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.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s