Warhammer 40k D&D 5e – Hack #1

In the grim darkness of the far future, there is only war.

Today however it’s a little bit more lively as I’m starting the first post of a new blog series: Warhammer 40k D&D 5e!

WH 40k DnD 5e hack.png

Before you throw your hands up in the air and cry out that this is heresy, hear me out–I got to work on Black Crusade, it is one of several awesome Warhammer 40k RPGs, and I loved the opportunity to be a part of Tome of Decay, but it’s not always easy to sell your group on trying out a new system. The hacks in this series are a way to crack the door open for Dark Heresy or any of the other awesome tabletop RPGs set in the grimdark future. By all means please go to Mire and fight the Lutomorbus rocking your d100s (and d10s, and tell me about how it went!), but if you have players reticent to pick up Only War or what have you, try breaking them in with the material found here.

Besides–it gives us something to enjoy while we all spin our wheels waiting for Wrath & Glory to come out, and when it *does* hit the table your D&D group will be raring to go! 😀

 

What’s in this post:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat

 

GENERALLY

If you’ve got a space marine around I recommend at least keeping them 1 level lower (maybe 2 levels lower) than other PCs. They are really, really powerful, even with the different race stuff and reduced backgrounds and even if they aren’t wielding extremis weapons–they kind of have to be or we’re not going to have the right feel for Warhammer 40k. I’m sure there’s a balance we could strike by amping up non-space marines and just assuming a higher average party level when calculating CR (by 1 or 2 or whatever) but I’d rather have somebody playing a space marine feel like a freaking monster on the battlefield.

Furthermore, if one character gets power armor, they should all get power armor (or at the very least a void shield; come back next week) because now everything is going to need upped by at least 1 CR.

THE FIRST POST

This is a complicated project so I’ve mapped out how I’m doing it all–to give the God-Emperor and his universe due justice, one post won’t do it. After this we’ve got ~19 more to fill in equipment, specific class roles, and various monsters. We’re tackling player options first.

 

NARRATIVE PLAY

Players and GMs are in for a very narrative experience. There’s simulation to be had (obviously; see Corruption below) but everyone at the table should be ready to reinterpret the “fluff” of a class or racial feature to be the result of Mechanicum augmentations, specialized training, and the like. Focusing on the nuances of the Ministorum might be a fun thought experiment, but in play the drudgery of a dystopian bureaucracy probably won’t be very exciting.

RESKIN THINGS

Want a badass daemon from the Warp? There are bajillions of them. Take any appropriately CR’d monster from the book, figure on a new description, and roll with it. Specific daemons of the various Ruinous Powers will appear in later blog posts.

 

BANNED MAGIC

If it gets magic, you are either playing a psyker archetype (librarian SM paladin, grey knight SM warlock, agent of the Inquisition warlock, psyker sorcerer) or you aren’t playing it (or at the very least, not getting access to the magic bits). Pretty simple. There’s archetypes for virtually every class coming down the line so don’t panic and if you can’t wait, play a fighter. :p

Corruption

A creature’s Corruption score starts at 0 and is increased when it indulges in the dark powers or suffers exposure to the Warp. When a creature’s Corruption ability score reaches 30, it transforms into chaos spawn (use the statistics for a gibbering mouther).

  • When exercising power in a cruel way or using the Intimidation skill, a creature may make a Corruption ability check (instead of a Charisma check or other check). Doing this more than once in a week increases its Corruption by 1.
  • Instead of making a regular saving throw, a creature may make a Corruption saving throw to resist being influenced through deception or magic, increasing its Corruption by 1.
  • The use of various abilities and features (like evil spells from the Evil Primer) may cause a creature to increase its Corruption. Generally speaking, if it’s a spell that deals any type of damage other than cold, fire, force, lightning, radiant, or thunder, the GM may ask for a Corruption saving throw (DC 12 + spell level) or the creature’s Corruption increases by 1.
  • Aside from sanctified holy relics (which are rare indeed), all magic items are either corrupted things of the Warp (frequently intelligent) or not actually magic items and just misunderstood technology (see the Cog-Born background below).
    For every day a magic item that grants a permanent bonus is in a creature’s possession, the creature makes an Intelligence, Wisdom, or Charisma saving throw (whichever is lowest) against a DC equal to 5 + 1 per day they have possessed the item. On a failure the creature’s Corruption increases by 1 and the base DC is doubled.
    Whenever a creature activates a magic item, it makes an Intelligence, Wisdom, or Charisma saving throw (whichever is lowest) against a DC equal to 5 + 1 per previous use. On a failure the creature’s Corruption increases by 1 and the base DC is doubled.

Warp Mutations. Gaining too much Corruption at once can cause a creature to mutate. Whenever your Corruption score increases by more than 1 in the same day, any further saving throws made to resist Corruption have disadvantage and on a failure your body mutates. These mutations should vary widely and generally grant one benefit (typically based around what the mutation is; an extra eyeball would grant improved vision, an extra ear better hearing, dead flesh extra hit points) and two negatives (one should always be a heavy social penalty, the other reflective of the mutation; an extra eyeball might make the creature susceptible to nausea, an extra ear vulnerability to thunder damage, dead flesh a decrease to carrying limit).

NEW SKILL – Science (Intelligence)

You’re familiar with the actual practical application of science—collecting samples, performing experiments, realizing hypothetical designs, finding vox frequencies, understanding the nuances of and handling scientific materials, and so on.

Bards, monks, rogues, rangers, and wizards add Science to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Science: Guild Artisan, Hermit, Noble, and Sage.

NEW SKILL – Technology (Intelligence)

You can understand how a device unknown to you functions, locate vox frequencies, and anything else that falls under “hit the keys to make things happen” that doesn’t qualify as music. The majority of checks using this skill are either against a DC determined by the GM (such as hacking a messaging cable), or as an opposed check against an opponent who also has the Technology skill (such as a technician overseeing a functioning system).

Bards, fighters, rogues, sorcerers, and wizards add Technology to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Technology: Charlatan, Criminal, Entertainer, Guild Artisan, Noble, Sage, Sailor, and Soldier.

Hit Selection and Headshots

It wouldn’t be Warhammer 40,000 if you didn’t get to explode people’s heads. It is strongly, strongly, strongly recommended that only PCs and major NPCs get to use hit selection, and that certain targets may not be viable for it (such as dreadnaughts or a Chosen of Nurgle). At the GM’s discretion, a helmet may negate instant death from a headshot and other parts of power armor may absorb the effects of a selected hit, though this always disables the piece of armament until it can be repaired later (if it can be repaired at all).

ATTACK ROLL = AC → REGULAR HIT
Good for you.

ATTACK ROLL = AC + 2 → TORSO HIT
You hit the target’s torso. The creature takes a cumulative -1 penalty to Constitution saving throws until the damage from torso hits is healed.

ATTACK ROLL = AC + 4 → LEG HIT
You hit the target’s leg. The creature takes a cumulative -1 penalty to Strength saving throws and a -5 ft. penalty to speed until the damage from leg hits is healed.

ATTACK ROLL = AC + 6 → ARM HIT
You hit the target’s arm. The  creature takes a cumulative -1 penalty to Dexterity saving throws and a -1 penalty to attack rolls until the damage from arts hits is healed.

ATTACK ROLL = AC + 8 or more → HEADSHOT
You hit the target directly in the skull. Your attack is a critical hit that deals maximum damage. The creature makes a Constitution saving throw against a DC equal to the attack’s damage. On a success it is blinded for 1 round per 10 points of damage (minimum 1 round). On a failure it is dead. If you rolled a natural 20 on the attack roll, the creature dies instantly.

RACES

To strike a balance between space marines and all the inferior lessers among them in Warhammer 40k, we’re going to take the standard races and give them each some oomph–principally the Touch of Fate feature. It should be noted that inside of Imperium Space, anything other than humans, ogryns, and squats are kill-on-sight.

Touch of Fate. Either the God-Emperor has spared you a thought or a dark entity of the Warp has touched your soul. Regardless of the reason, the universe itself protects as bolter shells and other extremis weapons have a tendency to miss you. A creature proficient with an extremis weapon (usually a space marine) has disadvantage on attack rolls using it when targeting you. While you possess this feature, you cannot wield extremis weapons without a class feature granting their use. In addition, once per short rest you can spend your reaction to have advantage on an ability check, attack roll, or saving throw, or choose to make a creature reroll a successful attack roll that targeted you.

 

ELDAR

Play an elf or for a dark eldar, the following as your subrace features: +1 Charisma, elf weapon training, learn 1 wizard cantrip. In addition, you gain the following:

  • You have resistance to psychic damage.
  • You have advantage on sight-based Wisdom (Perception) checks.
  • You gain the Touch of Fate feature.
  • You have a number of temporary hit points equal to our Intelligence or Charisma modifier (whichever is higher). When these hit points are depleted, they replenish after 1 minute or immediately upon spending an action focusing your mind.
  • You do not require the Psyker feat to take a psyker archetype.

IMPERIAL ELITE

A rank and file Planetary Defense Force soldier, a jockeying bureaucrat at the Ministorum, the depraved lackey of a cult leader, or a low-ranking cog-jockey is going to die quickly in any Warhammer 40k game, D&D 5e hack or otherwise. You gain the following benefits:

  • All of your ability scores increase by 1.
  • You gain 1 feat.
  • You gain proficiency in 1 skill of your choice.
  • You gain the Touch of Fate feature.

NECRON

Lol sorry nope (if you think space marines or orcs are tough–and you will–oy…)


ORK

Use the statistics for a half-orc with the following changes:

  • Your size is Large.
  • You gain natural armor that increases your AC by 2.
  • Your speed is 35 feet. When wearing red armor, clothing, or paint, your speed increases by 5 feet.
  • Your Strength score increases by 3, your Constitution increases by 2, and the maximum for both increases to 22.
  • Your Intelligence and Wisdom scores are both reduced by 3.
  • You gain immunity to poisoned damage, the poisoned condition, and all diseases.
  • You gain proficiency in Athletics.
  • You regenerate 1 hit point at the end of each round until you are decapitated or obliterated. Whenever your proficiency bonus increases to an even number (+4, +6) your regeneration increases by 1.
  • Your unarmed strikes deal 1d4 bludgeoning damage.
  • When you pick up a broken weapon, you can treat it as though it were not broken. If the weapon you are wielding is red, you gain a +1 bonus to attack and damage rolls with it.
  • If you have Volo’s Guide to Monsters you can use the rules for an Orc with only the following of the above features: natural armor, increased speed, poison & disease immunities, Athletics proficiency, regeneration, unarmed strikes, and broken/red weapons.

SPACE MARINE

These biologically augmented warriors are the apotheosis of humanity, perfect soldiers encased in suits of power armor that make them the bane of xenos across the universe. You gain the following benefits (and are otherwise human, though you gain no benefits from that distinction):

  • Your size is Large. GMs that prefer them to be Medium (most space marines are ~7 feet tall) can give them the following feature instead:
    • Bigger. You are treated as one size Larger for grapples and when determining carrying capacity.
  • Your speed is 40 feet.
  • Your Strength, Dexterity, and Constitution scores increase by 2, and their maximums increase by 2. Your Intelligence, Wisdom, and Charisma scores increase by 1.
  • You have resistance to poison damage.
  • You have advantage on saving throws against diseases and poison.
  • You gain proficiency in Athletics and Perception.
  • You have advantage on sight- and sound-based Wisdom (Perception) checks (increasing your passive Perception by 5) and on checks made to identify a chemical substance.
  • Whenever you take damage, you ignore 1 point of damage.
  • You regenerate 1 hit point every minute. When reduced to 0 hit points you automatically stabilize unless you have suffered a mortal wound (such as instant death from decapitation, evisceration, or massive damage). While at 0 hit points you remain conscious but are incapacitated.
  • Instantly killing you requires twice as much damage as normal. At the GM’s discretion, you may not even truly die in such an instance (sustained instead by the sus-an membrane putting your body into a state of suspended animation for as long as hundreds of years)
  • You do not need to eat food or drink water. You require only 4 hours of sleep to gain the benefits of a long rest and while sleeping you remain conscious. You can go 2 weeks without sleep.
  • You still need to breathe air, but you are able to sustain yourself on far less of it (as little as 5% oxygen content) and can hold your breath for 10 times as long as normal.
  • You are able to absorb genetic material by consuming blood or flesh, the omophagea inside your body transmitting the gained information to your brain as a set of memories or experiences. What this can reveal is at the discretion of the GM.
  • Your unarmed strikes deal 1d4 bludgeoning damage.
  • You produce a blinding spittle able to temporarily deprive foes of their vision. As a bonus action, you spit your corrosive saliva at a creature within 15 feet. It makes a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or is blind until the end of your next turn.
  • You gain proficiency with simple, martial, and extremis weapons as well as all armor and shields.

SQUATS

I know they aren’t really a major thing in the IP anymore but I love me some space dwarves. Use the regular statistics for dwarves, adding these additional benefits:

  • Your Intelligence score increases by 2 and your maximum increases to 22.
  • You gain proficiency with Technology and have advantage on checks made to analyze, build, engineer, repair, and sabotage technological devices.
  • You gain proficiency with technological vehicles (be they for air, land, outer space, or water).
  • You gain the Touch of Fate feature.

TAU

The tau are a race of technologically-advanced xenos from the fringes of space, an entire empire devoted to the Greater Good. GMs with a party that have more than one tau should create subtypes to represent various societal casts, but otherwise treat them as (fire tau that are statistically identical to) regular humans with the following benefits:

  • You gain proficiency with Technology.
  • You have advantage on saving throws against spells.
  • You gain the Touch of Fate feature.
  • You barely register in the Warp and cannot take the Psyker feat or any psyker archetypes.

 

For kroot, genestealers, and other xenos, consult your GM and beware the Inquisition!

 

CHARACTER BACKGROUNDS

All humans should use the backgrounds available to regular characters as well as those found in the Book of Exalted Darkness (including that free Evil Primer PDF particularly for chaos folks!), Hypercorps 2099 5E, and 2099 Wasteland as appropriate. If you dig around on my website, you will little bits scattered here and there. If your character is already all about the Warp, make sure to twist your background into something appropriately maddening and evil. Otherwise a human should probably be either very much pragmatic (PS: got a Pragmatist background in Mists of Akuma 😉 ) or very devout. If you are xenos, chances are good you’ll have the best luck in 2099 Wasteland although again, with a bit of tweaking many of the standard backgrounds should suit you fine.

As mentioned above, space marines are going to overshadow unaugmented characters so for any PC that isn’t a space marine, an ork, or taking the Cog-Born background, give out two character backgrounds to help even out the playing field a bit.

Cog-Born

Either identified from scholam in your youth and brought into the fold of the Mechanicum, saved from slavery in the hold of a chaos warship, chosen by the Dark Mechanicums probability machines, trained by xenos scientists, or otherwise led to learning how to assuage the spirits of the machine (or if you’re a stout, you know, understanding how machines work).
Skill Proficiencies: Science, Technology
Tool Proficiencies: Alchemist’s supplies, thieves’ tools, tinker’s tools
Equipment: Alchemist’s supplies, thieves’ tools, tinker’s tools
Feature: Coax the Machine Spirit. You have learned enough about the workings of technology that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of technology (except for extremis weapons and power armors).

Space Marine Backgrounds

You only get a single proficiency or feature because you’ve got enough goodies already. :p
Also for whatever godawful reason, Games Workshops doesn’t have lady space marines. I say f#%^ that–if you want to play a female Adeptus Astartes, do it. Assume that the Lost Primarchs are DAUGHTERS instead of sons (! my word!) and that they have been in deep space, written from history for fear of the singular ability that sets them apart from their male kin: reproducing Adeptus Astartes far more rapidly than any chapter of battle brothers ever could. One chapter is oriented towards Chaos and the other chapter remains true to the Imperium. As an extra f#@$-you to misogynists, you get proficiency in one skill and two tool kits of your choice for playing a lady space marine.

CHAOS SPACE MARINE BACKGROUNDS

  • Alpha Legion: Deception proficiency
  • Death Guard: poison immunity
  • Emperor’s Children: thunder resistance
  • Iron Warriors: Investigation proficiency
  • Night Lords: Stealth proficiency
  • Sons of Horus: Persuasion proficiency
  • Thousand Sons: Arcana proficiency
  • Word Bearers: Religion proficiency
  • World Eaters: Intimidation proficiency

IMPERIUM SPACE MARINE BACKGROUNDS

  • Blood Angels: natural weapon bite attack (1d4)
  • Dark Angels: Survival proficiency
  • Imperial Fists: Insight proficiency
  • Iron Hands: Technology proficiency
  • Raven Guard: Stealth proficiency
  • Salamanders: deal an additional 1 point of damage per die when dealing fire damage
  • Space Wolves: Advantage on smell-based Perception checks
  • Ultramarines: History proficiency
  • White Scars: Vehicle (land) proficiency

FEAT: Psyker

Prerequisites: Wisdom 16 or Charisma 16

You are able to call upon the powers of the Warp. Whether through training by Imperium-sanctioned psykers or through the manipulations of daemons, you wield what some call sorcery or magic, using it to perform tasks that defy belief.

  • You are able to take a psyker archetype.
  • You have advantage on checks and saving throws to resist increasing your Corruption score.
  • You learn one cantrip from any spell list, using either your Wisdom or Charisma (whichever is highest) as your spellcasting ability score.
  • You learn one 1st-level spell from any spell list, using either your Wisdom or Charisma (whichever is highest) as your spellcasting ability score. You are able to cast this spell a number of times equal to your proficiency bonus before requiring a short rest to recharge the use of this feature.

 

CHAOS CLASS ARCHETYPES

In the months to come there are going to be a lot of archetypes, almost all of which are focused on playing as a faithful servant of the Imperium of Mankind. At the GM’s discretion, these can be tweaked and modified for playing a character devoted to the Warp instead, gaining dark gifts of Chaos that work the same way as the written ability but represented by a gruesome mutation or unholy relic rather than Imperial training or advanced technology.

 

END OF HACK #1

There’s more ground to be covered yet but this should be enough to take the given core rules of Dungeons & Dragons 5th Edition into the grim, dark future of Warhammer 40,000.

In the next post I’m going to dig into weapons, power armor, and other equipment. Then it’s onto class archetypes where each post will have an option for space marines and something for non-space marines (for 7 posts), and after that there’ll be 9 paired monsters posts.

For the 20th post (because Enuncia is close to my heart and deserves a post of its own, mostly because I can’t think of a specific one it ought to be with–and I can drop in the random sidebar-esque material in there) I’ll share the big google document where all the content is efficiently organized, improved via feedback from folks, and super accessible.

Thanks for checking this out! 😀

(MIKE WHAT ABOUT STARFINDER — I just got my dev copy and am gleefully reading it. That hack will definitely include the Starfinder conversion of Hyper Score so I need some time to work it out. Don’t worry, it’ll get here. 😀 )

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Mike’s Gen Con 2017 Schedule

NOTE: If you are here for the Warhammer 40k D&D 5E Hack series, show up next week on Friday August 25th–I anticipate lots of questions for it and don’t want to leave people hanging all weekend while I’m at Gen Con. Hyper Score Marvel is also taking a week off while I’m out of town.

Are you going to be there? If you want to meet up that is awesome, email me about it, but otherwise saying “Yo!” is cool too. I look like this:

floating mike.png

Your best chance of finding me is to hit the dealer’s room and go to Booth #2940 – End Transmission Games!

gencon 2017 booth 2940 end transmission games.JPG

Note that I’m not actually working all of those hours in the booth, they are just the windows of hours you might expect to find me there.

End Transmission Games Gencon 2017 Game Schedule.JPG

I’m also slated to run a game of Splinter though which specific group and time, we’re not yet sure.

TUESDAY

~11 AM – Leave Pittsburgh
~6 PM – Arrive in the Indianapolis area
7:15 PM – Arrive at the Indianapolis airport
~9 PM – Acquire food and gaaaaaaaaaame!

WEDNESDAY

11 AM – Acquire food
Noon to 4 PM – Booth Setup
4 PM to 6 PM – RPGNet Chatroom meetup at Scotty’s
6 PM to 8 PM – Independent Game Developer’s Network Party at Lion’s pub or something like that
9 PM onwards – Diana Jones Awards and gallavanting afterward

THURSDAY

9 AM to 6 PM – Dealer’s Room at the End Transmission Games booth (#2940!)
7 PM onwards – Acquire food, game, and have a good time

FRIDAY

9 AM to 6 PM – Dealer’s Room at the End Transmission Games booth (#2940!)
8 PM – Another RPG meetup at Scotty’s and the having of a good time

SATURDAY

9 AM to 10 AM – On the panel for Non-Combat Encounters (SEM17110770; Location: Crowne Plaza :: Grand Central Stn C)
11 AM to 1 PM – Dealer’s Room at the End Transmission Games booth (#2940!) and acquisition of food
1 PM to 2 PM Uliesses Spiel Seminar (not a panelist for this one, just attending because omg) at Crowne Plaza : Pennsylvania Stn B
3 PM to 4 PM  – On the panel for Kickstarter your RPG (S
EM17110772; Location: Crowne Plaza :: Conrail Stn)
4 PM to 5 PM – On the panel for Alignment in RPGs (
SEM17110773; Location: Crowne Plaza :: Pennsylvania Stn C)
7 PM onwards – Acquire food and secret industry stuff.

SUNDAY

9 AM to 4 PM – Dealer’s Room at the End Transmission Games booth (#2940!)
6 PM onwards – Driving home to Steph and Felix (and Olive) in Pittsburgh

Gen Con Rules

1) Where are your business cards? (www.mikemyler.com)
2) Don’t smell bad.
3) Every cigarette dugout of gamers has at least 1 industry person in it (if not many)
4) Do you smell bad?
5) Eat food. Buy trail mix and stuff. Do not spend the convention waiting in line for food.
6) Wear comfortable shoes and be prepared for a lot of standing around if you are in for booth duty.
7) DO NOT use the main thoroughfare bathrooms.
8) What did you do with your phone and is your external battery charged?
9) Drink water.
10) Once again, do you smell bad?
11) Remember to be nice to people. If you don’t like how a game is going or somebody talking to you, politely excuse yourself and move on. If somebody bumps into you in the SEA OF HUMANITY just move on.
12) If you see something inappropriate going on, notify convention staff.
13) Remember to sleep at least a little bit.
14) If you are driving home, be wary of cops who know the roads will be busy and drive carefully (there are other exhausted congoers with places to be).

 

 

Hyper Score Marvel: Iron Fist!

Welcome to Hyper Score Marvel (#26!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and only for the Pathfinder Roleplaying Game.

Last week we had Luke Cage and next we’ve got 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 (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Spider-Man and the Venom Symbiote to Emma Frost. Also–there are free PDFs for Hypercorps 2099 (wherein you can get a look at how all these hyper abilities function).

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! 😀

iron fist marvel pathfinder.png

IRON FIST        CR 15—51,200

Male human monk 9 [hs 5; parallel 1/savant 1]
LG Medium humanoid (human, hyper)
Init +11; Senses Awareness +16

DEFENSE
AC 32, bullet 32, touch 32, flat-footed 25 (+5 deflection, +6 Dex, +1 dodge, +2 hyper, +3 monk, +5 Wis)
hp 88 (9d8+27+17); Hyper Bonus +2
Fort +10, Ref +14, Will +13; +2 vs. enchantments, sleep, paralysis, and stunning
Defensive Abilities improved evasion; Immune disease
Hyper Flaw personal problem (out of touch), powered (after expending all uses of versatile spell-like ability, hyper spell-like abilities and Special Strike stop working)

OFFENSE
Speed 70 ft.
Melee iron fist +21/+16/+16 or flurry +22/+22/+17/+17 (2d6+19 for first attack in round, 2d6+15 after) or unarmed strike +19/+14/+14 or flurry +20/+15/+15 (2d6+17 for first attack in round, 2d6+13 after)
Special Attacks dragon’s roar (standard action, 2 stunning fist uses, 15-ft. Cone, 2d6+19 and shaken 1d4 rounds, DC 19 Will save to halve and negate shaken; can expend 1 elemental fist use to also deal 1d6 fire damage, no save to avoid), elemental fist (9/day, 1d6 fire), flurry of blows, hyper bonus +2, stunning fist (11/day, DC 19 and target is shaken 1d4+4 rounds)

Parallel Spell-Like Abilities (CL 14th; concentration +20)
6/day—cure moderate wounds, force punch, stone fist
3/day—any spell of up to 5th-level (always at least a full round action)

STATISTICS
Str 18, Dex 22, Con 14, Int 10, Wis 21, Cha 11
Hyper Dexterity 1 (Dexterous Footwork)
Base Atk +6; CMB +15 (+17 grapple or trip); CMD 42 (44 vs. grapple or trip)
Feats Alertness [B], Combat Expertise [B], Combat Reflexes [B], Deflect Arrows [B], Dodge [B], Dragon Ferocity, Dragon Roar, Dragon Style [B], Elemental Fist, Improved Unarmed Strike [B], Mobility, Spring Attack, Weapon Finesse [B], Whirlwind Attack
Hyper Feats Gadgeteer (2), Special Strike (Iron Fist; +2 atk/dmg)
Skills Acrobatics +18 (+43 to jump), Athletics +12, Awareness +16, Diplomacy +5, Escape Artist +15, Knowledge (religion) +5, Linguistics +3, Search +6, Sense Motive +12, Stealth +18
Languages Chinese, English, Japanese, Thai
SQ fast movement, high jump, hyper attack 1, hyper focus 2/day, hyper initiative, hyper mortality, hyper rest, ki pool (9 points, cold iron/magic/silver), maneuver training, purity of body, slow fall 40 ft., wholeness of body
Gear Iron Fist Costume (amulet of mighty fists +5, monk’s robe, ring of protection +5)

SPECIAL ABILITIES
Iron Fist’s Combat Abilities (Ex) When Iron Fist scores a critical hit or a successful Stunning Fist attempt against an opponent, that opponent is also shaken for 1d4 + 4 rounds. Iron Fist ignores difficult terrain when he charges, runs, or withdraws. He can also charge through squares that contain allies.

Street Fighter D&D 5E: The Unofficial PDF! (and Gouken)

Welcome to the LAST (!) post for Street Fighter D&D 5E!

Real quick–you can find me at via @MikeMyler2 on Twitter, over here on Facebook, and also on Google+ to share feedback and so on, or just comment here. Also, the quick list of all the goodies on my website –> here.

I was going to delay this for while I was at GenCon (Booth #2940 helping out End Transmission Games!) and then I thought “f#%@ it. Unleash this onto the world.” Also I’m very, very keen on starting the Warhammer 40k D&D 5E Hack–next Friday.

WITHOUT FURTHER ADO

Street Fighter DnD 5e Unofficial Homebrew

Street Fighter DND 5e cover snapshot.JPG

And a Google Drive link too if you prefer it.

All of these characters (some two dozen Street Fighters plus Aku, Samurai Jack, Protoman, Afro Samurai, Jinno, Shun-Di, and then a coterie of magic items) are built using rules from Mists of Akuma (which has a 40 page preview PDF and other free stuff, including character sheets should you be interested in some eastern fantasy noir steampunk).
As noted inside the PDF (and on the cover) this is an unofficial fan product and not an official licensed Street Fighter or D&D 5E product. It exists because people asked for it and I wanted it. It is not for sale–just fun. That said let me know how things go when you slap your players around with some of these awesome Capcom characters! 😀

Thanks for visiting my website!

(and as usual there’s an abbreviated statblock for today’s Street Fighter on the bottom of this post)

Gouken street fighter dnd 5e.png

Gouken

Medium humanoid (soburi), lawful good monk (martial artist) 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Acrobatics +9, Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Background (Sage): Researcher. When Gouken attempts to learn or recall a piece of lore, if he does not know that information, he often knows where and from whom he can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Evasion. If Gouken 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: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver. Gouken regains all of his expended superiority dice when he finishes a short or long rest.

  • Rally. On his turn, Gouken can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Gouken 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.

Ki (19 points). Gouken 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 Gouken takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken 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. Gouken 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 19 Constitution saving throw or be stunned until the end of his next turn.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, he can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

 

Martial Arts. Gouken can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d10 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Gouken 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. Gouken’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Gouken has learned 5 martial arts feats from his monk training and is able to simultaneously utilize up to 4 at once.
Stance of the Evanescent Sun (3). Gouken’s strikes deal an additional 1d8 radiant damage and he is immune to radiant damage. He knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken’s strikes deal an additional 1d8 force damage, he has resistance to force damage, and he has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Gouken’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.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Gouken’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Gouken can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Gouken’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Gouken’s speed increases by 30 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. Gouken’s unarmed strike damage increases by one step (to 1d12) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken 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 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

GOUKEN’S SONGEN PRAYER BEADS

Legendary wondrous item, requires attunement
These worn wooden beads have been worn by Gouken for years, gradually gathering up the spiritual energy condensed by his meditation. Songen prayer beads have 8 prayer points; Gouken has attuned them to grant sacred skills Acrobatics and Perception (2 points) and sacred strike x3 (6 points). In addition, while wearing this item he gains the following features:

  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, he can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

——————- REDUCED STATBLOCK ——————

Gouken

Medium humanoid (soburi), lawful good monk 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Evasion. If Gouken 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: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver.

  • Rally. On his turn, Gouken can use a bonus action to choose a friendly creature who can see or hear him. That creature gains 1d6+2 temporary hit points.
  • Riposte. When a creature misses Gouken 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 1d6 to the attack’s damage roll.

Ki (19 points).

  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken 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. Gouken 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 19 Constitution saving throw or be stunned until the end of his next turn.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, Gouken can unleash an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

 

Stance of the Evanescent Sun (3). Gouken knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Gouken 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.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Unarmored Movement. Gouken is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

Hyper Score Marvel: Luke Cage aka Power Man

Welcome to Hyper Score Marvel (#25!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and only for the Pathfinder Roleplaying Game.

Last week we had Daredevil and next we’ve got 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 (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Spider-Man and the Venom Symbiote to Emma Frost. Also–there are free PDFs for Hypercorps 2099 (wherein you can get a look at how all these hyper abilities function).

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! 😀

luke cage power man pathfinder dnd.png

LUKE CAGE        CR 12—19,200

Male human brawler 7 [hs 4; meganaut 2]
LG Medium humanoid (human, hyper)
Init +6; Awareness +8

DEFENSE
AC 16, bullet 16, touch 16, flat-footed 12 (+2 Dex, +2 dodge, +2 hyper)
hp 125 (7d10+70+12); Hyper Bonus +2
Fort +16, Ref +9, Will +4
DR 12/—; Immune daze, energy drain, stun; Resist acid 12, electricity 12, force 12, thunder 12
Hyper Flaw personal problem (troubled past), xenophobic (law enforcement)

OFFENSE
Speed 30 ft.
Melee unarmed +19/+14/+14 or +17/+17/+12/+12 (1d8+13)
Ranged strong hurl +10 touch (1d8 per 100 pounds+14 or 4d8 per 400 pounds+18, Range 90 ft.; Luke’s heavy load is 8,320 pounds)
Special Attacks brawler’s flurry, hyper bonus +2, knockout 1/day (DC 25), martial flexibility (swift action, 1 min, 6/day)

STATISTICS
Str 27, Dex 14, Con 28, Int 11, Wis 10, Cha 12
Hyper Strength 3 (Strong Back, Strong Hurl, Strong Warrior), Hyper Constitution 4 (Hyper Endurant, Hyper Resistant, Hyper Tough)
Base Atk +6; CMB +16 (+17 grapple); CMD 30 (31 vs. grapple)
Feats Alertness [B], Combat Expertise, Combat Reflexes, Dodge [B], Improved Unarmed Strike [B], Mobility [B], Power Attack, Spring Attack [B], Whirlwind Attack
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2)
Skills Athletics +17, Awareness +8, Diplomacy +4, Intimidate +7, Knowledge (local) +9, Search +8, Sense Motive +8, Stealth +5
Languages English
SQ AC bonus +1, brawler’s cunning, brawler’s strike (magic), close weapon mastery, hyper attack 1, hyper initiative, hyper mortality, maneuver training (grapple +1), martial training, unarmed strike (1d8)
Gear chain belt, wallet that says “Badass Motherf#%^&* on it

Street Fighter D&D 5E: Deejay!

Welcome to the 24th post for Street Fighter D&D 5E!

Check out last week’s character (Sagat!), 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 and at this point, my final build (Gouken) happens next week! After that we are into the grimdark future where there is only war with my glorious heretical Warhammer 40k D&D 5E Hack!

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

deejay street fighter dnd 5e.png

Deejay

Medium humanoid (soburi), neutral good monk (martial artist) 8 / fighter (battlemaster) 7
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 123 (8d8+7d10+45)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 19 (+4) 16 (+3) 12 (+1) 16 (+3) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8, Insight +8, Performance +7, Stealth +9
Tools guitar, maracas
Damage Resistances bludgeoning, thunder
Condition Immunities diseases, poisoned
Senses passive Perception 13
Languages Ceramian, Soburi (Common)
Challenge 12 (8,400 XP)
Background (Entertainer): By Popular Demand. Deejay can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club.
Evasion. If Deejay 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: Sentinel. When Deejay hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from Deejay even if they take the Disengage action before leaving his reach.
Fighting Style: Dueling. When Deejay is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Ki (8 points). Deejay 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 Deejay takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Deejay can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Deejay 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. Deejay 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 Deejay 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). Deejay can use only one maneuver per attack. A superiority die is expended when Deejay uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Evasive Footwork. When Deejay moves, he can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.
  • Feinting Attack. Deejay 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 Deejay hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Deejay 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 Deejay you until the end of his next turn.
  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.
  • Lunging Attack. When Deejay 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.
  • Riposte. When a creature misses Deejay 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 Deejay hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Deejay 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 Deejay rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Deejay 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, Deejay knocks the target prone.

Martial Arts. Deejay 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 Deejay 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.
Second Wind. On his turn, Deejay 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 the Bellowing Gale (2). Deejay’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit), he gains resistance to thunder damage, and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Deejay’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 Warrior. Deejay has learned 2 martial arts stances from his monk training and is able to simultaneously utilize up to 2 at once.
Unarmored Defense. While Deejay is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier.
Unarmored Movement. Deejay’s speed increases by 10 feet while he is not wearing armor or wielding a shield.
Unarmed Savant. Deejay’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8) and he is proficient in the Athletics skill.

ACTIONS
Multiattack. Deejay attacks 3 times. If using unarmed strikes he can 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: 15 (2d8+6) magical bludgeoning damage plus 3 (1d6) thunder damage.
Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 17 Dexterity saving throw halves this damage.

REACTIONS
Deflect Missile. Deejay 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 18 (2d8+1d6+6).
Slow Fall. Deejay can use his reaction when he falls to reduce any falling damage he takes by 40.
Sentinel Feat. When a creature within 5 feet of Deejay makes an attack against a target other than him (and that target doesn’t have this feat), Deejay can use his reaction to make a melee weapon attack against the attacking creature.

DEEJAY’S SPARRING GLOVES

The sparring gloves Deejay first wore during training have become an indispensable accessory, the beats and rhythms of his musical fighting style imbued within them. While wearing his sparring gloves, Deejay may use his fighting style feature with his unarmed strikes. In addition he gains the following features:

 

  • Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 17 Dexterity saving throw halves this damage.

 

  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.

 

————– REDUCED STATBLOCK

Deejay

Medium humanoid (soburi), neutral good monk 8 / fighter 7
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 123 (8d8+7d10+45)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 19 (+4) 16 (+3) 12 (+1) 16 (+3) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8, Insight +8, Performance +7, Stealth +9
Tools guitar, maracas
Damage Resistances bludgeoning, thunder
Condition Immunities diseases, poisoned
Senses passive Perception 13
Languages Ceramian, Soburi (Common)
Challenge 12 (8,400 XP)
Evasion. If Deejay 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: Sentinel. When Deejay hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from Deejay even if they take the Disengage action before leaving his reach.

Ki (8 points).

  • Patient Defense. Deejay can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Deejay 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. Deejay 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 Deejay 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). Deejay can use only one maneuver per attack. A superiority die is expended when Deejay uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Evasive Footwork. When Deejay moves, he can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.
  • Feinting Attack. Deejay 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 Deejay hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Deejay 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 Deejay you until the end of his next turn.
  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.
  • Lunging Attack. When Deejay 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.
  • Riposte. When a creature misses Deejay 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 Deejay hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Deejay 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 Deejay rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Deejay 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, Deejay knocks the target prone.

Second Wind (1/short rest). On his turn, Deejay can use a bonus action to regain 1d10+7 hit points.
Stance of the Bellowing Gale (2). Once per turn Deejay may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Deejay 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. Deejay attacks 3 times. If using unarmed strikes he can 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: 15 (2d8+6) magical bludgeoning damage plus 3 (1d6) thunder damage.
Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 17 Dexterity saving throw halves this damage.

REACTIONS
Deflect Missile. Deejay can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 18 (2d8+1d6+6).
Slow Fall. Deejay can use his reaction when he falls to reduce any falling damage he takes by 40.
Sentinel Feat. When a creature within 5 feet of Deejay makes an attack against a target other than him (and that target doesn’t have this feat), Deejay can use his reaction to make a melee weapon attack against the attacking creature.