with 1 boon.
Psychic Power (spent 2/6 points) You have a reservoir of psychic energy that is measured in a number of points equal to 2 + your Power (4). Spend these points to use talents you gain from this path. You regain all expended psychic energy points when you complete a rest.
Psychic Spell You can make any other tradition you have discovered a psychic tradition (see chapter 4). Whenever you cast a spell from a psychic tradition, you can spend points of psychic energy equal to the spell’s rank (minimum 1) to cast the spell without needing to expend a casting.
Roguery Trick: Magic Increase your Power by 1 and discover one tradition (technomancy). Then learn two spells for each.
Roguery Trick: Subterfuge You can use an action to make an Intellect attack roll against the Intellect of one creature within short range that can hear you and understand what you say. On a success, the target becomes charmed for 1 round or until it you attack it. On a failure, the target becomes immune to your Subterfuge until it completes a rest.
Steal Identity You can use an action to alter your appearance to match that of a target living creature you can see within short range. The target must be Size 1 or ½ and have a humanoid shape of flesh and blood. Your body changes so you look like the target, though your clothing and possessions remain unchanged. The effect lasts until you use this talent again. If you become incapacitated or touch an object made from iron, you immediately revert to your normal appearance.
Thief Talent: Hide in Shadows You can attempt to hide when you are in an area at least partially obscured by shadows, even if you are being observed.
Thief Talent: Pick Pockets You can use a triggered action to steal an item you can hold in one hand from a creature within your reach without the creature’s knowledge.
Trickery & Rogue Cunning Twice per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.

ATTACK OPTIONS

Dagger (melee; short range) +6 (1d3 damage)
Rapier (melee) +6 (1d6+1 damage)
Small Shield (melee) +0 (1 damage)
Pistols (2; 56 bullets) (medium range) +6 (2d6 damage) [misfire, reload, uses bullets]
Hand Crossbow (7 bolts; 1 of which are poisoned) (short range) +6 (1d6 damage)
Sling (20 stones) (medium range) +6 (1d3 damage)

MAGIC

Power 4 (zero/five 0th, one/two 1st, zero/two 2nd, zero/one 3rd, one/one 4th)

Forbidden Tradition

harm (0), black tongue (0), obedience (1), hateful defecation (1), part bone from flesh (3), soul exchange (4)
BLACK TONGUE FORBIDDEN UTILITY 0
Duration 1 minute
For the duration, you make Intellect and Will attack rolls with 2 boons against demons, devils, spirits, and undead.

HARM FORBIDDEN ATTACK 0
Target One creature you can see within short range
Invisible barbs tear at the target’s body. Make an Intellect attack roll with 1 boon against its Strength. On a success, the target takes a –5 penalty to Health for 1 minute.
Attack Roll 20+ The penalty to Health is –10 instead.

HATEFUL DEFECATION FORBIDDEN ATTACK 1
Target One living creature with a physical body within medium range
The target’s guts twist and rumble noisily. If the target’s Health is 10 or less, it dies instantly, streams of blood and feces gushing from all of its orifices. If its Health is higher than 10, make an Intellect attack roll with 1 boon against the target’s Strength. On a success, the target takes 1d6 + 2 damage and becomes dazed for 1 round, as its guts violently and spectacularly expel their contents. If this damage incapacitates the target, excrement, organs, and blood explode from its body, which instantly brings about its death. Each creature within 2 yards of a point in the target’s space must make a Will challenge roll; on a failure, it becomes impaired for 1 round.
Attack Roll 20+ The target takes 1d6 extra damage.

OBEDIENCE FORBIDDEN ATTACK 1
Target One living creature within short range
You hook the target’s soul. Make an Intellect attack roll with 1 boon against its Will. On a success, for the next 1 minute, the target must choose at the end of each round whether to take 1d6 damage or to become compelled for 1 round.

PART BONE FROM FLESH FORBIDDEN ATTACK 3
Target One creature that has bones in its body within medium range
The target’s bones shift under its skin. Make an Intellect attack roll with 1 boon against its Strength. On a success, the target takes 6d6 damage. If the target becomes incapacitated by this damage, it dies instantly; its bones tear free from the flesh to become an animated corpse of the target’s Size that occupies its former space. The animated corpse attacks the creature nearest to it each round, choosing its target randomly if presented with multiple targets.
Attack Roll 20+ The target takes 2d6 extra damage.

SOUL EXCHANGE FORBIDDEN ATTACK 4
Target Two living mortal creatures within medium range
You grasp the targets’ souls. Make an Intellect attack roll against each target’s Will. On a success, the target becomes dazed for 1 minute.
Attack Roll 20+ The target also becomes stunned while it is dazed this way.
Special If you get a success against both targets, their souls permanently swap bodies. Each target gains 1d6 Insanity. Each soul brings the following to its new body, but otherwise uses the new body’s attributes, characteristics, and abilities:

  • All languages and professions
  • Intellect and Will scores (recalculate Perception if necessary)
  • Insanity and Corruption scores
  • All talents
  • All traditions it has discovered and all spells it knows

Technomancy Tradition (PSYCHIC)

jury rig (0), bolt thrower (1), grenades (2), powered suit (4)
JURY-RIG TECHNOMANCY UTILITY 0
Target One Size 2 or smaller object that has 1 or more damage, but is not destroyed, that you can reach. You touch the target, removing 1d6 damage from it.

BOLT THROWER TECHNOMANCY ATTACK 1
Area A cube, 1 yard on a side, originating from a point you can reach and resting on a solid surface
Duration 1 minute
You create a Size 1 crossbow turret in the area. The turret has Defense 5 and Health equal to your Intellect score. It lasts for the duration or until destroyed. At the end of each round, the turret fires at one target creature or object within long range. Make an Intellect attack roll against the target’s Defense. On a success, the target takes 2d6 damage.
Attack Roll 20+ The target takes 1d6 extra damage.

GRENADES TECHNOMANCY ATTACK 2
Target Up to three points within short range
You throw three grenades, dividing them as you choose among the targets. When a grenade reaches its target, or if it encounters a solid creature or object before then, it explodes. The explosion deals 1d6 + 1 damage from fire to everything in a sphere with a 1-yard radius centered on the target or a point within the creature’s or object’s space. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.

POWERED SUIT TECHNOMANCY UTILITY 4
Area A cube, 3 yards on a side, originating from a point you can reach
Duration Until you complete a rest; see the effect
You concentrate for 1 hour, during which time you construct a powered battle suit, a huge construct, in the area. The construct remains for the duration or until incapacitated. It cannot use actions or move independently; you must move into its cockpit to control it. While inside, you treat the construct’s Defense and Health scores as your own, move at its Speed, and can use its attack options and actions in place of your own.

EIDOLON CHICKEN HUT

Size 2 construct (equipped with spider-legs aka climber’s kit)
Perception 10 (+0); darksight
Defense 16 (Vigdis’ scale armor from artificer bag); Health 50 ← 5 damage
Strength 16 (+6), Agility 8 (–2), Intellect 5 (–5), Will 11 (+1)
Speed 6
Immune damage from disease and poison; gaining Insanity; asleep, charmed, diseased, fatigued, frightened, poisoned
ATTACK OPTIONS
Appendage (melee) +6 (2d6)
Stone and slingshot (medium range) -2 (1d6)
Avatar of Cluck Bomber (10) and slingshot (medium range) -2 (At the end of the round, the bomb explodes in a 5-yard radius, dealing 3d6 + 3 damage to everything in the area. However, a creature that gets a success on an Agility challenge roll takes half the damage instead. Bombs can explode if mishandled. If an explosive device takes 10 or more damage or a creature handling the device takes damage equal to its Health, the bomb explodes.)
Poopootov Bombs (6) and slingshot (medium range) -2 (3d6+3 damage to everything within 5 yards. Agility challenge roll for half damage (bomb takes 10 damage or creature holding takes damage equal to health causes bomb to explode)
Spare Parts You can use an action to touch one construct (such as your eidolon) or an object you can reach. If you maintain contact with the target and concentrate for 1 minute, make an Intellect challenge roll. On a success, the target heals 2d6 damage. On a failure, you cannot use this talent again until after you complete a rest.

CHICKEN HUT POWERED SUIT (HUGE CONSTRUCT)

Size 3 or larger construct
Perception 5 (–5); darksight
Defense 13; Health 100
Strength 17 (+7), Agility 7 (–3), Intellect 5 (–5), Will 11 (+1)
Speed 8
Immune damage from disease or poison; gaining Insanity; asleep, charmed, diseased, fatigued, frightened, poisoned
ATTACK OPTIONS
Appendage (melee) +7 (3d6)
SPECIAL ATTACKS
Double Attack The construct attacks twice with its appendage.

EQUIPMENT

Backpack, a waterskin, a tinderbox, 2 torches, 2 vials of poison, 5 potions of healing, and a pouch containing 30gc, 0ss, 1 cp, cultist robe and mask, fine gloves, lock picks, manacles, inquisitor’s robes, horse, keys to Holdfast church, chain, coin of surface layer invisibility, tiny glass cage that grants complete silence within 1 yard, demonic rock (Will +1), necromancer’s implements (+1 boon to forbidden spellcasting), necromancer’s spellbook, bone arrow of the fey lord (+8d6 damage, Str roll for half)

AVATARS OF CLUCK

SMALL CONSTRUCT DIFFICULTY 5 (16 each fitted with a bomb and timer)
Size ½ smaller construct (four) and Size ¼ smaller construct (six)
Perception 5 (–5); darksight
Defense 13; Health 8
Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 11 (+1)
Speed 10
Immune damage from disease or poison; gaining Insanity; asleep, charmed, diseased, fatigued, frightened, poisoned
ATTACK OPTIONS
Appendage (melee) +3 (1d6)
Bomb You can use an action to light the fuse and throw a bomb out to medium range. At the end of the round, the bomb explodes in a 5-yard radius, dealing 3d6 + 3 damage to everything in the area. However, a creature that gets a success on an Agility challenge roll takes half the damage instead. Bombs can explode if mishandled. If an explosive device takes 10 or more damage or a creature handling the device takes damage equal to its Health, the bomb explodes.

ANCESTRY INFORMATION

TRUE AGE 22 years old APPARENT ANCESTRY Human APPARENT BUILD Short
APPARENT APPEARANCE Most consider you homely: not quite ugly, but a bit worse than plain.
BACKGROUND You worked as an informant for the Inquisition.
QUIRK Animals become nervous around you.
PERSONALITY You take on other forms for profit, usually to gain access to places normally forbidden to you. You are Dutiful, Imaginative, Malicious, and Slovenly.

ANCESTRY: Changeling

Faerie create changelings to conceal the absence of children they steal. They construct a changeling from natural materials and use magic to give it the appearance of the missing child. The magic often fades after a few weeks, but sometimes it lingers and lets the changeling grow up to become a real person.

  • Many Masks: Changelings can use their magical natures to adopt the forms of anyone they see.  They assume different forms to conceal their true nature, forms that most deem hideous and unsettling. When stripped of their disguises, changelings look like humanoids formed from dirt, sticks, and rocks, with glowing green eyes set in otherwise featureless faces. Changelings in their natural forms stand 5 feet tall and weigh 90 pounds.
  • Changeable Identities: Constantly changing identities mimic the attitudes and outlooks of the people around them, having no particular views themselves or, if they have them, burying them so deep they cannot remember who they started out being or what they hope to become.

Hyper Score Marvel: Thing!

Welcome to Hyper Score Marvel (#20!) 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.

Last week we had the Hulk and next we’ve got Rocket Raccoon, then Emma Frost, Cyclops, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! The full cast so far is over yonder (Spider-Man, Venom symbiote, Infinity Gauntlet, lotsa good stuff). It’s also worth noting that there are freebies for Hypercorps 2099 and if you are like “WHAT!? I have to download something!” there are brief explanations of the Hyper Score system in the Star Wars D&D 5E Hack.

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!

Thanks! 😀

PS: Pathfinder-folk, my first campaign setting (Veranthea Codex) just released a bunch of new books in PDF and print. Check em out!

marvel thing pathfinder dnd 5e.png

THING (Benjamin J. Grimm)       CR 23—XP 819,200

Male human brawler 11 [hs 10; abbernaut 2/meganaut 2]
NG Large humanoid (human, hyper)
Init +12; Senses darkvision 60 ft., low-light vision; Awareness +18

DEFENSE
AC 29, bullet 29, touch 24, flat-footed 26 (+2 Dex, +2 brawler, +5 deflection, +1 dodge, +5 hyper, +5 natural, -1 size)
hp 328 (11d12+209+42) Hyper Bonus +5
Fort +28, Ref +14, Will +8
DR 10/–; Immune critical hits, dazed, disease, exhaustion, fatigue, precision damage, poison, stunned; Resist acid 30, cold 30, electric 30, fire 30, thunder 30

OFFENSE
Speed 30 ft.
Melee unarmed +35/+30/+30/+25/+25/+20 (1d10+24) or +33/+33/+28/+28/+28/+23/+23/+18 (1d10+24)
Ranged Small-sized rocks +19/+14/+14/+9/+9/+4 (2d6+26, Range 3,840 ft.) or strong hurl +18 (1d8 per 100 pounds+26 or 4d8 per 400 pounds+33, Range 120 ft., Heavy Load 307,200 lbs.; lift 154 tons)
Space 10 ft.; Reach 10 ft.
Special Attacks body bludgeon, hyper bonus +5, knockout strike 3/day (DC 34), martial flexibility (free action) 8/day, rock throwing

STATISTICS
Str 38 [+14], Dex 14, Con 42 [+16], Int 10, Wis 10, Cha 12
Hyper Strength 5 (Strong Back, Strong Hurl, Strong Throw, Strong Warrior, Weaponize Grapple [body bludgeon rage power]), Hyper Constitution 5 (Hyper Blooded, Hyper Endurant, Hyper Fortification, Hyper Resistant, Hyper Tough)
Base Atk +11; CMB +31 (+38 grapple, +33 bull rush, +32 trip); CMD 50 (57 vs. grapple, 53 vs. bull rush, 52 vs. trip)
Feats Alertness [B], Bolstered Resilience (immediate action to double DR vs one attack), Combat Expertise [B], Dodge [B], Improved Grapple [B], Improved Unarmed Strike [B], Grabbing Style [B], Greater Grapple [B], Mobility, Pinning Knockout, Power Attack, Rapid Grappler, Spring Attack, Toughness
Hyper Feats Extra Attribute Trait (2), Extra Hyper Attribute (2), Toughness [M]
Skills Athletics +20, Awareness +18, Intimidate +15, Knowledge (local) +14, Sense Motive +18, Vehicular Use +15; Size Modifiers -4 Stealth
Languages English
SQ AC bonus +2, brawler’s cunning, brawler’s flurry (Improved Two-Weapon Fighting), brawler’s strike (cold iron, magic, silver), close weapon mastery, hyper attack 3, hyper initiative, hyper focus 5/day, hyper life, hyper mortality, hyper rest, maneuver training (grapple +3, bull rush +2, trip +1), martial training, size increase, unarmed strike
Gear fantastic shorts (Strength and Constitution +6, +5 deflection, +5 natural armor, constant ant haul)
SPECIAL ABILITIES
Rock Throwing (Ex) Thing can hurl rocks up to Small size. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5.

 

NOTES ON BUILDING THE THING (Pathfinder and 5E)

I’m really happy with both of these builds. The Pathfinder RPG build is solid and a more modern-comics era Thing and while there’s some hokeying (Bolstered Resilience, the fantastic shorts) I don’t think it’s too out of line. The D&D 5E version (which is built as a player character for this week’s post! WOOT!!) is more your classic four color comics kind of Thing. Not quite as strong as I’d like (able to lift 2 tons and change) but since it’s a RAW/Hyper Score design I’m not going to complain about it any more. 😀

I should point out that this is the ceiling for Hypercorps 2099 5E and RAW D&D 5E–you could make him more strength oriented (barbarian levels, more Hyper Strength ability traits than Hyper Constitution) but for being a brick that can punch a lot, this is the build right here.

Because I know some folks will want it, 5E Thing has a reduced statblock at the bottom of the page!

 

Thing (Benjamin J. Grimm)

Medium humanoid (human, hyper), neutral good fighter (champion) 20 [HS 10; abbernaut 3/meganuat 1]
Armor Class 16 (natural)
Hit Points 257 (23d10+115)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 10  (+0) 10  (+0) 10  (+0)

Saving Throws Str +11, Con +11
Skills Athletics +11, History +6, Insight +6, Intimidation +6
Tools Vehicle (air)

Damage Resistances poison; bludgeoning, piercing, slashing from magical weapons
Damage Immunities bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities blinded, deafened, diseases, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 10
Languages English
Challenge 19 (22,000 XP)
Background (Lab Experiment): Apathetic World. When creatures attempt to locate Thing’s position in a settlement they have disadvantage and while hiding in common thoroughfares and other similarly populated public places, Thing has advantage on Stealth checks.

Action Surge (2/short rest). Thing can take one additional action on top of his regular action and a possible bonus action. Thing can only use this feature once on the same turn.
Fighting Style: Brawling*. Thing can roll a 2d4 in place of the normal damage of his unarmed strike.
Fighting Style: Two-Weapon Fighting. When Thing engages in two-weapon fighting, he adds his Strength modifier to the damage of the second attack.
Hero Points (5). Thing is built as a PC using the Hyper Score system from Hypercorps 2099 5E and hero points are way more impactful than normal. As an NPC however, he gets none.
Hyper Bonus +5. Thing gains a +5 bonus to weapon damage rolls and other features (that are not skills or equipment) he is proficient with.
Hyper Constitution: Hyper Blooded. Thing has resistance to poison and immunity to the poisoned condition and diseases.
Hyper Constitution: Hyper Endurant. Thing has immunity to the blinded, deafened, paralyzed, petrified, and stunned conditions.
Hyper Constitution: Hyper Fortitude (5/long rest). If Thing fails a Constitution saving throw he may roll again with advantage.
Hyper Constitution: Hyper Tough. Thing has resistance to nonmagical damage.^
Hyper Constitution: Hyper Vitality (1/short rest). When Thing is reduced to 0 HP, he regains 25 hit points as a reaction.
Hyper Feat: Adrenal Hyper. Thing has an additional Hyper Ability trait.
Hyper Flaw: Unnatural. Thing has disadvantage on all non-Intimidation Charisma checks.
Hyper Hit Dice. Thing has +3d10 hit dice.
Hyper Initiative. Thing has advantage on Initiative checks.
Hyper Life (1/long rest). When Thing is reduced to 0 hit points he immediately regains 30 hit points.
Hyper Mortality. Thing has advantage on saving throws against death and death effects.
Hyper Strength: Primal Warrior. Thing has proficiency with improvised weapons and increases the damage inflicted with improvised weapons by 3 steps (from 2d4 to 2d6 to 2d8 to 3d6).
Hyper Strength: Strong Back (5/short rest). Thing has advantage on Strength saving throws. In addition, he doubles his carrying capacity 3 times (carry limit 2,400).
Hyper Strength: Strong Hurl. Thing doubles the range ratings of any thrown weapons he uses and increases the damage dice of any improvised thrown weapons he uses by 3 steps.
Indomitable (3/long rest). Thing can reroll a saving throw that he fails. If he does so, he must use the new roll, and he can’t use this feature again until he finishes a long rest.
Remarkable Athlete. Thing adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.
Second Wind (1/short rest). Thing can use a bonus action to regain 1d10+20 hit points.
Survivor. At the start of each of his turns, Thing regains 10 hit points if he has no more than half of his hit points left. He doesn’t gain this benefit if he has 0 hit points.

ACTIONS
Extra Attack and Hyper Attack. Thing attacks seven times. With his bonus action, he can attack an eighth time.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d6+10) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60, one target. Hit: 17 (2d6+10) bludgeoning damage.
Superior Critical. Thing’s weapon attacks score a critical hit on a roll of 18-20.

*From the Exemplar class in Book of Exalted Darkness.

^Each of his abbernaut routes are spent getting damage resistance so I figured with Hyper Tough tacked on, just give it to him all the time. RAW he only gets immunity with limited access (As a reaction, he gains immunity to nonmagical damage for 5 rounds. He may use this feature 5 times before taking a long rest.) We’re going to trade that bonus in for a natural armor bonus to AC of +3 (half his proficiency bonus or his number of abbernaut routes, take your pick).

 

——— REDUCED STATBLOCK —————

 

Thing

Medium humanoid (human, hyper), neutral good fighter 20 [HS 10]
Armor Class 16 (natural)
Hit Points 257 (23d10+115); regeneration 10 (when at 128 hp or less)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 10  (+0) 10  (+0) 10  (+0)

Saving Throws Str +11, Con +11
Skills Athletics +11, History +6, Insight +6, Intimidation +6
Damage Resistances poison; bludgeoning, piercing, slashing from magical weapons
Damage Immunities bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities blinded, deafened, diseases, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 10
Languages English
Challenge 19 (22,000 XP)
Action Surge (2/short rest). Thing can take one additional action on top of his regular action and a possible bonus action. Thing can only use this feature once on the same turn.
Hyper Flaw: Unnatural. Thing has disadvantage on all non-Intimidation Charisma checks.
Hyper Fortitude (5/long rest). If Thing fails a Constitution saving throw he may roll again with advantage.
Hyper Initiative & Hyper Mortality. Thing has advantage on Initiative check, death saves, and saving throws against death effects.
Hyper Life (1/long rest). When Thing is reduced to 0 hit points he immediately regains 30 hit points.
Hyper Vitality (1/short rest). When Thing is reduced to 0 HP, he regains 25 hit points as a reaction.
Indomitable (3/long rest). Thing can reroll a saving throw that he fails. If he does so, he must use the new roll.
Remarkable Athlete. Thing adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.
Second Wind (1/short rest). Thing can use a bonus action to regain 1d10+20 hit points.
Strong Back (5/short rest). Thing has advantage on Strength saving throws (carry limit 2,400 lbs., lift 4,800 lbs.).

ACTIONS
Extra Attack and Hyper Attack. Thing attacks seven times. With his bonus action, he can attack an eighth time. Thing’s weapon attacks score a critical hit on a roll of 18-20.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d6+10) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60, one target. Hit: 17 (2d6+10) bludgeoning damage.

Street Fighter D&D 5E: T. Hawk!

Welcome to the 19th 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 (Abel), 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!

I’m finally getting on top of requests for these builds—Necali is next but after that who gets statted up can be up to you so tell me what to make in a comment somewhere! Otherwise it’ll probably be…Zangief maybe? Possibly E. Honda and then whoever else to round out the original cast? We’ll see!

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

t. hawk dnd 5e.png

T. Hawk

Medium humanoid (soburi), lawful good fighter (champion) 6 / monk (martial artist) 10
Armor Class 17 (Wisdom, martial arts stances)
Hit Points 159 (6d10+10d8+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 14 (+2) 19 (+4) 13 (+1) 17 (+3) 12 (+1) 15 (+2) 8 (-1)

Saving Throws Str +10, Con +9
Skills Athletics +10, Intimidation +6, Perception +8, Survival +8
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Soburi (Common)
Challenge 12 (8,400 XP)
Background Feature (Outlander): Wanderer. T. Hawk can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Action Surge (1/short rest). On his turn, T. Hawk can take an additional action on top of his regular action and a possible bonus action.
Fighting Style: Dueling. When T. Hawk is wielding a melee weapon in one hand and no other weapons (or wearing his fighting gloves), he gains a +2 bonus to damage rolls with that weapon (or unarmed strike).

Ki (10 points). T. Hawk 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 T. Hawk takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. T. Hawk can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. T. Hawk 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. T. Hawk 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. T. Hawk can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when T. Hawk 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. T. Hawk’s mastery of the ki flowing through him makes him immune to disease and poison.
Second Wind (1/short rest). T. Hawk can use a bonus action to regain 1d10+6 hit points.
Stance Scion. T. Hawk has mastered 2 martial arts stances through his monk training and is able to simultaneously utilize up to 2 at once.
Stance of the Stout Boar (3). T. Hawk’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.
Stance of the Striking Serpent (3). T. Hawk’s unarmed strikes deal an additional 1d8 piercing damage, he gains advantage on Acrobatics 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, T. Hawk’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. T. Hawk’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. T. Hawk’s unarmed strike damage increases by one step (to 1d8) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. T. Hawk attacks three times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 4 (1d8) piercing damage.
Tomahawk (4). Ranged Weapon Attack: +10 to hit, range 20/60, one target. Hit: 8 (1d6+5) slashing damage.
Improved Critical. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.

REACTIONS
Deflect Missile. T. Hawk 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 20 (3d8+7).
Slow Fall. T. Hawk can use his reaction when he falls to reduce any falling damage he takes by 50.

T. HAWK’S WARRIOR HEADBAND

Wondrous item, legendary
T. Hawk earned his warrior headband long ago when he proved himself to the Thunderfoot Clan and he never fights without it. While wearing his headband, T. Hawk is able to use his fighting style feature with his unarmed strike. In addition, he gains the following features:

  • Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s movement brings him within reach of a creature he can spend his reaction to make an opportunity attack, rapidly switching his momentum downward in mid-air and diving towards his opponent with his arms spread backwards like wings.
  • Condor Spire. By spending a bonus action, T. Hawk spreads his arms like wings and dashes towards his opponent, screaming like an eagle to startle them. 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 hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
  • Tomahawk Buster. When a creature within 10 feet makes a check to jump, T. Hawk can spend his reaction to make an opportunity attack, ducking down and crossing his fists in front of his face before rapidly stretching his arms out behind himself and leaping upward, ramming his opponent with a headbutt.

 

———————— REDUCED STATBLOCK ———————-

 

T. Hawk

Medium humanoid (soburi), lawful good fighter 6 /monk 10
Armor Class 17 (Wisdom, martial arts stances)
Hit Points 159 (6d10+10d8+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 14 (+2) 19 (+4) 13 (+1) 17 (+3) 12 (+1) 15 (+2) 8 (-1)

Saving Throws Str +10, Con +9
Skills Athletics +10, Intimidation +6, Perception +8, Survival +8
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 18
Languages Soburi (Common)
Challenge 12 (8,400 XP)
Action Surge (1/short rest). On his turn, T. Hawk can take an additional action on top of his regular action and a possible bonus action.

Ki (10 points).

  • Patient Defense. T. Hawk can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. T. Hawk 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. T. Hawk 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.

Second Wind (1/short rest). T. Hawk can use a bonus action to regain 1d10+6 hit points.
Stance of the Stout Boar (3).
T. Hawk 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.
Stance of the Striking Serpent (3). T. Hawk’s has advantage on Acrobatics checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Unarmored Movement. T. Hawk is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. T. Hawk attacks three times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 4 (1d8) piercing damage.
Tomahawk (4). Ranged Weapon Attack: +10 to hit, range 20/60, one target. Hit: 8 (1d6+5) slashing damage.
Condor Spire. By spending a bonus action, T. Hawk spreads his arms like wings and dashes towards his opponent, screaming like an eagle to startle them. 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 hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).

REACTIONS
Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s movement brings him within reach of a creature he can spend his reaction to make an opportunity attack, rapidly switching his momentum downward in mid-air and diving towards his opponent with his arms spread backwards like wings.
Deflect Missile. T. Hawk 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 20 (3d8+7).
Slow Fall. T. Hawk can use his reaction when he falls to reduce any falling damage he takes by 50.
Tomahawk Buster. When a creature within 10 feet makes a check to jump, T. Hawk can spend his reaction to make an opportunity attack, ducking down and crossing his fists in front of his face before rapidly stretching his arms out behind himself and leaping upward, ramming his opponent with a headbutt.

Veranthea Codex: 7 new books in PDF & Print! :D

PATHFINDERS REJOICE – Rogue Genius Games has flooded the marketplace with SEVEN new or updated books for Veranthea Codex!

books graphic

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Take your adventurers to the bottom of the ocean floor with THE 5TH WORLD by moi, a riveting high level adventure module!

200590Venture into the psionic horror-filled tunnels of the FOREVER DARK by Michael Mcarthy, a tome of subterranean terrors and underworld monsters galore!

Learn everything you need to about the races, classes, and mechanics in Veranthea with the ADVENTURER’S HANDBOOK! Not only does this include all the player goodies from these other books, it’s got full racial entries for dengu, pengu, half-doppelgangers, shokusei notoko–available nowhere else. If you’re playing in Veranthea, it’s a must-have for your group!

207500200089Be awed by the LOST LEGENDS OF URETHIEL conjured by Luis Loza, a bunch of esoteric baddies and legendary characters from the wuxia continent!

Join the faithful and devoted with RADICAL PANTHEON 2.0, adding even MORE content into the masterpiece of unique deities of Veranthea!

Travel the tesseract seas on the poles of Veranthea, fighting alien gods, robot pirates, and waterborne terrors in INTO THE VEIL 2.0 by Nicholas J. Giebel, tweaked with improvements–and sea shanties!

Explore the main continents of Veranthea in the improved 1st-level adventure module, THE BLACK KNIGHT 2.0! Now with a bunch of maps AND pregenerated characters from every region of the world!

 

Hyper Score Marvel: HULK!

Welcome to Hyper Score Marvel (#19) 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.

Last week we had Thanos (and The Infinity Gauntlet and the Infinity Gems!) and next we’ve got Thing, then Rocket Raccoon, Emma Frost, Cyclops, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! Full cast so far is over yonder. It’s also worth noting that there are freebies for Hypercorps 2099 and if you are like “WHAT!? I have to download something!” there are brief explanations of the Hyper Score system in the Star Wars D&D 5E Hack.

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!

 

Today is the LAST DAY of the Book of Exalted Darkness Kickstarter!!! We are working on unlocking more stretch goals (the Book of Celestial Heroes do-gooder supplement was the first and the Shadow of the Demon Lord conversion was second) and now there are pledge levels for being holy heroes or vile villains! Take a look and help us explore the 9 layers of Hell!

head KS graphic FUNDED

There are 3 downloadable PDFs on the project page and the Kickstarter ENDS TONIGHT so get your pledge in if you dig it. Worst case scenario you walk away with a free evil adventure module, some vile character options, a mad scientiest class, and if you like, the Exemplar class playtest on World Builder Blog for yins do-gooders.

Thanks! 😀

hulk pathfinder dnd5e.png

The Hulk (Raging)        CR 23—XP 819,200

Male human barbarian (invulnerable rager) 11 [hs 10; abbernaut 2/meganaut 2]
CG Large humanoid (human, hyper)
Init +11; Senses darkvision 60 ft., low-light vision; Awareness +16

DEFENSE
AC 14, bullet 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +5 hyper, -2 rage, -1 size)
hp 271 (11d12+154+42) fast healing 5; Hyper Bonus +5
Fort +23, Ref +9, Will +12
Defensive Abilities fortification (80%), DR 15/—; Resist cold 30, electricity 30, fire 30, sonic 30
Hyper Flaws disturbing (Hulk form), furious rage (trigger into Hulk form), monstrous transformation (Bruce Banner–Medium size, AC 17, hp 97; Str 13, Dex 14, Con 14, Int 22; Bluff +11, Diplomacy +11, Knowledge [technology] +17, Search +16, Sense Motive +16, Stealth +13, Use Technology +12), unnatural (Hulk form)

OFFENSE
Speed 40 ft., leap 60 ft.
Melee unarmed +42/+37/+37/+32/+32/+27 or +40/+35/+35/+35/+30/+30/+25 (2d6+31, Crit 19-20/x2) or improved vital strike +42 (6d6+31, Crit 19-20/x2)
Ranged strong hurl +16 (1d8 per 100 pounds+36 or 4d8 per 400 pounds+47, Range 120 ft., Heavy Load 2,129,920 lbs.; lift 1,065 tons)
Space 10 ft.; Reach 10 ft.
Special Attacks greater rage (29 rounds/day), hyper bonus +5, rage powers (body bludgeon, brawler, greater brawler, improved damage reduction 2)

STATISTICS
Str 52 [+21], Dex 12, Con 32, Int 8, Wis 12, Cha 10
Hyper Strength 6 (Strong as Strong [reroll Str check] 12/day, Strong Back [double carrying capacity 6 times], Strong Hurl, Strong Leap, Strong Throw [double range increments 6 times], Strong Warrior), Hyper Constitution 4 (Hyper Blooded, Hyper Fortification, Hyper Resistant, Hyper Tough)
Base Atk +11; CMB +33 (+35 grapple); CMD 50 (52 vs. grapple)
Feats Alertness [B], Dodge [B], Improved Critical (unarmed), Improved Grapple, Improved Unarmed Strike [B], Improved Vital Strike, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike; Hyper Feats Extra Attribute Trait (2), Extra Hyper Attribute (2), Hyper Charge (can use Spring Attack with Vital Strike), Hyper Secret Identity (Bruce Banner), Toughness[M]
Skills Athletics +29, Awareness +16, Handle Animal +4, Intimidate +14, Survival +9
Languages English (Banner speaks Chinese, Latin, Portuguese, Spanish, Thai, and understands a smattering of others)
SQ extreme endurance (constant endure elements), fast movement, hyper attack 3, hyper initiative, hyper focus 5/day, hyper life, hyper mortality, hyper rest,  invulnerability, size increase
Gear purple pants

SPECIAL ABILITIES
Hulk Leap (Ex) Hulk jump far! Although he does physically move through the air, if Hulk spends a standard action to jump treat it as dimension door with a maximum range of a half mile. If Hulk spends a full-round action to jump, treat it as dimension door with a maximum range of 3 miles (and Hulk lands at the end of the next round instead of the round he jumped). Anything that gets in the Hulk’s way during one of these jumps takes damage as though he used Improved Vital Strike (6d6+31) and should the object or creature survive, it reduces the distance the Hulk jumps by half (or stops him, at the GM’s discretion).

 

NEW HYPER FLAW: Monstrous Transformation (Abbernaut Only)

When you are triggered through exposure to a specific substance, the presence of an environmental effect, a grievous wounding, or by being agitated or drugged (exact parameters are at the GM’s discretion), you transform into your abbernaut form as a free action. Only your abbernaut form has Hyper Attributes and abilities from the Abbernaut and Meganaut hyper routes (non-route hyper abilities remain regardless of your form). In addition, any other hyper flaws you have only effect your abbernaut form (unless you choose otherwise) and your regular form may have different mental attributes of a value reflective to the differences between it and your abbernaut form (typically a trade of -2 for +1 or more). Willingly transforming into your abbernaut form requires a swift action and DC 15 Hyper check. Transforming back to your regular form requires a standard action and DC 18 Hyper check. When you are knocked unconscious or killed, you revert to your regular form.

 

Notes on Hulk’s Pathfinder Build

HULK IS THE STRONGEST ONE THERE IS.

Seriously though we are talking about the “I lift mountains” guy–I am happy with where his strength is and although he can’t technically hold up as much as he has in the comics, I feel like 5,325 tons is a pretty tremendous amount and hey, that’s what checks are for. Another sidenote: I had given him the Hyper Constitution trait for status immunities but then realized that with a Fortitude save of +23 he was pretty much already going to be immune to status conditions. :p

As regular readers of the blog might know, that puts him out of the reasonable Challenge Rating range for Hypercorps 2099 5E–we made it for Pathfinder and converted to D&D 5E, and although a fun time Hyper Score just isn’t as versatile for the latter. It’s still good cyberpunk superhero action but you can’t make the Hulk as your PC (which is probably for the better for 5E games).

EDIT: Redditor SebastianMcQueen pointed out that Hulk ought to have the Siege Monster feature (going about destroying buildings and what not) and he is absolutely correct so it’s been added in below. Thank you SMQ!

Hulk

Large humanoid (hyper), chaotic good
Armor Class 15 (natural)
Hit Points 284 (20d10+160)
Speed 40 ft., leap 60 ft.

STR DEX CON INT WIS CHA
35 (+12) 14 (+2) 26 (+8) 7 (-2) 15 (+2) 10 (+0)

Saving Throws Str +19, Con +15
Skills Athletics +19, Intimidation +14, Perception +9
Damage Resistances poison; bludgeoning, piercing, slashing
Condition Immunities disease, poison
Senses darkvision 60 ft., passive Perception 19
Languages English
Challenge 24 (62,000 XP)
Incredible Might. Hulk can lift up 2 million pounds or more though doing so requires his full attention and concentration. At the GM’s discretion, the Hulk can lift (and likely throw) virtually anything he can touch and only requires additional actions to do so when an object’s weight exceeds 10,000 pounds [5 tons]).
Hulk Leap. Hulk jump far! Although he does physically move through the air, if Hulk spends a standard action to jump treat it as the dimension door spell with a maximum range of a half mile. If Hulk spends a full-round action to jump, treat it as dimension door with a maximum range of 3 miles (and Hulk lands at the end of the next round instead of the round he jumped). Anything that gets in the Hulk’s way during one of these jumps takes 28 (2d6+21) bludgeoning damage and should the object or creature survive, it reduces the distance the Hulk jumps by half (or stops him, at the GM’s discretion).
Regeneration. Hulk regains 20 hit points at the start of his turn. Hulk dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Siege Monster. Hulk deals double damage to objects and structures.
Strongest One There Is. Hulk has advantage on Strength ability checks and saving throws. When Hulk makes a Strength ability check or saving throw, he can treat a d20 roll of 9 or lower as a 10.

ACTIONS
Multiattack. Hulk attacks four times or throws an object. Hulk may throw two objects as long as each weighs 1,000 pounds or less (dealing 66 [10d8+21] damage).
Hulk Smash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (2d6+21) bludgeoning damage.
Thrown Object. Ranged Weapon Attack: +14 to hit, range (250/500), multiple targets (determined by object size; make one attack roll per target). Hit: 25 (1d8+21) 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 471 [100d8+21] at 10,000 pounds though a GM should require a good deal of effort to acquire an object strong and heavy enough to use with thrown object).

Street Fighter D&D 5E: Abel

Welcome to the 18th 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 (Dan!), 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!

I’m finally getting on top of requests for these builds—T. Hawk and Necali are next but after that though who gets statted up 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!

BoED 5eSRD advert FUNDED tall.jpg

PS: If you are down for some evil (or holy!) D&D 5E, the Book of Exalted Darkness Kickstarter reached its funding goal (!!!), has 3 downloadable PDFs on the project page, and ENDS TOMORROW (Saturday June 17th)! Take a look! Grab a free evil adventure module, a mad scientist class, and some vile character options, maybe leave a pledge to help us unlock stretch goals–in either 8 backers or $318 we unlock the Shadow of the Demon Lord conversion. 😀

PPS: Going to Origins today? Me too! E-mail me at mike.myler.adventures|at|gmail.com if you want to meet up and game (my schedule is wide open) between 11AM to 11PM-ish.

abel DnD 5e.png

 

Abel

Medium humanoid (ropaeo), neutral fighter (battlemaster) 7/monk (open hand)  7
Armor Class 17 (Wisdom, martial arts stance)
Hit Points 123 (7d10+7d8+42)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 17 (+3) 17 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 13 (+1)

Saving Throws Str +9, Con +8
Skills Acrobatics +8, Athletics +9, Insight +8, Intimidation +6, Perception +8, Persuasion +6
Damage Resistances acid
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 11 (7,200 XP)
Background Feature: Never Stop (Roustabout). Abel’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Evasion. When Abel 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.
Feat: Grappler. Abel has advantage on attack rolls against creatures he is grappling. In addition, he can use his action to try to pin a creature grappled by him. To do so, Abel makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feat: Tavern Brawler. Abel is proficient with improvised weapons. When Abel 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.
Fighting Style: Dueling. When Abel is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Foreigner. Abel is at disadvantage when making Wisdom or Charisma checks against non-Ropaeo that are aware of his heritage. This does not affect checks using Insight or Persuasion.

Ki (7 points). Abel 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 Abel takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Abel can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Abel can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, his jump distance is doubled for the turn, he may travel through the squares of other creatures, and he does not treat squares occupied by a creature as difficult terrain.
  • Stunning Attack. Abel 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.

Know Your Enemy. If Abel spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Abel can use only one maneuver per attack. A superiority die is expended when Abel uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Feinting Attack. Abel can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Abel adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Abel you until the end of his next turn.
  • Lunging Attack. When Abel makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Abel’s attack.
  • Riposte. When a creature misses Abel with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Abel hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Abel chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Abel rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Abel knocks the target prone.

Martial Arts. Abel 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 Abel 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.

Open Hand Technique.  Whenever Abel hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Abel can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Abel’s next turn.

Second Wind. On his turn, Abel can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Social Adept. Abel has proficiency with Insight and Persuasion. He is never at disadvantage when making checks with either of these skills.
Stance of Breaking Stone (2). Abek has learned to strike with a resonance that corrodes creatures and objects on a level beyond understanding, weakening virtually everything but the most impervious targets. His unarmed strikes deal an additional 1d6 acid damage (this damage is not multiplied on a critical hit), he has resistance to acid damage, and he has advantage on checks made to grapple a foe or to avoid being grappled.
Stillness of Mind. Abel can use his action to end one effect on himself that is causing him to be charmed or frightened.
Unarmored Defense. While Abel is not wearing any armor and not wielding a shield, his Armor Class equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Abel’s speed increases by 15 feet while he is not wearing armor or wielding a shield.
Wholeness of Body (1/long rest). As an action, Abel can regain 21 hit points.

ACTIONS
Multiattack. Abel attacks three times (if attacking unarmed, he can spend his bonus action to attack a fourth time or his bonus action and 1 ki to attack a fourth and fifth time).
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+6) bludgeoning damage plus 3 (1d6) acid damage.
Tornado Throw. Abel may use his action to throw a creature he is grappling. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or takes the same damage and is knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

REACTIONS
Deflect Missile. Abel can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 13 (2d6+6).
Slow Fall. Abel can use his reaction when he falls to reduce any falling damage he takes by 35.
Sky Fall. When a creature is in the air (either jumping or flying) and within Abel’s reach, he may spend his reaction to make an unarmed strike against them, grappling the target on a successful hit.

 

Abel’s Sambo Gi

Legendary wondrous item

Abel’s attire has gradually absorbed some of his spent ki, granting whomever dons it the knowledge of potent combat techniques. While wearing Abel’s sambo gi, you are able to use fighting style features with your unarmed strike. You also gain the following benefits:

  • Marseiyu Rolling. If you spend 1 ki to Dash as a bonus action, you may travel through the squares of other creatures and do not treat squares occupied by a creature as difficult terrain.
  • Sky Fall. When a creature is in the air (either jumping or flying) and within your reach, you may spend your reaction to make an unarmed strike against them, grappling the target on a successful hit.
  • Tornado Throw. You may use your action to throw a creature grappled by you. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or takes the same damage and be knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

 

 

 

NOTES ON ABEL’S BUILD

His CR rating came in at 10.4 but I rounded up because of all those fighter abilities and Tornado Throw. I don’t play as him often, but I really like this brawling grappler-monk build and might play one soon. 😀

 

—————- REDUCED STATBLOCK ——————-

 

Abel

Medium humanoid (ropaeo), neutral fighter 7/monk  7
Armor Class 17 (Wisdom, martial arts stance)
Hit Points 123 (7d10+7d8+42)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 17 (+3) 17 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 13 (+1)

Saving Throws Str +9, Con +8
Skills Acrobatics +8, Athletics +9, Insight +8, Intimidation +6, Perception +8, Persuasion +6
Damage Resistances acid
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 11 (7,200 XP)
Background Feature: Never Stop (Roustabout). Abel’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Evasion. When Abel 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.
Feat: Grappler. Abel has advantage on attack rolls against creatures he is grappling. In addition, he can use his action to try to pin a creature grappled by him. To do so, Abel makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.

Ki (7 points). 

  • Patient Defense. Abel can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Abel can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, his jump distance is doubled for the turn, he may travel through the squares of other creatures, and he does not treat squares occupied by a creature as difficult terrain.
  • Stunning Attack. Abel 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 Archetype: Combat Superiority (5d10). Abel can use only one maneuver per attack. A superiority die is expended when Abel uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Feinting Attack. Abel can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Abel adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Abel you until the end of his next turn.
  • Lunging Attack. When Abel makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Abel’s attack.
  • Riposte. When a creature misses Abel with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Abel hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Abel chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Abel rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Abel knocks the target prone.

Open Hand Technique.  Whenever Abel hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Abel can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Abel’s next turn.

Second Wind. On his turn, Abel can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of Breaking Stone (2). Abel has advantage on checks made to grapple a foe or to avoid being grappled.
Stillness of Mind. Abel can use his action to end one effect on himself that is causing him to be charmed or frightened.
Wholeness of Body (1/long rest). As an action, Abel can regain 21 hit points.

ACTIONS
Multiattack. Abel attacks three times (if attacking unarmed, he can spend his bonus action to attack a fourth time or his bonus action and 1 ki to flurry of blows, attacking a fourth and fifth time).
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+6) bludgeoning damage plus 3 (1d6) acid damage. When Abel 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.
Tornado Throw. Abel may use his action to throw a creature he is grappling. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or takes the same damage and is knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

REACTIONS
Deflect Missile. Abel can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 13 (2d6+6).
Slow Fall. Abel can use his reaction when he falls to reduce any falling damage he takes by 35.
Sky Fall. When a creature is in the air (either jumping or flying) and within Abel’s reach, he may spend his reaction to make an unarmed strike against them, grappling the target on a successful hit.