Killer Instinct D&D 5E: Chief Thunder

If this is your first time here, welcome to my blog/playground of pop culture for the things I *want* to have and use for Dungeons & Dragons 5E but can’t because I don’t own them! So peruse around–you’ll find Final Fantasy VII‘s cast, the Mario crew, Mortal Kombat (I & II anyway), a snazzy Street Fighter PDF, and much more. Heck Afro Samurai, Protoman, and Professor Moriarity are roaming about here somewhere!

I do also make RPG books you can buy and they are awesome. In the case of Honorable Wills it’s something I did everything but write for–an epic tale of intrigue and honor perfectly suited for Mists of Akuma (my eastern fantasy noir steampunk setting). Things are ramping up in Soburin and soon we’ll have more releases for it beyond the Trade War adventure path (the Seven Grains of Rice and Kōmoro Toko’s Menagerie modules, the unbelievable Imperial Matchmaker mega adventure), but if you want some GOLD for your GM tool chest you need to take a look at Honorable Wills

Without further ado, we’re continuing the Killer Instinct D&D 5E series with my man and his tomahawk plan: CHIEF THUNDER!

Chief Thunder Killer Instinct DnD 5e

Chief Thunder

Medium humanoid (human), neutral barbarian 1/ranger 1/rogue (thief) 3/fighter 12 (champion)
Armor Class 18 (Constitution, martial arts stance, two-weapon warrior)
Hit Points 159 (1d12+13d10+3d8+68)
Speed 30 ft.

16 (+3) 14 (+2) 18 (+4) 13 (+1) 12 (+1) 10 (+0)

Saving Throws Str +9, Con +10
Skills Athletics +15, Intimidation +6, Sleight of Hand +8, Stealth +14, Survival +7
Senses passive Perception 11
Languages Common, Thieves’ Cant
Challenge 13 (10,000 XP)

Action Surge (1/Short Rest). Once on his turn, Chief Thunder can take an additional action on top of his regular action and a possible bonus action. 

Cunning Action (1/Turn). Chief Thunder can take a bonus action to take the Dash, Disengage, Hide or Use Object action, Dexterity (Sleight of Hand) check, or to use thieves’ tools to disarm a trap or open a lock.

Favored Enemy. Chief Thunder has advantage on Wisdom (Survival) checks to track humans and half-orcs, as well as on Intelligence checks to recall information about them. 

Feat: Two-Weapon Warrior. Chief Thunder is able to stow or draw two one-handed weapons instead of only one.

Feat: Stance of the Lumberjack [M]. Chief Thunder gains a +2 bonus to melee damage rolls when using a handaxe, and he can use a hand axe to attack a wooden object or structure, chopping through up to 4 inches before damage is calculated.

Indomitable (1/Long Rest). Chief Thunder can reroll a saving throw that he fails but must use the new roll.

Natural Explorer: Plains. When Chief Thunder makes an Intelligence or Wisdom check related to the plains, his proficiency bonus (+6) is doubled if he is using a skill that the’re proficient in. While traveling for an hour or more in his favored terrain, Chief Thunder gains the following benefits:

  • Difficult terrain doesn’t slow his group’s travel.
  • Chief Thunder’s group can’t become lost except by magical means.
  • Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Chief Thunder remains alert to danger.
  • If Chief Thunder is traveling alone, he can move stealthily at a normal pace.
  • When he forages, Chief Thunder finds twice as much food as he normally would.
  • While tracking other creatures, Chief Thunder also learns their exact number, their sizes, and how long ago they passed through the area.

Rage (2/Long Rest). On his turn, Chief Thunder can enter a rage as a bonus action. His rage lasts for 1 minute, ending early if he is knocked unconscious or if his turn ends and he hasn’t either attacked a hostile creature since his last turn or taken damage since then. Chief Thunder can also end his rage on his turn as a bonus action. While raging, he gains the following benefits: 

  • Chief Thunder has advantage on Strength checks and Strength saving throws.
  • When Chief Thunder makes a melee weapon attack using Strength, he deals 2 extra damage.
  • Chief Thunder has resistance to bludgeoning, piercing, and slashing damage.

Remarkable Athlete. Chief Thunder adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 3 feet.

Second-Story Work. Climbing does not cost Chief Thunder extra movement. When he makes a running jump, the distance he covers increases by 2 feet (with Remarkable Athlete, 5 feet).

Second Wind (1/Short Rest). On his turn, Chief Thunder can use a bonus action to regain 1d10+12 hit points.

Sneak Attack (1/Turn). Chief Thunder deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Chief Thunder’s that isn’t incapacitated and he doesn’t have disadvantage on the attack roll. 



Extra Attack. Chief Thunder attacks three times, or four times using his bonus action (he adds his damage modifier to attacks made with his off-hand).

Magical Handaxes. Melee or Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 9 (1d6+6) magical slashing damage plus 2 (1d4) lightning damage. Immediately after hitting or missing the target, a thrown magical handaxe reappears in Chief Thunder’s hand.
M – From Mists of Akuma

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