Archives for category: Tabletop RPGs

PATHFINDERS REJOICE – Rogue Genius Games has flooded the marketplace with SEVEN new or updated books for Veranthea Codex!

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Take your adventurers to the bottom of the ocean floor with THE 5TH WORLD by moi, a riveting high level adventure module!

200590Venture into the psionic horror-filled tunnels of the FOREVER DARK by Michael Mcarthy, a tome of subterranean terrors and underworld monsters galore!

Learn everything you need to about the races, classes, and mechanics in Veranthea with the ADVENTURER’S HANDBOOK! Not only does this include all the player goodies from these other books, it’s got full racial entries for dengu, pengu, half-doppelgangers, shokusei notoko–available nowhere else. If you’re playing in Veranthea, it’s a must-have for your group!

207500200089Be awed by the LOST LEGENDS OF URETHIEL conjured by Luis Loza, a bunch of esoteric baddies and legendary characters from the wuxia continent!

Join the faithful and devoted with RADICAL PANTHEON 2.0, adding even MORE content into the masterpiece of unique deities of Veranthea!

Travel the tesseract seas on the poles of Veranthea, fighting alien gods, robot pirates, and waterborne terrors in INTO THE VEIL 2.0 by Nicholas J. Giebel, tweaked with improvements–and sea shanties!

Explore the main continents of Veranthea in the improved 1st-level adventure module, THE BLACK KNIGHT 2.0! Now with a bunch of maps AND pregenerated characters from every region of the world!

 

Welcome to Hyper Score Marvel (#19) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

Last week we had Thanos (and The Infinity Gauntlet and the Infinity Gems!) and next we’ve got Thing, then Rocket Raccoon, Emma Frost, Cyclops, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! Full cast so far is over yonder. It’s also worth noting that there are freebies for Hypercorps 2099 and if you are like “WHAT!? I have to download something!” there are brief explanations of the Hyper Score system in the Star Wars D&D 5E Hack.

If you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

 

Today is the LAST DAY of the Book of Exalted Darkness Kickstarter!!! We are working on unlocking more stretch goals (the Book of Celestial Heroes do-gooder supplement was the first and the Shadow of the Demon Lord conversion was second) and now there are pledge levels for being holy heroes or vile villains! Take a look and help us explore the 9 layers of Hell!

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There are 3 downloadable PDFs on the project page and the Kickstarter ENDS TONIGHT so get your pledge in if you dig it. Worst case scenario you walk away with a free evil adventure module, some vile character options, a mad scientiest class, and if you like, the Exemplar class playtest on World Builder Blog for yins do-gooders.

Thanks! 😀

hulk pathfinder dnd5e.png

The Hulk (Raging)        CR 23—XP 819,200

Male human barbarian (invulnerable rager) 11 [hs 10; abbernaut 2/meganaut 2]
CG Large humanoid (human, hyper)
Init +11; Senses darkvision 60 ft., low-light vision; Awareness +16

DEFENSE
AC 14, bullet 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +5 hyper, -2 rage, -1 size)
hp 271 (11d12+154+42) fast healing 5; Hyper Bonus +5
Fort +23, Ref +9, Will +12
Defensive Abilities fortification (80%), DR 15/—; Resist cold 30, electricity 30, fire 30, sonic 30
Hyper Flaws disturbing (Hulk form), furious rage (trigger into Hulk form), monstrous transformation (Bruce Banner–Medium size, AC 17, hp 97; Str 13, Dex 14, Con 14, Int 22; Bluff +11, Diplomacy +11, Knowledge [technology] +17, Search +16, Sense Motive +16, Stealth +13, Use Technology +12), unnatural (Hulk form)

OFFENSE
Speed 40 ft., leap 60 ft.
Melee unarmed +42/+37/+37/+32/+32/+27 or +40/+35/+35/+35/+30/+30/+25 (2d6+31, Crit 19-20/x2) or improved vital strike +42 (6d6+31, Crit 19-20/x2)
Ranged strong hurl +16 (1d8 per 100 pounds+36 or 4d8 per 400 pounds+47, Range 120 ft., Heavy Load 2,129,920 lbs.; lift 1,065 tons)
Space 10 ft.; Reach 10 ft.
Special Attacks greater rage (29 rounds/day), hyper bonus +5, rage powers (body bludgeon, brawler, greater brawler, improved damage reduction 2)

STATISTICS
Str 52 [+21], Dex 12, Con 32, Int 8, Wis 12, Cha 10
Hyper Strength 6 (Strong as Strong [reroll Str check] 12/day, Strong Back [double carrying capacity 6 times], Strong Hurl, Strong Leap, Strong Throw [double range increments 6 times], Strong Warrior), Hyper Constitution 4 (Hyper Blooded, Hyper Fortification, Hyper Resistant, Hyper Tough)
Base Atk +11; CMB +33 (+35 grapple); CMD 50 (52 vs. grapple)
Feats Alertness [B], Dodge [B], Improved Critical (unarmed), Improved Grapple, Improved Unarmed Strike [B], Improved Vital Strike, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike; Hyper Feats Extra Attribute Trait (2), Extra Hyper Attribute (2), Hyper Charge (can use Spring Attack with Vital Strike), Hyper Secret Identity (Bruce Banner), Toughness[M]
Skills Athletics +29, Awareness +16, Handle Animal +4, Intimidate +14, Survival +9
Languages English (Banner speaks Chinese, Latin, Portuguese, Spanish, Thai, and understands a smattering of others)
SQ extreme endurance (constant endure elements), fast movement, hyper attack 3, hyper initiative, hyper focus 5/day, hyper life, hyper mortality, hyper rest,  invulnerability, size increase
Gear purple pants

SPECIAL ABILITIES
Hulk Leap (Ex) Hulk jump far! Although he does physically move through the air, if Hulk spends a standard action to jump treat it as dimension door with a maximum range of a half mile. If Hulk spends a full-round action to jump, treat it as dimension door with a maximum range of 3 miles (and Hulk lands at the end of the next round instead of the round he jumped). Anything that gets in the Hulk’s way during one of these jumps takes damage as though he used Improved Vital Strike (6d6+31) and should the object or creature survive, it reduces the distance the Hulk jumps by half (or stops him, at the GM’s discretion).

 

NEW HYPER FLAW: Monstrous Transformation (Abbernaut Only)

When you are triggered through exposure to a specific substance, the presence of an environmental effect, a grievous wounding, or by being agitated or drugged (exact parameters are at the GM’s discretion), you transform into your abbernaut form as a free action. Only your abbernaut form has Hyper Attributes and abilities from the Abbernaut and Meganaut hyper routes (non-route hyper abilities remain regardless of your form). In addition, any other hyper flaws you have only effect your abbernaut form (unless you choose otherwise) and your regular form may have different mental attributes of a value reflective to the differences between it and your abbernaut form (typically a trade of -2 for +1 or more). Willingly transforming into your abbernaut form requires a swift action and DC 15 Hyper check. Transforming back to your regular form requires a standard action and DC 18 Hyper check. When you are knocked unconscious or killed, you revert to your regular form.

 

Notes on Hulk’s Pathfinder Build

HULK IS THE STRONGEST ONE THERE IS.

Seriously though we are talking about the “I lift mountains” guy–I am happy with where his strength is and although he can’t technically hold up as much as he has in the comics, I feel like 5,325 tons is a pretty tremendous amount and hey, that’s what checks are for. Another sidenote: I had given him the Hyper Constitution trait for status immunities but then realized that with a Fortitude save of +23 he was pretty much already going to be immune to status conditions. :p

As regular readers of the blog might know, that puts him out of the reasonable Challenge Rating range for Hypercorps 2099 5E–we made it for Pathfinder and converted to D&D 5E, and although a fun time Hyper Score just isn’t as versatile for the latter. It’s still good cyberpunk superhero action but you can’t make the Hulk as your PC (which is probably for the better for 5E games).

EDIT: Redditor SebastianMcQueen pointed out that Hulk ought to have the Siege Monster feature (going about destroying buildings and what not) and he is absolutely correct so it’s been added in below. Thank you SMQ!

Hulk

Large humanoid (hyper), chaotic good
Armor Class 15 (natural)
Hit Points 284 (20d10+160)
Speed 40 ft., leap 60 ft.

STR DEX CON INT WIS CHA
35 (+12) 14 (+2) 26 (+8) 7 (-2) 15 (+2) 10 (+0)

Saving Throws Str +19, Con +15
Skills Athletics +19, Intimidation +14, Perception +9
Damage Resistances poison; bludgeoning, piercing, slashing
Condition Immunities disease, poison
Senses darkvision 60 ft., passive Perception 19
Languages English
Challenge 24 (62,000 XP)
Incredible Might. Hulk can lift up 2 million pounds or more though doing so requires his full attention and concentration. At the GM’s discretion, the Hulk can lift (and likely throw) virtually anything he can touch and only requires additional actions to do so when an object’s weight exceeds 10,000 pounds [5 tons]).
Hulk Leap. Hulk jump far! Although he does physically move through the air, if Hulk spends a standard action to jump treat it as the dimension door spell with a maximum range of a half mile. If Hulk spends a full-round action to jump, treat it as dimension door with a maximum range of 3 miles (and Hulk lands at the end of the next round instead of the round he jumped). Anything that gets in the Hulk’s way during one of these jumps takes 28 (2d6+21) bludgeoning damage and should the object or creature survive, it reduces the distance the Hulk jumps by half (or stops him, at the GM’s discretion).
Regeneration. Hulk regains 20 hit points at the start of his turn. Hulk dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Siege Monster. Hulk deals double damage to objects and structures.
Strongest One There Is. Hulk has advantage on Strength ability checks and saving throws. When Hulk makes a Strength ability check or saving throw, he can treat a d20 roll of 9 or lower as a 10.

ACTIONS
Multiattack. Hulk attacks four times or throws an object. Hulk may throw two objects as long as each weighs 1,000 pounds or less (dealing 66 [10d8+21] damage).
Hulk Smash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (2d6+21) bludgeoning damage.
Thrown Object. Ranged Weapon Attack: +14 to hit, range (250/500), multiple targets (determined by object size; make one attack roll per target). Hit: 25 (1d8+21) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 471 [100d8+21] at 10,000 pounds though a GM should require a good deal of effort to acquire an object strong and heavy enough to use with thrown object).

Welcome to the 18th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Dan!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

I’m finally getting on top of requests for these builds—T. Hawk and Necali are next but after that though who gets statted up can be up to you so tell me what to make in a comment somewhere!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website!

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PS: If you are down for some evil (or holy!) D&D 5E, the Book of Exalted Darkness Kickstarter reached its funding goal (!!!), has 3 downloadable PDFs on the project page, and ENDS TOMORROW (Saturday June 17th)! Take a look! Grab a free evil adventure module, a mad scientist class, and some vile character options, maybe leave a pledge to help us unlock stretch goals–in either 8 backers or $318 we unlock the Shadow of the Demon Lord conversion. 😀

PPS: Going to Origins today? Me too! E-mail me at mike.myler.adventures|at|gmail.com if you want to meet up and game (my schedule is wide open) between 11AM to 11PM-ish.

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Abel

Medium humanoid (ropaeo), neutral fighter (battlemaster) 7/monk (open hand)  7
Armor Class 17 (Wisdom, martial arts stance)
Hit Points 123 (7d10+7d8+42)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 17 (+3) 17 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 13 (+1)

Saving Throws Str +9, Con +8
Skills Acrobatics +8, Athletics +9, Insight +8, Intimidation +6, Perception +8, Persuasion +6
Damage Resistances acid
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 11 (7,200 XP)
Background Feature: Never Stop (Roustabout). Abel’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Evasion. When Abel 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: Grappler. Abel has advantage on attack rolls against creatures he is grappling. In addition, he can use his action to try to pin a creature grappled by him. To do so, Abel makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feat: Tavern Brawler. Abel is proficient with improvised weapons. When Abel 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.
Fighting Style: Dueling. When Abel is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Foreigner. Abel is at disadvantage when making Wisdom or Charisma checks against non-Ropaeo that are aware of his heritage. This does not affect checks using Insight or Persuasion.

Ki (7 points). Abel 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 Abel takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Abel can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Abel 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, he may travel through the squares of other creatures, and he does not treat squares occupied by a creature as difficult terrain.
  • Stunning Attack. Abel 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 16 Constitution saving throw or be stunned until the end of his next turn.

Know Your Enemy. If Abel spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (5d10). Abel can use only one maneuver per attack. A superiority die is expended when Abel uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Feinting Attack. Abel can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Abel adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Abel you until the end of his next turn.
  • Lunging Attack. When Abel makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Abel’s attack.
  • Riposte. When a creature misses Abel 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.
  • Sweeping Attack. When Abel hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Abel chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Abel rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Abel knocks the target prone.

Martial Arts. Abel can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Abel 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 Abel 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 16 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Abel can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Abel’s next turn.

Second Wind. On his turn, Abel can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Social Adept. Abel has proficiency with Insight and Persuasion. He is never at disadvantage when making checks with either of these skills.
Stance of Breaking Stone (2). Abek has learned to strike with a resonance that corrodes creatures and objects on a level beyond understanding, weakening virtually everything but the most impervious targets. His unarmed strikes deal an additional 1d6 acid damage (this damage is not multiplied on a critical hit), he has resistance to acid damage, and he has advantage on checks made to grapple a foe or to avoid being grappled.
Stillness of Mind. Abel can use his action to end one effect on himself that is causing him to be charmed or frightened.
Unarmored Defense. While Abel is not wearing any armor and not wielding a shield, his Armor Class equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Abel’s speed increases by 15 feet while he is not wearing armor or wielding a shield.
Wholeness of Body (1/long rest). As an action, Abel can regain 21 hit points.

ACTIONS
Multiattack. Abel attacks three times (if attacking unarmed, he can spend his bonus action to attack a fourth time or his bonus action and 1 ki to attack a fourth and fifth time).
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+6) bludgeoning damage plus 3 (1d6) acid damage.
Tornado Throw. Abel may use his action to throw a creature he is grappling. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or takes the same damage and is knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

REACTIONS
Deflect Missile. Abel can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 13 (2d6+6).
Slow Fall. Abel can use his reaction when he falls to reduce any falling damage he takes by 35.
Sky Fall. When a creature is in the air (either jumping or flying) and within Abel’s reach, he may spend his reaction to make an unarmed strike against them, grappling the target on a successful hit.

 

Abel’s Sambo Gi

Legendary wondrous item

Abel’s attire has gradually absorbed some of his spent ki, granting whomever dons it the knowledge of potent combat techniques. While wearing Abel’s sambo gi, you are able to use fighting style features with your unarmed strike. You also gain the following benefits:

  • Marseiyu Rolling. If you spend 1 ki to Dash as a bonus action, you may travel through the squares of other creatures and do not treat squares occupied by a creature as difficult terrain.
  • Sky Fall. When a creature is in the air (either jumping or flying) and within your reach, you may spend your reaction to make an unarmed strike against them, grappling the target on a successful hit.
  • Tornado Throw. You may use your action to throw a creature grappled by you. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or takes the same damage and be knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

 

 

 

NOTES ON ABEL’S BUILD

His CR rating came in at 10.4 but I rounded up because of all those fighter abilities and Tornado Throw. I don’t play as him often, but I really like this brawling grappler-monk build and might play one soon. 😀

 

—————- REDUCED STATBLOCK ——————-

 

Abel

Medium humanoid (ropaeo), neutral fighter 7/monk  7
Armor Class 17 (Wisdom, martial arts stance)
Hit Points 123 (7d10+7d8+42)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 17 (+3) 17 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 13 (+1)

Saving Throws Str +9, Con +8
Skills Acrobatics +8, Athletics +9, Insight +8, Intimidation +6, Perception +8, Persuasion +6
Damage Resistances acid
Senses passive Perception 18
Languages Ropa, Soburi (Common)
Challenge 11 (7,200 XP)
Background Feature: Never Stop (Roustabout). Abel’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.
Evasion. When Abel 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: Grappler. Abel has advantage on attack rolls against creatures he is grappling. In addition, he can use his action to try to pin a creature grappled by him. To do so, Abel makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.

Ki (7 points). 

  • Patient Defense. Abel can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Abel 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, he may travel through the squares of other creatures, and he does not treat squares occupied by a creature as difficult terrain.
  • Stunning Attack. Abel 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 16 Constitution saving throw or be stunned until the end of his next turn.

Martial Archetype: Combat Superiority (5d10). Abel can use only one maneuver per attack. A superiority die is expended when Abel uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Feinting Attack. Abel can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Abel adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Abel you until the end of his next turn.
  • Lunging Attack. When Abel makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Abel’s attack.
  • Riposte. When a creature misses Abel 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.
  • Sweeping Attack. When Abel hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Abel chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Abel rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Abel knocks the target prone.

Open Hand Technique.  Whenever Abel 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 16 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Abel can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Abel’s next turn.

Second Wind. On his turn, Abel can use a bonus action to regain 1d10+7 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of Breaking Stone (2). Abel has advantage on checks made to grapple a foe or to avoid being grappled.
Stillness of Mind. Abel 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, Abel can regain 21 hit points.

ACTIONS
Multiattack. Abel attacks three times (if attacking unarmed, he can spend his bonus action to attack a fourth time or his bonus action and 1 ki to flurry of blows, attacking a fourth and fifth time).
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+6) bludgeoning damage plus 3 (1d6) acid damage. When Abel 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.
Tornado Throw. Abel may use his action to throw a creature he is grappling. The target is thrown 1d4 times 10 feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or takes the same damage and is knocked prone. If the saving throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.

REACTIONS
Deflect Missile. Abel can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 13 (2d6+6).
Slow Fall. Abel can use his reaction when he falls to reduce any falling damage he takes by 35.
Sky Fall. When a creature is in the air (either jumping or flying) and within Abel’s reach, he may spend his reaction to make an unarmed strike against them, grappling the target on a successful hit.

Hi I’m Mike, this is my website, check out the rest of it at your leisure (buttons at the top have 20-some freebie PDFs as well as Street Fighter D&D 5e, Hyper Score Marvel, and random 5E builds).

If you dig on my designs check out the Book of Exalted Darkness Kickstarter (now with a do-gooder supplement) for more free stuff (including an evil adventure module). We have FUNDED (1st stretch goal –> Shadow of the Demon Lord conversion) so please check out the Kickstarter and/or help spread the good (evil?) word in these final hours–the project’s funding period on Saturday June 17th!

head KS graphic FUNDED

If you spot a way this can improve, share the info–I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

Note: Professor Moriarty is built as a PC using rules from Book of Exalted Darkness: the mad scientist class (playtest available for free here), some feats, and an inherent heresy (via the Evil Primer). Also as usual, a reduced statblock is at the bottom of the post.

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Professor James Moriarty

Medium humanoid (human), neutral evil mad scientist (evil engineer) 12
Armor Class 15 (studded leather)
Hit Points 87 (12d8+24)
Speed 30 ft.; Sin Points 18/18

STR DEX CON INT WIS CHA Sanctity Sin
10 (+0) 16 (+3) 15 (+2) 20 (+5) 17 (+3) 18 (+4) 16 (+3) 18 (+4)

Saving Throws Dex +7, Int +9
Skills Deception +8, Insight +7, Investigation +9, Nature +9, Perception +7, Persuasion +8, Science +9, Technology +9
Tools alchemist’s supplies, tinker’s tools
Senses passive Perception 17
Languages English and 8 others (and he understands 5 more though cannot speak them)
Challenge 9 (5,000 XP)
Background (Deviant): On or Off. Individuals either like or dislike Professor Moriarty. Whenever he meets a new NPC and begins a conversation the GM makes a secret dice roll. On an odd result the NPC dislikes and fears Professor Moriarty, causing him to make Deception and Persuasion checks against them with disadvantage but giving him advantage on Intimidation checks against them. On an even result the NPC senses Professor Moriarty’s loneliness and likes him, granting him advantage on Deception and Persuasion checks against them but causing him to make Intimidation checks against them with disadvantage.

Analyze Weakness & Keen Analysis. By spending a bonus action Professor Moriarty may make an Intelligence check against a DC equal to the CR of a creature he is able to see or hear. On a success, he learns the attacks, immunities, features, and resistances granted by the target’s race or type. In addition to the knowledge it normally grants, Professor Moriarty learns 5 additional pieces of information. At the GM’s discretion these may inform him of class features, feats, legendary actions, or other secretive information directly related to combat. Professor Moriarty can only use this feature against an individual target once every 24 hours.
Divinus Screener (4/long rest). Whenever Professor Moriarty is targeted by a divination spell, he may spend his reaction to gain immunity to the spell. He must be aware of the spell being cast to use this feature. Alternatively he may always have the device active, in which case it automatically negates divination spells cast at him regardless of whether or not he knows of their casting. It is a free action for Professor Moriarty to check his divinus screener to see how many charges it currently has.
Feat: Alchemist. Professor Moriarty gains proficiency with alchemist’s supplies. If he is already proficient with them, he add double his proficiency bonus to checks he makes with them. As an action, he can identify one potion within 5 feet of him that he can see, as if he had tasted it.
Over the course of any short rest, Professor Moriarty can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, he must have alchemist’s supplies with him, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.
Feat: Keen Mind. Professor Moriarty always know which way is north, the number of hours left before the next sunrise or sunset, and he can accurately recall anything he has seen or heard within the past month.
Feat: Plague Ritual. Professor Moriarty’s fiercely calculating intellect grants him uncanny control over the spread of pathogens. The full details of this feat appear in Book of Exalted Darkness.
Feat: Ritual Caster. Professor Moriarty has acquired a ritual book holding the all the ritual spells from the cleric spell list (using Wisdom as his spellcasting ability) and he is able to cast all of them.
Feat: Warcaster. Professor Moriarty has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage and he can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from Professor Moriarty, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Forbidden Knowledge and Insane Contraptions. Professor Moriarty gains two ritual feats and learns how to cast ritual spells from the wizard spell list. When performing a ritual, if he has access to an anvil and smithery he may spend an additional hour building an insane contraption to incorporate the effects of one of his scientific gadgets into the casting of the ritual spell.
Inherent Heresy: Pride. Professor Moriarty is a step apart from his daft peers, possessing a singularly adroit mind able to unlock secrets well beyond the ken of a normal mortal’s brain. He is completely certain that his keen intellect makes him superior to everyone around him. Whenever the question of class or station comes up (particularly when dealing with authorities) he is at disadvantage on Insight and Persuasion checks. His Sanctity score began at 10 and his Sin began at 4. As a bonus action, he may burn 1 Sin point to gain advantage on an Intelligence ability check or saving throw.
Presence Detector (6/long rest). As an action, Professor Moriarty can activate a small monocular device that allows him to detect the forces of evil and good. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated (as with the hallow spell) as well as any especially evil or good creatures (otherwise functioning like the detect magic spell with the visibility of auras at the discretion of the GM).
Prototype Drones. Professor Moriarty can cast the find familiar spell as a ritual, summoning (i.e.: activating) 4 drones. The drone familiars he creates are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by Professor Moriarty (usually innocuous toys). Drones that are not duplicating the appearance and abilities of an animal use the Homunculus stat block. As a construct, the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition. Professor Moriarty’s drones may not be dismissed as the spell. He may share senses with the drones or communicate with them while they remain within distance of his radio transmitter (a device that broadcasts 600 feet).

Scientific Gadgets. Professor Moriarty’s scientific gadgets weigh 1 pound per spell level. The AC of a gadget is equal to his AC while it is on his person and each has 24 hit points. While not in Professor Moriarty’s possession, his gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his gadgets function and only Professor Moriarty is able to use them.

    • Cortex Disassembler (1/long rest). Professor Moriarty can cast fear or hypnotic pattern once without expending a spell slot.
    • Defribrilator (1/long rest). Professor Moriarty can cast revivify once without using a mad scientist spell slot.
    • Persano-Stimulators. Professor Moriarty gains proficiency in Deception and Persuasion.
    • Influencing Aerosol (1/long rest). Professor Moriarty can cast charm person or command once without expending a spell slot.
    • Mechanized Steed. Professor Moriarty has built a robotic mount (a motorized carriage) and is able to summon it from afar using advanced electronics and radio technology. He adds find steed to his list of spells known. When casting the spell he summons a mount that has the construct type, resistance to acid, cold, fire, thunder, and damage from nonmagical weapon strikes, and vulnerability to lightning. If this mount is destroyed it takes him 20 hours of labor to repair it or build a new one.
    • Spatial Prism (1/long rest). Professor Moriarty can cast mirror image or see invisibility once without using a mad scientist spell slot.

Technological Crafting. Professor Moriarty is able to create technological items that duplicate the effects of magical items without the need for inaequa. He is only able to craft one technological item at a time. Professor Moriarty is able to craft a common technological item over the course of a week of tinkering for 25 gold or an uncommon technological item over the course of a month for 500 gold (or more, at the GM’s discretion).

Weaponized Spellcasting (Recharge on short rest). Professor Moriarty is a 12th-level mad scientist that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). Professor Moriarty can cast the following spells from the mad scientist’s spell list, though only when his technological weapon (his business satchel) is on his person:

  • Cantrips: fire bolt, poison spray, produce flame, ray of frost
  • 6th-level (3 spell slots): blindness/deafness, compulsion, confusion, eyebite, fog cloud, grease, haste, hold monster, knock, sleep, slow

ACTIONS
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) piercing damage.
Sword Cane. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage or 8 (1d8+3) piercing damage.
Dagger (2). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 6 (1d4+3) piercing damage.
Pistol. Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 9 (1d10+3) piercing damage.

 

Some notes on Professor Moriarty’s build

When using Professor Moriarty make sure you don’t go about having him in the open–he should always be a step ahead thanks to methodical planning. The party might only glimpse him a few times and after a fair bit of research learn his name as he gathers information on the PCs before exploiting their vulnerabilities in a deadly deathtrap of devilishly devious design! Whatever you do, make sure he has lots of mooks around (thugs and the like) and do not use him like an evoker wizard–think “crazy brilliant enchanter” and you’ll have a much better time. 😀

EDIT: Over on Google+, Sarah Carlton asked about how to use Professor Moriarty without reverting to deus ex machina. I’ve added some tips to the bottom of the post!
In the same post, Ravensbloed Excelsi had this salient point to add (formatting is mine for emphasis): “Moriarty is extremely intelligent but needs an audience that can appreciate his schemes for what they are, a worthy opponent. An intelligent PC might fill this role, especially one that is not connected to or an integral part of the society to which Moriarty belongs.”

—————————— REDUCED STATBLOCK ————————

Professor James Moriarty

Medium humanoid (human), neutral evil mad scientist 12
Armor Class 15 (studded leather)
Hit Points 87 (12d8+24)
Speed 30 ft.; Sin Points 18/18

STR DEX CON INT WIS CHA Sanctity Sin
10 (+0) 16 (+3) 15 (+2) 20 (+5) 17 (+3) 18 (+4) 16 (+3) 18 (+4)

Saving Throws Dex +7, Int +9
Skills Deception +8, Insight +7, Investigation +9, Nature +9, Perception +7, Persuasion +8, Science +9, Technology +9
Senses passive Perception 17
Languages English and 8 others
Challenge 9 (5,000 XP)
Analyze Weakness & Keen Analysis. By spending a bonus action Professor Moriarty may make an Intelligence check against a DC equal to the CR (or level) of a creature he is able to see or hear. On a success, he learns the attacks, immunities, features, and resistances granted by the target’s race or type. In addition to the knowledge it normally grants, Professor Moriarty learns 5 additional pieces of information. At the GM’s discretion these may inform him of class features, feats, legendary actions, or other secretive information directly related to combat. Professor Moriarty can only use this feature against an individual target once every 24 hours.
Divinus Screener (4/long rest). Whenever Professor Moriarty is targeted by a divination spell, he may spend his reaction to gain immunity to the spell. He must be aware of the spell being cast to use this feature. Alternatively he may always have the device active, in which case it automatically negates divination spells cast at him regardless of whether or not he knows of their casting. It is a free action for Professor Moriarty to check his divinus screener to see how many charges it currently has.
Feat: Warcaster. Professor Moriarty has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage and he can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from Professor Moriarty, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Inherent Heresy: Pride. Professor Moriarty may burn 1 Sin point to gain advantage on an Intelligence ability check or saving throw.
Presence Detector (6/long rest). As an action, Professor Moriarty can activate a small monocular device that allows him to detect the forces of evil and good. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated (as with the hallow spell) as well as any especially evil or good creatures (otherwise functioning like the detect magic spell with the visibility of auras at the discretion of the GM).

Scientific Gadgets. Professor Moriarty’s scientific gadgets weigh 1 pound per spell level. The AC of a gadget is equal to his AC while it is on his person and each has 24 hit points. While not in Professor Moriarty’s possession, his gadgets have an AC equal to 10 + spell level. Other creatures are unable to understand how his gadgets function and only Professor Moriarty is able to use them.

    • Cortex Disassembler (1/long rest). Professor Moriarty can cast fear or hypnotic pattern once without expending a spell slot.
    • Defribrilator (1/long rest). Professor Moriarty can cast revivify once without using a mad scientist spell slot.
    • Persano-Stimulators. Professor Moriarty gains proficiency in Deception and Persuasion.
    • Influencing Aerosol (1/long rest). Professor Moriarty can cast charm person or command once without expending a spell slot.
    • Mechanized Steed. Professor Moriarty has built a robotic mount (a motorized carriage) and is able to summon it from afar using advanced electronics and radio technology. He adds find steed to his list of spells known. When casting the spell he summons a mount that has the construct type, resistance to acid, cold, fire, thunder, and damage from nonmagical weapon strikes, and vulnerability to lightning. If this mount is destroyed it takes him 20 hours of labor to repair it or build a new one.
    • Spatial Prism (1/long rest). Professor Moriarty can cast mirror image or see invisibility once without using a mad scientist spell slot.

 

 

Weaponized Spellcasting (Recharge on short rest). Professor Moriarty is a 12th-level mad scientist that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). Professor Moriarty can cast the following spells from the mad scientist’s spell list, though only when his technological weapon (his business satchel) is on his person:

  • Cantrips: fire bolt, poison spray, produce flame, ray of frost
  • 6th-level (3 spell slots): blindness/deafness, compulsion, confusion, eyebite, fog cloud, grease, haste, hold monster, knock, sleep, slow

ACTIONS
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) piercing damage.
Sword Cane. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage or 8 (1d8+3) piercing damage.
Dagger (2). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 6 (1d4+3) piercing damage.
Pistol. Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 9 (1d10+3) piercing damage.

 

HOW TO USE PROFESSOR MORIARTY

WITHOUT BEING A DOUCHE

1) Foreshadowing: As in the Arthur Conan Doyle stories and subsequent works, there should be lots and lots and lots (and lots) of foreshadowing for who this mysterious figure is. To avoid being annoying with that various minions should know very little concrete information that if anything alludes to a clue (usually they die before revealing anything too good, if I remember correctly).

2) Deceptions: Body doubles, red herrings and false trails, willing patsies to take the fall for this or that bit of evil-doing, and apparent but mysterious deaths. The first and last are going to be cheesiest so use them lightly.

3) Get in their face: If you’re playing a game in a desert of barbaric nomads, that’s probably not right for Professor Moriarty. In an urban setting or something, socially provoke the PCs–he should send them invites to parties, torturing them at social events with the knowledge that he is diabolically evil and that they cannot prove it (yet, anyway).

4) Environment: Professor Moriarty should really (until perhaps his final end) be the one that really chooses where the party meets. Perhaps they THINK they have chosen the location, but even then it will be part of his plans. Include trap doors, chase sequences and death traps (with mooks to slow the PCs down), and secret doors. I’d include many avenues of escape, roll randomly to determine which he takes, and then have the party decide–quickly, perhaps with a bit of deduction first–which to follow. I’m kind of an impartial bastard as a GM but someone friendlier might be kinder about it. 🙂

5) The Long Game: Professor Moriarty is not a one-off villain and should be introduced early in the campaign as someone else (a socialite; banker, professor of __, take your pick), his true identity slowly revealed as the adventurers discover that more of the crimes they encounter lead back to the shadowy figure of Professor Moriarty. To be blunt–take your time with him and don’t let yourself feel rushed for revealing the party’s true nemesis.

Hi I’m Mike, this is my website, check out the rest of it at your leisure (buttons at the top have 20-some freebie PDFs as well as Street Fighter D&D 5e, Hyper Score Marvel, and random 5E builds).

If you dig on my designs check out the Book of Exalted Darkness Kickstarter (now with a do-gooder supplement) for more free stuff (including an evil adventure module). WE ARE FUNDED! Check out the Kickstarter and/or help spread the good (evil?) word so we can unlock some stretch goals–it ends this Saturday June 17th!

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If you spot a way this can improve, share the info–I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

 

Note: Shredder is built as a PC using the ninja rogue archetype, shinobi background, and a martial arts feat from Mists of Akuma as well as an inherent heresy and the dark chi monk tradition from Book of Exalted Darkness. If using him in Soburin, treat his Sanctity score as his Dignity score and his Sin score as his Haitoku score.
Also as usual, a reduced statblock for easier use is at the bottom of the post.

Shredder DnD5e tmnt.png

 

Shredder

Medium humanoid (soburi), neutral evil rogue (ninja) 4 / monk (dark chi) 6 / ranger (hunter) 4
Armor Class 17 (Wisdom)
Hit Points 103 (10d8+4d10+26)
Speed 45 ft.; Sin Points 16/16

STR DEX CON INT WIS CHA Sanctity Sin
16 (+3) 18 (+4) 15 (+2) 13 (+1) 16 (+3) 13 (+1) 5 (-3) 16 (+3)

Saving Throws Dex +9, Int +6
Skills Athletics +13, Deception +6, Insight +8, Intimidation +5, Perception +8, Stealth +14, Survival +8
Tools disguise kit (advantage), poisoner’s kit
Damage Resistances bludgeoning
Senses passive Perception 18
Languages Ceram, Ropa, Soburi (Common), Thieves’ Cant
Challenge 10 (5,900 XP)
Background (Shinobi): Blend In. Shredder is able to craft a disguise in 1 minute so long as suitable materials are available. This disguise allows him to blend in with his surroundings like camouflage, allowing him to hide without cover in a specific 5 foot square chosen at the time he creates the disguise. Shredder must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.
Inherent Heresy: Wrath. Shredder’s very soul is consumed with a primal fury that drives him ever onward. His face is almost always in a snarl and he must make a DC 12 Wisdom saving throw to assume a different expression (for up to 1 hour). Shredder started with a Sanctity of 8 and a Sin of 3. As a bonus action, he may burn 1 Sin point to gain advantage on a Strength ability check or saving throw.

Basic Ninjutsu. Shredder can throw three kunai or shuriken when he takes the Attack action on his turn. He gains advantage on checks made to create or maintain a disguise.
Cunning Action. Shredder can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action.

Dark Chi (6 points). Shredder harnesses the fell energy of dark chi and can spend these points to fuel various chi features. When he spends a chi point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended chi back into himself. Shredder must spend at least 30 minutes of the rest meditating to regain his chi points.

  • Flurry of Blows. Immediately after Shredder takes the Attack action on his turn, he can spend 1 chi point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shredder can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shredder can spend 1 chi 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 Strike. Shredder can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of Shredder’s next turn.
  • Scarred Flesh. By spending a bonus action and 2 chi focusing his energies, Shredder gains resistance to one type of weapon damage (bludgeoning, piercing, or slashing) for 1 minute.

Dark Chi Technique. Whenever Shredder hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 16 Wisdom saving throw or be poisoned by Shredder’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Shredder’s next turn.
  • The target makes a DC 16 Charisma saving throw or for the next 24 hours detects as the alignment of Shredder’s choice.

Expertise. Shredder’s proficiency bonus is doubled for any ability check he makes that uses Athletics or Stealth.
Favored Enemies (hengeyokai, kappa). Shredder has advantage on Wisdom (Survival) checks to track his favored enemies, as well as on Intelligence checks to recall information about them.
Fighting Style: Archery. Shredder gains a +2 bonus to attack rolls he makes with ranged weapons.
Martial Arts. Shredder can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Shredder 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.

Natural Explorer (underground). When Shredder makes an Intelligence or Wisdom check related to his favored terrain, his proficiency bonus (+5) is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in his favored terrain, he gains the following benefits:

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

Primeval Awareness. Shredder can use his action and expend one ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot he expends, he can sense whether the following types of creatures are present within 1 mile of him (or within up to 6 miles if he is underground): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Sneak Attack 2d6 (1/turn). Shredder 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 Shredder that isn’t incapacitated and Shredder doesn’t have disadvantage on the attack roll.

Spellcasting. Shredder is a 3rd-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 16; +8 to hit with spell attacks). Shredder has the following spells prepared from the rangers’ spell list:

  • 1st-level (3 slots): hunter’s mark, jump, longstrider

Stance of the Stout Boar (3). Shredder’s 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. Shredder gains advantage on saving throws against effects or spells that would cause him to move and resistance to bludgeoning damage.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Shredder’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Shredder’s speed increases by 15 feet while he is not wearing armor.
Unarmed Savant. Shredder’s unarmed strike damage increases by one step (to 1d8) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Shredder makes 2 unarmed strikes when he takes the attack action (3 with his bonus action, 4 with his bonus action and 1 chi) or he throws 6 shuriken.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage plus 2 (1d4) slashing damage.
Shuriken. Ranged Weapon Attack: +11 to hit, range 20/50, one target. Hit: 5 slashing damage.
Colossus Slayer (1/turn). When Shredder hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.
Shredder Gauntlets. Shredder’s gauntlets increase his unarmed strike’s damage by 2 (1d4) slashing damage.

REACTIONS
Deflect Missile. Shredder 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 15 (2d8+1d4+4).
Slow Fall. Shredder can use his reaction when he falls to reduce any falling damage he takes by 30.

 

SHREDDER’S GAUNTLETS

Wondrous item, legendary

The spiked gauntlets Shredder wears are fearsome but only used by the wicked. While wearing Shredder’s Gauntlets, you deal an additional 1d4 slashing damage with your unarmed strikes. If you are not of evil alignment, you suffer disadvantage on melee attack rolls while wearing these gauntlets.

 

 

————– REDUCED STATBLOCK ——————-

 

 

Shredder

Medium humanoid (soburi), neutral evil rogue 4 / monk 6 / ranger 4
Armor Class 17 (Wisdom)
Hit Points 103 (10d8+4d10+26)
Speed 45 ft.; Sin Points 16/16

STR DEX CON INT WIS CHA Sanctity Sin
16 (+3) 18 (+4) 15 (+2) 13 (+1) 16 (+3) 13 (+1) 5 (-3) 16 (+3)

Saving Throws Dex +9, Int +6
Skills Athletics +13, Deception +6, Insight +8, Intimidation +5, Perception +8, Stealth +14, Survival +8
Damage Resistances bludgeoning
Senses passive Perception 18
Languages Ceram, Ropa, Soburi (Common), Thieves’ Cant
Challenge 10 (5,900 XP)
Inherent Heresy: Wrath. Shredder may burn 1 Sin point as a bonus action to gain advantage on a Strength ability check or saving throw.
Cunning Action. Shredder can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action.

Dark Chi (6 points/short rest).

  • Flurry of Blows. Immediately after Shredder takes the Attack action on his turn, he can spend 1 chi point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shredder can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shredder can spend 1 chi 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 Strike. Shredder can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of Shredder’s next turn.
  • Scarred Flesh. By spending a bonus action and 2 chi focusing his energies, Shredder gains resistance to one type of weapon damage (bludgeoning, piercing, or slashing) for 1 minute.

Dark Chi Technique. Whenever Shredder hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 16 Wisdom saving throw or be poisoned by Shredder’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Shredder’s next turn.
  • The target makes a DC 16 Charisma saving throw or for the next 24 hours detects as the alignment of Shredder’s choice.

Sneak Attack 2d6 (1/turn). Shredder 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 Shredder that isn’t incapacitated and Shredder doesn’t have disadvantage on the attack roll.

Spellcasting. Shredder is a 3rd-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 16; +8 to hit with spell attacks). Shredder has the following spells prepared from the rangers’ spell list:

  • 1st-level (3 slots): hunter’s mark, jump, longstrider

Stance of the Stout Boar (3). Shredder 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. In addition, he has advantage on saving throws against effects or spells that would cause him to move.

ACTIONS
Multiattack. Shredder makes 2 unarmed strikes when he takes the attack action (3 with his bonus action, 4 with his bonus action and 1 chi) or he throws 6 shuriken.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage plus 2 (1d4) slashing damage.
Shuriken. Ranged Weapon Attack: +11 to hit, range 20/50, one target. Hit: 5 slashing damage.
Colossus Slayer (1/turn). When Shredder hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.

REACTIONS
Deflect Missile. Shredder can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 15 (2d8+1d4+4).
Slow Fall. Shredder can use his reaction when he falls to reduce any falling damage he takes by 30.

 

 

NOTES ON SHREDDER’S BUILD

KILL THE TURTLES!

Heyo I’m Mike, this is my website, check out the buttons at the top (20-some freebie PDFs) as well as Street Fighter D&D 5e, Hyper Score Marvel, and my random 5E builds.

If you dig on my designs give the Book of Exalted Darkness Kickstarter a look (now with a do-gooder supplement) for more free stuff (including an evil adventure module). WE ARE FUNDED! Check out the Kickstarter and/or help spread the good (evil?) word before it ends Saturday June 17th so we can unlock some stretch goals!!

Book of Exalted Darkness Kickstarter Mad Scientist evil

If you spot a way this can improve, share the info–I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

 

Note: Protoman is built as a PC using the android race from 2099 Wasteland, a plasma cannon made via the custom-weapons system inside of that book, and given Hyper Score from Hypercorps 2099 5E.
As usual a reduced statblock appears at the bottom of the post.

EDIT: Facebook-er Ted Bjorndal pointed out that Protoman has a variable weapon just like Megaman’s–my old NES-fu failed to remember that but thinking back onto the (original) cartoon show (which was great) I do remember Proto doing it once or twice. It required some major changes (losing some hyper ability traits) but the revised build–with a few classic examples–is below. 😀

 

Protoman DnD5e.png

 

Protoman

Medium humanoid (android, hyper), chaotic neutral fighter (champion) 6 / rogue 3 (thief) [HS 4; hypernaut 1/meganaut 1]
Armor Class 18 (studded leather, shield)
Hit Points 96 (6d10+3d8+30+1d10+5)
Speed 45 ft., climb 45 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 17 (+3) 18 (+4) 14 (+2) 12 (+1)

Saving Throws Dex +10, Int +10
Skills Acrobatics +12, Athletics +12, Perception +6, Survival +6, Technology +6
Damage Vulnerabilities lightning
Damage Resistances poison, psychic
Condition Immunities charmed, deafened, frightened, poisoned, radiation, stunned
Senses darkvision 60 ft., passive Perception 16
Languages Binary, Common
Challenge 11 (7,200 XP)
Background (Lab Experiment): Apathetic World. When creatures attempt to locate Protoman’s position in a settlement they do so with disadvantage and while hiding in common thoroughfares and other similarly populated public places, Protoman has advantage on Stealth checks.
Action Surge (1/short rest). On his turn, Protoman can take an additional action on top of his regular action and a possible bonus action.
Automated. Protoman does not need to eat or breathe. He still need to drink and he requires a resting period that emulates sleep in order to recharge his inner workings.
Built-In Geiger Counter. Protoman has a built-in geiger counter. Suppressing its tick is a bonus action.
Cunning Action. Protoman can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Feat: Mobile. When Protoman uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.
Fighting Style: Defense. Protoman gains a +2 bonus to attack rolls he makes with ranged weapons.

Hypernaut Power: Variable Weapon System. Protoman may copy the weapon schematics of defeated constructs and androids, able to utilize a copied feature 6 times before running out of charges (for copied attacks, these are 1 round increments). To copy a defeated enemy’s weapon schematics, Protoman must spend an action and succeed on a DC 12 Hyper check (he has a +2 bonus). He may store up to 4 different copied features at a time, each with its own set of charges. Switching between weapons is a bonus action. Protoman regains expended charges after completing a long rest. Below are some examples of copied weapons (as a rule of thumb, a copied weapon should deal 1d6 per point of proficiency bonus for energy plus a condition effect, 1d8 per point of proficiency bonus for energy, or 2d6 per point of proficiency bonus for weapon damage):

 

  • Cutting Blades. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 49 (12d6+7) slashing damage.
  • Flame Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 34 (6d8+7) fire damage.
  • Ice Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 28 (6d6+7) cold damage and makes a DC 18 Constitution saving throw or is stunned for 1 round.
  • Leaf Shield. As a reaction, Protoman can create a shield of leaves that encircle him. These leaves have 12 hit points and any damage he would take before the end of his next turn is subtracted first from this pool of hit points.
  • Strong Throw. As an action, Protoman rips out a huge chunk of rock from the ground and makes one ranged weapon attack (+9) against a target within 100 feet. On a successful hit, the target takes 49 (12d6+7) bludgeoning damage.
  • Tornado Slide. As an action, Protoman moves his Speed. During this movement Protoman is able to travel through the squares of creatures as if they were not difficult terrain and he does not provoke opportunity attacks. Any creature in a square he travels through must make a DC 18 Strength saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is flung up 20 feet away in a random direction and is knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or takes the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Hyper Feat: Cybertech. Protoman has advantage on Strength checks using his arms and has a plasma cannon integrated into his right arm that he may draw without using an action.
Hyper Initiative. Protoman has advantage on Initiative checks.
Hyper Mortality. Protoman has advantage on Death saves.
Hyper Traits: Dexterous Footwork (+10 ft.), Dexterous Warrior (+2 ranged damage), Hyper Endurant (2 condition immunities)
Hyper Trait: Hyper Fortitude (2/long rest). When Protoman fails a Constitution saving throw he may roll again with advantage.
Hyper Trait: Hyper Vitality (1/short rest). When Protoman is reduced to 0 HP, he regains 10 hit points as a reaction.
Hyperlink. Protoman is hyperlinked into his plasma cannon and its targeting matrix, granting him  a +2 bonus to attack and damage. A hyperlinked weapon grants the wielder’s proficiency bonus to attack rolls with the firearm without requiring a bonus action to aim.
Hyper Proficiency. Protoman’s bonus to weapons and other features (that are not skills or equipment) he is proficient with increases by 2.
Recorder. Protoman possesses a photographic memory and is able to recall any memory in perfect detail without the need for a check. In addition, he is able to project a hand-sized image of something he has seen within 5 feet and play back audio recordings of events he has witnessed.
Second-Story Work. When Protoman makes a running jump, the distance he covers increases by 5 feet.
Second Wind (1/short rest). On his turn, Protoman can use a bonus action to regain 1d10+6 hit points.
Sneak Attack 2d6 (1/turn). Protoman 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 his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack. Protoman attacks three times (and can autofire with a bonus action to attack with his plasma cannon again with disadvantage).
Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
Plasma Cannon. Ranged Weapon Attack: +14 to hit, range 50/200, one target. Hit: 14 (2d6+7) force damage.
Plasma Cannon (Overcharge all attacks for 1 round). Ranged Weapon Attack: +9 to hit, range 50/200, one target. Hit: 24 (2d6+17) force damage.
Big Bang Strike. As an action, Protoman charges up his plasma cannon. At the end of the round he makes one ranged weapon attack (+9) against a target within 400 feet. On a successful hit, the target takes 70 (8d6+38) force damage. Regardless of whether or not the attack hits, Protoman takes 18 (6d4) damage.
Feat: Sharpshooter. Protoman doesn’t have disadvantage when attacking at long range, and his ranged weapon attacks ignore half cover and three-quarters cover. In addition, before he makes an attack with a ranged weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack’s damage.
Improved Critical. Protoman’s weapon attacks score a critical hit on a roll of 19 or 20.

 

 

———————– REDUCED STATBLOCK —————–

 

Protoman

Medium humanoid (android, hyper), chaotic neutral fighter 6 / rogue 3 [HS 4; hypernaut 1/meganaut 1]
Armor Class 18 (studded leather, shield)
Hit Points 96 (7d10+3d8+35)
Speed 45 ft., climb 45 ft. (running jump +5 ft.)

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 17 (+3) 18 (+4) 14 (+2) 12 (+1)

Saving Throws Dex +10, Int +10
Skills Acrobatics +12, Athletics +12, Perception +6, Survival +6, Technology +6
Damage Vulnerabilities lightning
Damage Resistances poison, psychic
Condition Immunities charmed, deafened, frightened, poisoned, radiation, stunned
Senses darkvision 60 ft., passive Perception 16
Languages Binary, Common
Challenge 11 (7,200 XP)
Action Surge (1/short rest). On his turn, Protoman can take an additional action on top of his regular action and a possible bonus action.
Cunning Action. Protoman can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Cybertech. Protoman has advantage on Strength checks using his arms.
Feat: Mobile. When Protoman uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.

Hypernaut Power: Variable Weapon System. Protoman may copy the weapon schematics of defeated constructs and androids, able to utilize a copied feature 6 times before running out of charges (for copied attacks, these are 1 round increments). To copy a defeated enemy’s weapon schematics, Protoman must spend an action and succeed on a DC 12 Hyper check (he has a +2 bonus). He may store up to 4 different copied features at a time, each with its own set of charges. Switching between weapons is a bonus action. Protoman regains expended charges after completing a long rest. Below are some examples of copied weapons (as a rule of thumb, a copied weapon should deal 1d6 per point of proficiency bonus for energy plus a condition effect, 1d8 per point of proficiency bonus for energy, or 2d6 per point of proficiency bonus for weapon damage):

  • Cutting Blades. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 49 (12d6+7) slashing damage.
  • Flame Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 34 (6d8+7) fire damage.
  • Ice Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. On a successful hit, the target takes 28 (6d6+7) cold damage and makes a DC 18 Constitution saving throw or is stunned for 1 round.
  • Leaf Shield. As a reaction, Protoman can create a shield of leaves that encircle him. These leaves have 12 hit points and any damage he would take before the end of his next turn is subtracted first from this pool of hit points.
  • Strong Throw. As an action, Protoman rips out a huge chunk of rock from the ground and makes one ranged weapon attack (+9) against a target within 100 feet. On a successful hit, the target takes 49 (12d6+7) bludgeoning damage.
  • Tornado Slide. As an action, Protoman moves his Speed. During this movement Protoman is able to travel through the squares of creatures as if they were not difficult terrain and he does not provoke opportunity attacks. Any creature in a square he travels through must make a DC 18 Strength saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is flung up 20 feet away in a random direction and is knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or takes the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

Hyper Initiative. Protoman has advantage on Initiative checks.
Hyper Mortality. Protoman has advantage on Death saves.
Hyper Fortitude (2/long rest). When Protoman fails a Constitution saving throw he may roll again with advantage.
Hyper Vitality (1/short rest). When Protoman is reduced to 0 HP, he regains 10 hit points as a reaction.
Second Wind (1/short rest). On his turn, Protoman can use a bonus action to regain 1d10+6 hit points.
Sneak Attack 2d6 (1/turn). Protoman 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 his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack. Protoman attacks three times (and can autofire with a bonus action to attack with his plasma cannon again with disadvantage).
Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
Plasma Cannon. Ranged Weapon Attack: +14 to hit, range 50/200, one target. Hit: 14 (2d6+7) force damage.
Plasma Cannon (Overcharge all attacks for 1 round). Ranged Weapon Attack: +9 to hit, range 50/200, one target. Hit: 24 (2d6+17) force damage.
Big Bang Strike. As an action, Protoman charges up his plasma cannon. At the end of the round he makes one ranged weapon attack (+9) against a target within 400 feet. On a successful hit, the target takes 70 (8d6+38) force damage. Regardless of whether or not the attack hits, Protoman takes 18 (6d4) damage.

Feat: Sharpshooter. Protoman doesn’t have disadvantage when attacking at long range, and his ranged weapon attacks ignore half cover and three-quarters cover.
Improved Critical. Protoman’s weapon attacks score a critical hit on a roll of 19 or 20.

 

NOTES ON PROTOMAN’S BUILD

Lack of a tower shield in 5E makes me sad for this build, but ultimately he’s a fun little fella to toss at an adventuring party–make sure to include his theme when you use him as foreshadowing!

Hi I’m Mike, welcome to my website, check out the rest of it at your leisure (buttons at the top have free stuff as well as Street Fighter D&D 5e, Hyper Score Marvel, and random 5E builds–including Afro Samurai).

If you dig on my designs check out the Book of Exalted Darkness Kickstarter (now with a do-gooder supplement) for more free stuff (including an evil adventure module). WE ARE FUNDED and looking to unlock some stretch goals before the project ends Saturday June 17th so please check out the Kickstarter and/or help spread the good (evil?) word!

mad-scientist-cover-draft-uno.jpg

This guy just dropped earlier today and is FREEEEEE 😀

If you spot a way this can improve, share the info–I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

 

Note: Jinno here is built as a PC using a fighter archetype and equipment from Mists of Akuma. As usual, a reduced statblock (for use as a monster/NPC) is at the bottom of the post.

jinno dnd 5e.png

Jinno

Medium humanoid (soburi), lawful evil fighter (bushibot) 18
Armor Class 18 (plating augmetic, Dual Wielder)
Hit Points 202 (18d10+90)
Speed 50 ft. (+10 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 20 (+5) 20 (+5) 13 (+1) 11 (+0) 11 (+0) 5 (-3) 20 (+5)

Saving Throws Str +11, Con +11
Skills Athletics +11, Insight +6, Intimidation +11, Survival +6
Tools augmetics, land (vehicle)
Condition Immunities exhaustion
Senses darkvision 90 ft., passive Perception 10
Languages Soburi
Challenge 14 (11,500 XP)
Background: Disgraced Amputee. Jinno receives a steam arm augmetic.
Action Surge (2/short rest). On his turn, Jinno can take one additional action on top of his regular action and a possible bonus action, but only once on the same turn.
Augmetic Overcharge. Jinno may spend a bonus action to overcharge all of his augmetics. Any abilities or bonuses they grant have their effects doubled for 6 rounds. Jinno can’t use this ability again until he completes a long rest.

  • Electrolenses. Darkvision 180 ft.
  • Energized Pylon. +18 temporary hit points, +1 to Constitution modifier
  • Plating. AC +2
  • Steam Arm. +1 to attack, damage, Strength checks, Strength saving throws
  • Steam Leg. AC +1, speed +10 ft., +1 to Dexterity checks, +1 to Dexterity saving throws
  • Telescopic Arm. Reach 15 ft.

Feat: Charger. When Jinno uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
Feat: Dual Wielder. Jinno gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand, he can use two-weapon fighting even when the one handed melee weapons he is wielding aren’t light, and he can draw or stow two one-handed weapons when he would normally be able to draw or stow only one.
Feat: Mobile. When Jinno uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.
Fighting Style: Two-Weapon Fighting. When Jinno engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack.
Hated. Jinno is at disadvantage when making Wisdom or Charisma checks against any humanoid that doesn’t also have the hated condition but he cannot suffer disadvantage on Intimidation checks.
High Haitoku. Jinno gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation, and suffers disadvantage on Dignity ability checks and saving throws. Jinno’s body is a mishmash of gruesome technological wonders grafted onto what little remains of a once noble samurai apprentice, a horror he keeps hidden beneath his robes and an oversized teddy bear helmet.
Indomitable (3/long rest). Jinno can reroll a saving throw that he fails. If he does so, he must use the new roll.
Lightly, Moderately, Heavily, and Mostly Augmented. Jinno’s proficiency bonus is doubled for any ability check he makes to activate, build, conceal, hide, or understand technology. He also gained an electrolens, steam arm, telescopic arm, and electroheart (no lightning vulnerability) without increasing his Haitoku score.
Second Wind (1/short rest). On Jinno’s turn, he can use a bonus action to regain 1d10 + 18 hit points.
Unarmed Savant. Jinno’s unarmed strike damage increases by one step due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Jinno attacks three times (four times with a bonus action).
Katanas. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) slashing damage.
Unarmed. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8+5) bludgeoning damage.
Feat: Swordmaster. When Jinno is wielding a katana and scores a critical hit that kills his opponent, he may make another attack against a target within his reach as part of the same action.

REACTIONS
Feat: Duelist. When Jinno is wielding a finesse weapon with which he is proficient and another creature hits him with a melee attack, he can use his reaction to add +6 to his AC for that attack, potentially causing the attack to miss him.
Feat: Swordmaster. When an enemy would provoke an opportunity attack, Jinno may spend his reaction to move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
In addition while wielding a katana, Jinno can use his reaction to cut a missile in twain when he is hit by a ranged weapon attack, reducing its damage by 11 (1d10+5).

AUGMETICS (can be targeted by attacks, all AC 24)
Electrolens Augmetic (2; 20 hp each). These large eyepieces crackle with energy, granting Jinno darkvision to a range of 90 feet.
Energized Pylon Augmetic (30 hp). This large battery is affixed to Jinno’s back with thick wires connecting into various parts of his body, increasing his Constitution by 2.
Plating Augmetic (30 hp). This heavy metal plate is mounted directly to Jinno’s skeleton, increasing his AC by 2.
Steam Arm Augmetic (30 hp). This metal and piston arm is mounted over one of Jinno’s severed arm stumps, increasing his Strength by 2. He is proficient at striking with his steam arm as a weapon that deals 1d6 bludgeoning damage.
Steam Leg Augmetic (30 hp). These clockwork prostheses are installed over Jinno’s severed legs, above the knees. His Dexterity increases by 2 and his speed increases by 10 feet. He is also proficient at striking with his steam leg as a weapon that deals 1d8 bludgeoning damage.
Telescopic Arm Augmetic (30 hp). Almost identical to his steam arm, Jinno’s telescopic arm also includes a hefty piston installed between the wrist and elbow. His reach increases by 5 feet. He is proficient at striking with his telescopic arm as a weapon that deals 1d8 bludgeoning damage.

EDIT Redditor Oloziz pointed out that following Overcharged was unwieldy (and that I messed up his multiattack ~.~) so the statblock has been amended to that effect. Thanks Oloziz!

—————– REDUCED STATBLOCK ——————-

 

Jinno

Medium humanoid (soburi), lawful evil fighter 18
Armor Class 18 (plating augmetic, Dual Wielder)
Hit Points 202 (18d10+90)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 20 (+5) 20 (+5) 13 (+1) 11 (+0) 11 (+0) 5 (-3) 20 (+5)

Saving Throws Str +11, Con +11
Skills Athletics +11, Insight +6, Intimidation +11, Survival +6
Condition Immunities exhaustion
Senses darkvision 90 ft., passive Perception 10
Languages Soburi
Challenge 14 (11,500 XP)
Action Surge (2/short rest). On his turn, Jinno can take one additional action on top of his regular action and a possible bonus action, but only once on the same turn.
Augmetic Overcharge (1/long rest). Jinno may spend a bonus action to overcharge all of his augmetics. Any abilities or bonuses they grant have their effects doubled for 6 rounds (as follows).

  • Electrolenses. Darkvision 180 ft.
  • Energized Pylon. +18 temporary hit points, +1 to Constitution modifier
  • Plating. AC +2
  • Steam Arm. +1 to attack, damage, Strength checks, Strength saving throws
  • Steam Leg. AC +1, speed +10 ft., +1 to Dexterity checks, +1 to Dexterity saving throws
  • Telescopic Arm. Reach 15 ft.

Feat: Charger. When Jinno uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
Feat: Dual Wielder. Jinno gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand, he can use two-weapon fighting even when the one handed melee weapons he is wielding aren’t light, and he can draw or stow two one-handed weapons when he would normally be able to draw or stow only one.
Feat: Mobile. When Jinno uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.
High Haitoku. Jinno ignores the first 3 points of damage from attacks and spells.
Indomitable (3/long rest). Jinno can reroll a saving throw that he fails. If he does so, he must use the new roll.
Second Wind (1/short rest). On Jinno’s turn, he can use a bonus action to regain 1d10 + 18 hit points.

ACTIONS
Multiattack. Jinno attacks three times (four times with a bonus action).
Katanas. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) slashing damage.
Unarmed. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) bludgeoning damage.
Feat: Swordmaster. When Jinno is wielding a katana and scores a critical hit that kills his opponent, he may make another attack against a target within his reach as part of the same action.

REACTIONS
Feat: Duelist. Jinno can use his reaction to add +6 to his AC for that attack, potentially causing the attack to miss him.
Feat: Swordmaster. When an enemy would provoke an opportunity attack, Jinno may spend his reaction to move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
In addition while wielding a katana, Jinno can use his reaction to cut a missile in twain when he is hit by a ranged weapon attack, reducing its damage by 11 (1d10+5).

AUGMETICS (can be targeted by attacks, all AC 24)
Electrolens Augmetic (2; 20 hp each). Darkvision 90 feet.
Energized Pylon Augmetic (30 hp). Constitution +2.
Plating Augmetic (30 hp). AC +2.
Steam Arm Augmetic (30 hp). Strength +2.
Steam Leg Augmetic (30 hp). Dexterity +2, speed +10 ft., unarmed strike 1d8 bludgeoning damage.
Telescopic Arm Augmetic (30 hp). Reach +5 ft., unarmed strike 1d8 bludgeoning damage.