Shredder D&D 5E!

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Note: Shredder is built as a PC using the ninja rogue archetype, shinobi background, and a martial arts feat from Mists of Akuma as well as an inherent heresy and the dark chi monk tradition from Book of Exalted Darkness. If using him in Soburin, treat his Sanctity score as his Dignity score and his Sin score as his Haitoku score.
Also as usual, a reduced statblock for easier use is at the bottom of the post.

Shredder DnD5e tmnt.png

 

Shredder

Medium humanoid (soburi), neutral evil rogue (ninja) 4 / monk (dark chi) 6 / ranger (hunter) 4
Armor Class 17 (Wisdom)
Hit Points 103 (10d8+4d10+26)
Speed 45 ft.; Sin Points 16/16

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

Saving Throws Dex +9, Int +6
Skills Athletics +13, Deception +6, Insight +8, Intimidation +5, Perception +8, Stealth +14, Survival +8
Tools disguise kit (advantage), poisoner’s kit
Damage Resistances bludgeoning
Senses passive Perception 18
Languages Ceram, Ropa, Soburi (Common), Thieves’ Cant
Challenge 10 (5,900 XP)
Background (Shinobi): Blend In. Shredder is able to craft a disguise in 1 minute so long as suitable materials are available. This disguise allows him to blend in with his surroundings like camouflage, allowing him to hide without cover in a specific 5 foot square chosen at the time he creates the disguise. Shredder must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.
Inherent Heresy: Wrath. Shredder’s very soul is consumed with a primal fury that drives him ever onward. His face is almost always in a snarl and he must make a DC 12 Wisdom saving throw to assume a different expression (for up to 1 hour). Shredder started with a Sanctity of 8 and a Sin of 3. As a bonus action, he may burn 1 Sin point to gain advantage on a Strength ability check or saving throw.

Basic Ninjutsu. Shredder can throw three kunai or shuriken when he takes the Attack action on his turn. He gains advantage on checks made to create or maintain a disguise.
Cunning Action. Shredder can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action.

Dark Chi (6 points). Shredder 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. Shredder must spend at least 30 minutes of the rest meditating to regain his chi points.

  • Flurry of Blows. Immediately after Shredder takes the Attack action on his turn, he can spend 1 chi point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shredder can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shredder 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. Shredder 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 16 Constitution saving throw or be stunned until the end of Shredder’s next turn.
  • Scarred Flesh. By spending a bonus action and 2 chi focusing his energies, Shredder gains resistance to one type of weapon damage (bludgeoning, piercing, or slashing) for 1 minute.

Dark Chi Technique. Whenever Shredder 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 16 Wisdom saving throw or be poisoned by Shredder’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 Shredder’s next turn.
  • The target makes a DC 16 Charisma saving throw or for the next 24 hours detects as the alignment of Shredder’s choice.

Expertise. Shredder’s proficiency bonus is doubled for any ability check he makes that uses Athletics or Stealth.
Favored Enemies (hengeyokai, kappa). Shredder has advantage on Wisdom (Survival) checks to track his favored enemies, as well as on Intelligence checks to recall information about them.
Fighting Style: Archery. Shredder gains a +2 bonus to attack rolls he makes with ranged weapons.
Martial Arts. Shredder 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 Shredder 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.

Natural Explorer (underground). When Shredder makes an Intelligence or Wisdom check related to his favored terrain, his proficiency bonus (+5) is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in his favored terrain, he gains the following benefits:

  • Difficult terrain doesn’t slow Shredder’s group’s travel.
  • Shredder’s group can’t become lost except by magical means.
  • Even when Shredder is engaged in another activity while traveling (such as foraging, navigating, or tracking), he remains alert to danger.
  • If Shredder is traveling alone, he can move stealthily at a normal pace.
  • When Shredder forages, he finds twice as much food as he normally would.
  • While tracking other creatures, Shredder also learn their exact number, their sizes, and how long ago they passed through the area.

Primeval Awareness. Shredder can use his action and expend one ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot he expends, he can sense whether the following types of creatures are present within 1 mile of him (or within up to 6 miles if he is underground): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Sneak Attack 2d6 (1/turn). Shredder deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shredder that isn’t incapacitated and Shredder doesn’t have disadvantage on the attack roll.

Spellcasting. Shredder is a 3rd-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 16; +8 to hit with spell attacks). Shredder has the following spells prepared from the rangers’ spell list:

  • 1st-level (3 slots): hunter’s mark, jump, longstrider

Stance of the Stout Boar (3). Shredder’s 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. Shredder gains advantage on saving throws against effects or spells that would cause him to move and resistance to bludgeoning damage.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Shredder’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Shredder’s speed increases by 15 feet while he is not wearing armor.
Unarmed Savant. Shredder’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. Shredder makes 2 unarmed strikes when he takes the attack action (3 with his bonus action, 4 with his bonus action and 1 chi) or he throws 6 shuriken.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage plus 2 (1d4) slashing damage.
Shuriken. Ranged Weapon Attack: +11 to hit, range 20/50, one target. Hit: 5 slashing damage.
Colossus Slayer (1/turn). When Shredder hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.
Shredder Gauntlets. Shredder’s gauntlets increase his unarmed strike’s damage by 2 (1d4) slashing damage.

REACTIONS
Deflect Missile. Shredder can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 15 (2d8+1d4+4).
Slow Fall. Shredder can use his reaction when he falls to reduce any falling damage he takes by 30.

 

SHREDDER’S GAUNTLETS

Wondrous item, legendary

The spiked gauntlets Shredder wears are fearsome but only used by the wicked. While wearing Shredder’s Gauntlets, you deal an additional 1d4 slashing damage with your unarmed strikes. If you are not of evil alignment, you suffer disadvantage on melee attack rolls while wearing these gauntlets.

 

 

————– REDUCED STATBLOCK ——————-

 

 

Shredder

Medium humanoid (soburi), neutral evil rogue 4 / monk 6 / ranger 4
Armor Class 17 (Wisdom)
Hit Points 103 (10d8+4d10+26)
Speed 45 ft.; Sin Points 16/16

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

Saving Throws Dex +9, Int +6
Skills Athletics +13, Deception +6, Insight +8, Intimidation +5, Perception +8, Stealth +14, Survival +8
Damage Resistances bludgeoning
Senses passive Perception 18
Languages Ceram, Ropa, Soburi (Common), Thieves’ Cant
Challenge 10 (5,900 XP)
Inherent Heresy: Wrath. Shredder may burn 1 Sin point as a bonus action to gain advantage on a Strength ability check or saving throw.
Cunning Action. Shredder can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action.

Dark Chi (6 points/short rest).

  • Flurry of Blows. Immediately after Shredder takes the Attack action on his turn, he can spend 1 chi point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shredder can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shredder 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. Shredder 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 16 Constitution saving throw or be stunned until the end of Shredder’s next turn.
  • Scarred Flesh. By spending a bonus action and 2 chi focusing his energies, Shredder gains resistance to one type of weapon damage (bludgeoning, piercing, or slashing) for 1 minute.

Dark Chi Technique. Whenever Shredder 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 16 Wisdom saving throw or be poisoned by Shredder’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 Shredder’s next turn.
  • The target makes a DC 16 Charisma saving throw or for the next 24 hours detects as the alignment of Shredder’s choice.

Sneak Attack 2d6 (1/turn). Shredder deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shredder that isn’t incapacitated and Shredder doesn’t have disadvantage on the attack roll.

Spellcasting. Shredder is a 3rd-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 16; +8 to hit with spell attacks). Shredder has the following spells prepared from the rangers’ spell list:

  • 1st-level (3 slots): hunter’s mark, jump, longstrider

Stance of the Stout Boar (3). Shredder 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. In addition, he has advantage on saving throws against effects or spells that would cause him to move.

ACTIONS
Multiattack. Shredder makes 2 unarmed strikes when he takes the attack action (3 with his bonus action, 4 with his bonus action and 1 chi) or he throws 6 shuriken.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage plus 2 (1d4) slashing damage.
Shuriken. Ranged Weapon Attack: +11 to hit, range 20/50, one target. Hit: 5 slashing damage.
Colossus Slayer (1/turn). When Shredder hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.

REACTIONS
Deflect Missile. Shredder can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 15 (2d8+1d4+4).
Slow Fall. Shredder can use his reaction when he falls to reduce any falling damage he takes by 30.

 

 

NOTES ON SHREDDER’S BUILD

KILL THE TURTLES!

2 comments

  1. This is ridiculously well thought out; concisely and cleverly written; and I couldn’t find a single fr’kn, typo or math error. This piece is stupidly cool. Nice Job M.M.!

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