e honda dnd 5e

Welcome to the 21st post for Street Fighter D&D 5E!

Check out last week’s character (Necalli!), 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!

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 (Zangief, Sagat, then Deejay and Gouken), see about a free PDF of all these builds collected together, and then the next project begins (if you follow me you know what’s up, but no worries–the new series starts in about a month).

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

 

E. Honda

Medium humanoid (soburi), lawful good monk (martial artist) 3/fighter (battlemaster) 13
Armor Class 16 (Wisdom, martial arts stances)
Hit Points 159 (3d8+13d10+64)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 13 (+1) 18 (+4) 9 (-1)

Saving Throws Str +9, Dex +7
Skills Athletics +9, History +5, Insight +8
Damage Resistances bludgeoning
Senses passive Perception 13
Languages Soburi (Common)
Challenge 11 (7,200 XP)

Action Surge. On his turn, E. Honda can take one additional action on top of his regular action and a possible bonus action. Once he has used this feature, he must finish a short or long rest before he can use it again.
Fighting Style: Dueling. When E. Honda is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Indomitable. E. Honda can reroll a saving throw that he fails. If he does so, he must use the new roll. After using this feature twice, he can’t use this feature again until he finishes a long rest.
Ki (3 points). E. Honda 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. E. Honda must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after E. Honda takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. E. Honda can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. E. Honda 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.

Know Your Enemy. If E. Honda 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 your 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 (6d10). E. Honda knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when E. Honda uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of E. Honda’s next turn.
  • Goading Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. E. Honda adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other E. Honda you until the end of his next turn.
  • Lunging Attack. When E. Honda 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 E. Honda 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 her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of E. Honda’s attack.
  • Menacing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. He 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, it is frightened of E. Honda until the end of his next turn.
  • Pushing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to drive the target back. 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, E. Honda pushes the target up to 15 feet away from him.
  • Sweeping Attack. When E. Honda hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He 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 he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When E. Honda 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, E. Honda knocks the target prone.

Martial Arts. E. Honda can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d4 in place of the normal damage of his unarmed strike or monk weapons. In addition, when E. Honda 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.
Relentless. When E. Honda rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind. On his turn, E. Honda can use a bonus action to regain 1d10+13 hit points. Once he has used this feature, he must finish a short or long rest before he can use it again.
Stance of the Stout Boar (3). E. Honda’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 Scion. E. Honda has learned 1 martial arts stances through his monk training.
Unarmored Defense. While he is wearing no armor and not wielding a shield, E. Honda’s AC equals 10 + his Dexterity modifier + his Wisdom modifier +  the number of martial arts stances he knows.
Unarmored Movement. E. Honda’s speed increases by 10 feet while he is not wearing armor or wielding a shield.
Unarmed Savant. E. Honda’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. E. Honda 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 attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8+1d6+6) bludgeoning damage.
Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS
Deflect Missile. E. Honda 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 14 (1d8+1d6+6).

 

E. HONDA’S MAWASHI

Legendary wondrous item
As a celebrated sumo wrestler, any mawashi that E. Honda wears into battle has been carefully prepared by attendants, anointed with incense, oils, and prayers that unlock his greater power. While wearing his mawashi, E. Honda is able to use his fighting style feature with his unarmed strike. In addition, he gains the following two features:

  • Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC XX Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
  • Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

 

————– REDUCED STATBLOCK —————

 

E. Honda

Medium humanoid (soburi), lawful good monk (martial artist) 3/fighter (battlemaster) 13
Armor Class 16 (Wisdom, martial arts stances)
Hit Points 159 (3d8+13d10+64)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 13 (+1) 18 (+4) 9 (-1)

Saving Throws Str +9, Dex +7
Skills Athletics +9, History +5, Insight +8
Damage Resistances bludgeoning
Senses passive Perception 13
Languages Soburi (Common)
Challenge 11 (7,200 XP)
Action Surge (1/short rest). On his turn, E. Honda can take one additional action on top of his regular action and a possible bonus action.
Indomitable (2/long rest). E. Honda can reroll a saving throw that he fails. If he does so, he must use the new roll.

Ki (3 points).

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

Know Your Enemy. If E. Honda 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 your 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 (6d10). E. Honda can use only one maneuver per attack. A superiority die is expended when E. Honda uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of E. Honda’s next turn.
  • Goading Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. E. Honda adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other E. Honda you until the end of his next turn.
  • Lunging Attack. When E. Honda 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 E. Honda 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 her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of E. Honda’s attack.
  • Menacing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. He 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, it is frightened of E. Honda until the end of his next turn.
  • Pushing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to drive the target back. 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, E. Honda pushes the target up to 15 feet away from him.
  • Sweeping Attack. When E. Honda hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He 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 he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When E. Honda 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, E. Honda knocks the target prone.

Relentless. When E. Honda rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind (1/short rest). On his turn, E. Honda can use a bonus action to regain 1d10+13 hit points.
Stance of the Stout Boar (3). E. Honda may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.

ACTIONS
Multiattack. E. Honda 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 attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8+1d6+6) bludgeoning damage.
Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS
Deflect Missile. E. Honda can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 14 (1d8+1d6+6).

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