Killer Instinct D&D 5E: T.J. Combo

tj combo Killer Instinct DnD 5e.png

T.J. Combo

Medium humanoid (human), neutral barbarian (totemic) 5/fighter (champion) 12
Armor Class 19 (Constitution, martial arts stance)
Hit Points 149 (5d12+12d10+51)
Speed 40 ft.


16 (+3) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 11 (+0)

Saving Throws Str +9, Con +9
Skills Athletics +9, Intimidation +6, Perception +6, Performance +6
Damage Resistances bludgeoning (all but psychic when raging)
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)

Action Surge (1/Short Rest). On his turn, T.J. can take one additional action on top of his regular action and a possible bonus action.

Danger Sense. T.J. has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Feat: Stance of the Stout Boar (3 [M]). T.J. 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.

Feat: Tavern Brawler. When T.J. hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.

Improved Critical. T.J.’s weapon attacks score a critical hit on a roll of 19 or 20.

Indomitable (1/Long Rest). T.J. can reroll a saving throw that he fails. If he does so, he must use the new roll.

Rage (3/Long Rest). On his turn, T.J. 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. T.J. can also end his rage on his turn as a bonus action. While raging, he gains the following benefits: 

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gains a +2 bonus to the damage roll.
  • He has resistance to all damage except psychic damage.

Reckless Attack. When T.J. makes his first attack on his turn, he can gain advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Remarkable Athlete. T.J. 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 4 feet.

Second Wind (1/short rest). On his turn, T.J. can use a bonus action to regain 1d10+12 hit points. 


Extra Attack. T.J. attacks three times (and can spend his bonus action to attack a fourth time, adding his ability modifier to the additional attack).

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8+1d4+4) bludgeoning damage.


M = Mists of Akuma


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