Final Fantasy VII: Sephiroth (D&D 5E)

At this point the Final Fantasy VII series has done all the main characters! Click on these hyperlinks to see builds for Cloud StrifeTifa LockheartAerith GainsboroughBarret WallaceVincent ValentineYuffie Kurisagi, Red XIIICait Sith, and Cid Highwind–but this series also has the original Final Fantasy game cast, the party from Super Mario RPG, and some Fallout action too. Fighting video game fans should also check out the Mortal Kombat thread or the Street Fighter PDF linked above!

It would be ridiculous to do a Final Fantasy VII series and not include that most dastardly and pernicious of RPG video game foes: SEPHIROTH!

 

FUN NOTE: I wrote up a simplified materia system! It will post here soon so stay tuned. 😀

 

Final Fantasy 7 Sephiroth DnD 5e.png

Sephiroth

Medium humanoid (human), lawful neutral fighter (samurai warrior) 20
Armor Class 20 (studded leather, martial arts stance*)
Hit Points 210 (20d10+100)
Speed 30 ft.

STR

DEX CON INT WIS CHA
20 (+5) 20 (+5) 20 (+5) 20 (+5) 20 (+5)

20 (+5)

Saving Throws Str +11, Con +11, Wis +11
Skills Athletics +11, Insight +11, Intimidation +11, Nature +11, Religion +11
Senses passive Perception 15
Languages Common
Challenge 19 (22,000 XP)

Action Surge (2/Short Rest). Once on his turn, Sephiroth can take an additional action on top of his regular action and a possible bonus action.

Feats: Maneuver Master (6d6 maneuver dice/Short Rest). Sephiroth can expend a maneuver dice to perform a single maneuver with an attack.

  • Counter. Sephiroth can use his reaction to make a melee attack against a creature that misses him with a melee attack, dealing 1d6 additional damage on a hit.
  • Disarm. A creature Sephiroth has hit with an attack takes 1d6 additional damage and makes a DC 19 Strength saving throw or drops one held item of his choice.
  • Feint. Sephiroth can use his bonus action to feint against one creature within 5 feet. He has advantage on his next attack roll against that creature as long as it before the end of his turn. On a hit he deals 1d6 additional damage.
  • Lunge. Sephiroth increases his reach by 5 feet for one attack, dealing 1d6 additional damage on a hit.
  • Sweep. Sephiroth chooses a creature adjacent to his target and within his reach and on a hit, the adjacent creature takes 1d6 damage (of the same type as the weapon attack).
  • Trip. Sephiroth deals 1d6 additional damage and if the target is a creatures of Large size or smaller, it makes a DC 19 Strength saving throw or is knocked prone.

Feat: Mobility. Sephiroth 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.

Feat: Stance of Heaven’s Blade (3)*. Sephiroth is a master of the o-dachi and in his hands the weapon is at its deadliest. He gains the following benefits:   

  • When he wields it, an o-dachi loses the Heavy property, gains the Reach property (included below), and does not require a bonus action to be drawn from its sheath.
  • He can use the side of the o-dachi’s blade to knock down foes, gaining a +2 bonus when attempting to shove a creature by swinging at the knees. The target must be Large-sized or smaller and within his reach. Instead of making an attack roll, Sephiroth makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If he wins the contest, Sephiroth knocks the target prone.
  • When Sephiroth scores a critical hit using an o-dachi he deals 2 extra damage.

Fighting Style: Great Weapon Fighting. When Sephiroth rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for Sephiroth to gain this benefit.

Indomitable (3/Long Rest). Sephiroth can reroll a saving throw that he fails but must use the new roll.

Rapid Strike (1/Turn). When Sephiroth has advantage on a weapon attack during his turn, he may choose to roll normally and instead make an additional attack against that target.

Second Wind (1/Short Rest). On his turn, Sephiroth can use a bonus action to regain 1d10+20 hit points.

Warrior Spirit (3/Long Rest). Sephiroth can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage, and advantage on weapon attack rolls until the end of his turn. When Sephiroth rolls for initiative and has no uses of this feature remaining, he regains one use.

 

ACTIONS

Multiattack. Sephiroth attacks four times.

O-Dachi. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage.

O-Dachi Handle. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) bludgeoning damage. Sephiroth can use his reaction to make this attack.

 

REACTIONS

Warrior Undying. Sephiroth can use his reaction to immediately take one action, bonus action, and move when he is reduced to 0 hit points and not killed outright. This interrupts the initiative order and Sephiroth is treated as though he were unconscious and dying (taking death saving throw failures when he takes damage during this extra turn). Sephiroth falls unconscious after taking his extra turn if he has not regained any hit points.

 
*From the hardcover Mists of Akuma: Trade War adventure path. O-dachi from the Mists of Akuma core book.

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