Final Fantasy I: Black Belt (D&D 5E)

D&D 5E Ancient Greece is over (and blast) and when I asked folks what I should do next, they said VIDEO GAME RPG characters!

We’re nearing the end of the very beginning with Final Fantasy–last post had Black Mage following after Fighter following after White Mage and Thief. Today we’ve got the super beater-upper: Black Belt! Tune in next week for the last FFI D&D 5E post (the eponymous Red Mage).

Final Fantasy D&D 5E BLACK BELT.png

Black Belt (Final Fantasy I)

Black Belt

Medium humanoid (human), neutral monk (open fist) 8
Armor Class 17 (Wisdom)
Hit Points 59 (8d8+16)
Speed 45 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 10 (+0)

Saving Throws Str +4, Dex +7
Skills Acrobatics +7, Insight +6, Perception +6, Religion +3, Stealth +7
Senses passive Perception 16
Languages Common
Challenge 5 (1,800 XP)

Evasion. When Black Belt 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: Athletic. Black Belt can stand up from being prone with only 5 feet of his movement, climbing doesn’t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump.
Feat: Mobile. Black Belt can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.

Ki (8 points/short rest). Black Belt can spend ki points to fuel various ki features.

  • Flurry of Blows. Immediately after Black Belt takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Black Belt can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Black Belt can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, his jump distance is doubled for the turn.
  • Stunning Attack. Black Belt 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 14 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Black Belt can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons. In addition, when Black Belt uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Open Hand Technique. Whenever Black Belt hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a DC 14 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Black Belt can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Black Belt’s next turn.

Stillness of Mind. Black Belt can use his action to end one effect on himself that is causing him to be charmed or frightened.
Wholeness of Body (1/long rest). As an action, Black Belt regains 24 hit points.

 

ACTIONS

Extra Attack. Black Belt attacks twice when he takes the attack action (using a bonus action he can attack a third time with Martial Arts, or a third and fourth time with 1 ki to use Flurry of Blows).
Unarmed. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) magical bludgeoning damage.

 

REACTIONS

Deflect Missiles. Black Belt can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+8. When the damage is reduced to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catch a missile in this way, Black Belt can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+7 to hit, range 20/60 ft., 1d6+4 damage).
Slow Fall. Black Belt can use his reaction when he falls to reduce any falling damage he takes by 40.

 

FF1 Black Belts

Black Belt (“Master” level)

Medium humanoid (human), neutral monk (open fist) 16
Armor Class 19 (Wisdom)
Hit Points 104 (16d8+32)
Speed 55 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 11 (+0) 18 (+4) 10 (+0)

Saving Throws Str +6, Dex +10, Con +7, Int +5, Wis +9, Cha +5
Skills Acrobatics +10, Insight +9, Perception +9, Religion +5, Stealth +10
Damage Immunities poison
Condition Immunities disease, poison
Senses passive Perception 19
Languages Common
Challenge 10 (5,900 XP)

Evasion. When Black Belt 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: Athletic. Black Belt can stand up from being prone with only 5 feet of his movement, climbing doesn’t cost him extra movement, and he only has to move 5 feet before making a running long jump or running high jump.
Feat: Mobile. Black Belt can Dash through difficult terrain without requiring additional movement. Whenever he makes an attack against a creature, he doesn’t provoke opportunity attacks from that creature until the end of his turn.

Ki (16 points/short rest). Black Belt can spend ki points to fuel various ki features.

  • Diamond Soul. Whenever Black Belt makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Flurry of Blows. Immediately after Black Belt takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Black Belt can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Black Belt can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, his jump distance is doubled for the turn.
  • Stunning Attack. Black Belt 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 17 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Black Belt can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons. In addition, when Black Belt uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Open Hand Technique. Whenever Black Belt hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects on that target:

  • It must succeed on a DC 17 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Black Belt can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Black Belt’s next turn.

Stillness of Mind. Black Belt can use his action to end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Black Belt 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, Black Belt no longer needs food or water.
Tongue of the Sun and Moon. Black Belt understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Tranquility. At the end of a long rest, Black Belt gains the effect of a sanctuary spell that lasts until the start of his next long rest (save DC 17; the spell can end early as normal).
Wholeness of Body (1/long rest). As an action, Black Belt regains 48 hit points.

 

ACTIONS

Extra Attack. Black Belt attacks twice when he takes the attack action (using a bonus action he can attack a third time with Martial Arts, or a third and fourth time with 1 ki to use Flurry of Blows).
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical bludgeoning damage.

 

REACTIONS

Deflect Missiles. Black Belt can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+16. When the damage is reduced to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catch a missile in this way, Black Belt can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+10 to hit, range 20/60 ft., 1d8+5 damage).
Slow Fall. Black Belt can use his reaction when he falls to reduce any falling damage he takes by 80.

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