Welcome to the eleventh post for Street Fighter D&D 5E! If you dig this please comment, check out last week’s character (a New Challenger: Virtua Fighter’s drunken master Shun Di!), and if you think this can be improved in any way don’t hesitate to speak up and let me know!
Next week I think we’re going to delay featuring Street Fighter’s most electrifying character in lieu of something a little more constructive (A+ for anyone following along that can guess what!), but I do these in order of requests so let me know if there’s someone you’d rather see and we’ll get them in queue!
Medium humanoid (human), chaotic good monk (martial artist) 17
Armor Class 22 (Wisdom, martial arts stances)
Hit Points 148 (17d8+68)
Speed 55 ft.
|18 (+4)||19 (+4)||18 (+4)||9 (-1)||20 (+5)||14 (+2)||17 (+3)||14 (+2)|
Saving Throws Str +10, Dex +10
Skills Acrobatics +10, Athletics +10* (+16 to jump), Medicine +11, Stealth +10
Damage Resistances bludgeoning, force
Damage Immunities poison, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 15
Languages Soburi (Common)
Challenge 17 (18,000 XP)
Background Feature: Indomitable Endurance (Ronin). When Ryu is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead by expending all of his remaining hit dice. He must have at least 8 hit dice to use this feature. [I know he is not a proper samurai or anything but otherwise I feel this fits–and the feature ups his survivability quite a bit I think. There are also some tips on making the most out of a party vs. NPC-built-as-PC fight using the Street Fighter D&D 5E builds!]
Evasion. If Ryu 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.
Ki (17 points). Ryu 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.
- Diamond Soul. Whenever Ryu makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
- Flurry of Blows. Immediately after Ryu takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Ryu can spend 1 ki point to take the Dodge action as a bonus action on his turn.
- Step of the Wind. Ryu can spend 1 ki 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 Attack. Ryu 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 19 Constitution saving throw or be stunned until the end of his next turn.
Martial Arts. Ryu can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d12 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Ryu 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.
Purity of Body. Ryu’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Ryu has learned 5 martial arts feats from his monk training and is able to simultaneously utilize up to 4 at once.
Stance of the Evanescent Sun (3). Ryu’s strikes deal an additional 1d8 radiant damage and he is immune to radiant damage. He knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Ryu’s strikes deal an additional 1d8 force damage, he has resistance to force damage, and he has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Ryu’s unarmed 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, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stillness of Mind. As an action, Ryu can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Ryu’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Ryu can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Ryu’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Ryu’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Ryu’s unarmed strike damage increases by one step (to 1d12) due to his soburi heritage and he gains proficiency in the Athletics skill.
Multiattack. When Ryu takes the attack action he makes two unarmed strikes or throws two hadouken!
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d12+1d8+4) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +10 to hit, range 40/100, one target. Hit: 37 (5d12+5) force damage.
Deflect Missile. Ryu 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 24 (1d12+3d8+4).
Slow Fall. Ryu can use his reaction when he falls to reduce any falling damage he takes by 85.
*Ryu gets proficiency in Athletics through *multiple* routes and in cases like this, I tend to give a player the bonus because I feel bad that it comes up repeatedly (so he effectively gains expertise with Athletics checks made to jump).
Wondrous item, legendary
Ryu still uses the same bandana he wore when training with Ken and it has absorbed his ki. While wearing his bandana, Ryu gains the following three features:
Hadouken! By spending 1 ki, Ryu can unleash up to two balls of energy (range 40/100) instead of unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 plus his Wisdom modifier force damage.
Hurricane Kick! By spending 1 ki as a bonus action, Ryu can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, Ryu unleashes an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 104 (16d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).