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!

Also check out Mists of Akuma! There’s free stuff and it is once again available in dead tree form!

MoA ryu promo.png

Ryu

Medium humanoid (human), chaotic good monk (martial artist) 17
Armor Class 22 (Wisdom, martial arts stances)
Hit Points 148 (17d8+68)
Speed 55 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
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.

ACTIONS
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.

REACTIONS
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).

 

RYU’S BANDANA

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).

Welcome to Hyper Score Marvel 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.

We’ve got another request for next week–Squirrel Girl! Fortunately I’ve been prepared to build her since we published the swarm minder archetype for summoners in Veranthea Codex and I think she may very well be the most useful build on here (because who doesn’t want to assault adventurers with squirrels?) If there’s someone you would like to see however, let me know! The queue is building up but I’m happy to make a little backlog. 🙂

Also 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!

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KITTY PRYDE (SHADOWCAT)         CR 13—XP 25,600

Female human rogue (acrobat) 10 [hs 4; hypernaut 2]
NG Medium humanoid (human, hyper)
Init +10; Senses Awareness +20

DEFENSE
AC 29, bullet 27, touch 22, flat-footed 22 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +2 hyper)
hp 145 (11d8+77+12); Hyper Bonus +2
Fort +10, Ref +15, Will +8
Defensive Abilities evasion, improved uncanny dodge
Hyper Flaws loved ones, tiring (incorporeality)

TACTICS
During Combat Shadowcat gains her sneak attack damage when using her incorporeality power to phase a target into a solid object. In addition, while her incorporeality is active she can deal half her sneak attack damage with unarmed strikes against living creatures, robots, and objects that utilize electricity.

OFFENSE
Speed 30 ft.
Melee unarmed +18/+13/+13 (1d3+4)
Special Attacks hyper bonus +2, sneak attack +6d6

Hypernaut Spell-Like Abilities (CL 8th; concentration +14)
1/combat—incorporeality (DC 22, hyper flaw: tiring)

Spell-Like Abilities (CL 14th; concentration +15)
0th (3/day)—touch of fatigue (Fort DC 13)
1st (2/day)—windy escape

STATISTICS
Str 10, Dex 22, Con 20, Int 12, Wis 16, Cha 14
Hyper Dexterity 2 (Dexterous Warrior), Hyper Constitution 1
Base Atk +8; CMB +8; CMD 32
Feats Alertness[B], Combat Expertise, Combat Reflexes, Dodge[B], Improved Familiar[B] (Lockheed the pseudodragon, as a 10th-level wizard; SR 15; immune to fire and mental attacks), Improved Unarmed Strike[B], Knockout Artist (+6 damage nonlethal), Mobility [B], Spring Attack, Surprise Maneuver (+6 CMB), Toughness, Weapon Finesse [B]
Hyper Feats Extra Hyper Attribute (2)
Skills Acrobatics +17, Athletics +9, Awareness +20, Bluff +12, Diplomacy +16, Disable Device +13, Escape Artist +13, Knowledge (history) +5, Knowledge (local) +11, Linguistics +10, Perform (dance) +12, Search +18, Sense Motive +14, Sleight of Hand +10, Stealth +20, Use Magic Device +8, Use Technology +6
Languages English, Gaelic, German, Hebrew, Japanese, Russian, Shi’ar, Skrull
SQ hyper attack 1, hyper initiative, hyper mortality, rogue talents (familiar, fast stealth, finesse attack, major magic, minor magic)
Gear [+5 leather], ring of protection +3

 

NEW HYPERNAUT POWER: INCORPOREALITY

Tier 3; Action full-round action; Save Fortitude; Range touch; Duration as long as you hold your breath
You and your equipment become incorporeal. While this power is active, you may make your body corporeal or incorporeal as a swift action. By making a DC 20 hyper score check (d20 + hyper score) you may activate this power to become incorporeal in response to an attack or spell as an immediate action.
Your unarmed strikes and weapons have the ghost touch quality and as a standard action while you are corporeal and this power is active, you may make a melee touch attack to cause a target creature or object to make it incorporeal with you. As a swift action you can end the target’s incorporeality while it is in a solid object, dealing 4d6 points of damage (trapping it there; escape DC 20 + hyper score).

 

Notes on Shadowcat’s Pathfinder build

Remember that outside of combat, Kitty here is going to have a lot more incorporeality available than in the middle of a fight. I think, however, more than a minute of shifting back and forth should be taxing for her and I’m really happy with how the incorporeality hypernaut power (how did I not think of including that in the core book!) works. I think she’s an uber thief and definitely worth adding to any campaign with some weighty mid-level PCs, able to take hits, fade away, and play a part as a recurring villainous henchwomen or even the BBEG(al) without the obvious concern of focused fire (or a nasty critical hit) knocking her out too early. 🙂

 

Kitty Pride (Shadowcat)

Medium humanoid (human, hyper), neutral good
Armor Class 17 (magical leather)
Hit Points 130 (20d8+40)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 13 (+1) 16 (+3) 15 (+2)

Saving Throws Con +6, Int +5, Wis +7, Cha +6
Skills Acrobatics +8, Athletics +4, Deception +6, History +5, Insight +7, Investigation +5, Perception +7, Performance +6, Persuasion +6, Stealth +8
Senses passive Perception 17
Languages English, Gaelic, German, Hebrew, Japanese, Russian, Shi’ar, Skrull
Challenge 10 (5,900 XP)
Incorporeality. Shadowcat can turn herself incorporeal or back as a reaction or bonus action. While incorporeal Shadowcat takes no damage from nonmagical weapons and half damage from non-psychic energy damage or magical weapons. In addition, while incorporeal Shadowcat can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends this effect inside an object and can only remain incorporeal while holding her breath.
Lockheed. Shadowcat has befriended a small alien dragon named Lockheed (it has the statistics of a pseudodragon but is immune to both fire and psychic damage).

ACTIONS
Multiattack. Shadowcat makes four unarmed strikes or two unarmed strikes and a phasing strike.
Phasing Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target makes a DC 16 Constitution saving throw with disadvantage or becomes incorporeal with Shadowcat. As a bonus action, Shadowcat can end the target’s incorporeality, causing it to become corporeal while inside of an object and dealing 33 (6d10) force damage (escape DC 16).
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.

REACTIONS
Instinctive Phase (Recharge 5-6). When Shadowcat would be damaged by an attack or spell she may spend her reaction to turn incorporeal.

 

Notes on Shadowcat’s D&D 5E build

There are no hypernauts in the given rules for Hypercorps D&D 5E and even then incorporeality is given pretty loose rules so Kitty here is built as a monster rather than a PC. Therefore it seemed to make sense to make her as usable as possible for any given game and I think if you’re out for a canny phasing spirit or ghost of some kind, change her type to undead and you should be good to go!

Welcome to the tenth (!) post for Street Fighter D&D 5E–a special NEW CHALLENGER edition! I ran into this amazing little homebrew the other day (about 20 times cooler and frankly I think better balanced than what was in Unearthed Arcana this week) and I was like “god damn I want to make a drunken master” and that got me thinking about Virtua Fighter.

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As a Sega diehard (*shakes fist towards Sony*) I played a lot of Virtua Fighter and you just cannot beat Shun Di for awesome fighters to play as, the kind of bold character that really made Sega games distinct in the marketplace. I mean he drinks booze while fighting–how cool is that. So while he’s not in Street Fighter, I felt compelled to put him together to someday unleash on an unsuspecting party. 😀

Moa promo shun di.png

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Dhalsim!), 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!

Next week I’m getting back to Street Fighter (probably going to be YOU-KNOW-WHO) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue! Also check out the main page for Street Fighter D&D 5E for some new guidelines on how to get the most out of these builds.

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

Shun Di

Medium humanoid (human, soburi), neutral good monk (drunken master) 15
Armor Class 22 (Wisdom, martial arts stance)
Hit Points 127 (15d8+60)
Speed 55 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 19 (+4) 13 (+1) 19 (+4) 14 (+2)

Saving Throws Str +6, Dex +10
Skills Athletics +6, History +6, Insight +9, Survival +9
Tools brewer’s supplies
Damage Resistances bludgeoning
Senses passive Perception 14
Languages Soburi (Common), Ropa
Challenge 15 (13,000 XP)
Outlander Background Feature: Wanderer. Shun Di can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Bonus Proficiencies. Shun Di gains proficiency with improvised weapons and treats them as monk weapons.
Down in the Dirt. While prone Shun Di’s melee attacks don’t have disadvantage and enemy melee attacks against him don’t have advantage. In addition, standing up costs him 10 feet of movement.
Drunken Technique: Spill the Cup. When Shun Di would take damage he can use his reaction and spend 1 ki point to half the damage and fall prone. This technique cannot reduce psychic damage, and cannot be used if he is already prone.
Drunken Technique: Teetering Monkey Rush. As an action, Shun Di gains the ability to move through the space of other creatures until the end of his turn. WHen he moves through the space of a Large or smaller creature in this manner he may choose to spend 1 ki point. That creature must then succeed on a Strength saving throw or take 1d10 magical bludgeoning damage and be knocked prone. On a successful save the creature takes half damage and is not knocked prone. Shun Di may choose to spend ki in this way for each creature he passes through. He cannot end his move in another creature’s space.
Evasion. If Shun Di 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.
Hollow Body, Sloshing Belly. As a bonus action on his turn, Shun Di can spend 1 ki point to induce a drunk-like state in himself and begin sloshing. His sloshing lasts for 5 minutes, ending early if he is knocked unconscious. Once Shun Di has used this feature 3 times, he cannot use it again until he finishes a short or long rest. While sloshing, he gains the following effects:

  • When he starts sloshing, he gains 11 temporary hit points.
  • Shun Di has advantage on Dexterity saving throws.
  • Shun Di has advantage on advantage on opportunity attacks and opportunity attacks against him have disadvantage.
  • Shun Di makes Wisdom checks and saving throws with disadvantage.
  • Shun Di is able to perform drunken techniques only while sloshing.

Ki (15 points). Shun Di 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 Shun Di 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 Shun Di takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Shun Di can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shun Di 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. Shun Di can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Shun Di 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 Shun Di 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. Shun Di’s mastery of the ki flowing through him makes him immune to disease and poison (with the exception of alcohol).
Stance of the Stout Boar (3). Shun Di’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, Shun Di can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Shun Di’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. Shun Di 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, Shun Di’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Shun Di’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. Shun Di’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage.

REACTIONS
Deflect Missile. Shun Di 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 (1d10+1d8+5).
Drunken Technique: Grasshopper Rises Early. While prone Shun Di can use his reaction and spend 1 ki point to immediately stand up. Each creature within 5 feet of him must make a Dexterity saving throw or be knocked prone. If he would hit a creature that is already prone, it takes damage equal to 2d10 magical bludgeoning damage.
Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 75.

Notes on Shun Di

I really, really like drunken master monks (the Drunken Master movies are all top notch in my book) and really enjoy this monastic tradition. If I were building a PC with this I might go with different techniques but for an NPC I think he’s right on the money — use Teetering Monkey Rush to spook the PCs, wait until a critical or the last likely attack of the round to use Spill the Cup and go prone, then kick off his next turn with Grasshopper Rises Early and either pummel or Teeter again! Couple in some drunken buffoonery and a bit of physical comedy and whammo you’ve got yourself a very solid (and memorable I reckon) encounter. Add additional Shun Di duplicates as needed — talk about a dope bar fight!

Today in Mike’s Character Vault we’ve got another whothefuckismydndcharacter.com entry: a daft, misguided halfling cleric that frequently tells parables that have nonsensical conclusions and no relevance to whatever is going on at the moment.

It should be noted that Cletus does not necessarily represent my opinions or views on halflings, clerics, any specific faiths, or religion in general–he is simply a comedic character I deeply enjoyed playing.

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Priest Cletus Longtoe

Small humanoid, neutral good lightfoot halfling cleric (protection domain) 4 / warlock 1 (old one patron)
Armor Class 18 (chain mail and shield)
Hit Points 38 (5d8+10; 0 spent)
Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 15 (+2) 8 (-1) 15 (+2) 16 (+3)

PROFICIENCY BONUS +3
Proficiencies Light armor, medium armor, heavy armor, shields, simple weapons
Saving Throws Wis +5, Cha +6
Skills History +2, Insight +5, Persuasion +6, Religion +2
Senses passive Perception 12, passive Investigation 9
Languages Common, Draconic, Halfling, Undercommon; telepathy 30 ft.

Brave. You have advantage on saving throws against being frightened.
Channel Divinity (1/short rest): Turn Undead or Radiant Defense. You can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Shield of the Faithful. You gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.
Spellcasting (long rests). Cletus is a 4th level divine spellcaster that uses Wisdom as his spellcasting attribute (spell save DC 13, spell attack +5). He knows the following spells:
Cantrips–guidance, light, sacred flame, thaumaturgy
1st (4 slots, 0 spent)–cure wounds, guiding bolt, healing word; compelled duel, protection from evil and good
2nd (3 slots, 0 spent)–prayer of healing, spiritual weapon; aid, protection from poison
Spellcasting (short rests). Cletus is a 1st level arcane spellcaster that uses Charisma as his spellcasting attribute (spell save DC 14, spell attack +6). He knows the following spells (and can spend Warlock spell slots on cleric spells):
Cantrips–eldritch blast, true strike
1st (2 slots, 0 spent)–charm person, dissonant whispers

ACTIONS
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6-1 bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range (80/320), one target. Hit: 1d8 piercing damage.

EQUIPMENT
a mace, chain mail, a light crossbow and 20 bolts, a priest’s pack, a shield, two holy symbols (one Jebus, one Ilmater), a prayer book (Jebus’ primary text, The Bibble), 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

FEAT: War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your 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.

FEAT: Inspiring Leader (note the game had a bonus feat for 1st level PCs; drop as necessary)
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

BACKGROUND: Acolyte
Feature: Shelter of the Faithful. As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Character Information

  • SENTIMENTAL HALFLING BARD FROM A SUPER RELIGIOUS UPBRINGING WHO WAS PETRIFIED FOR OVER TWO HUNDRED YEARS
  • Worships Jebus, a saint of Ilmater who grants his protection to true followers that eat his body (crackers or pumpkin seeds) and drink his blood (wine).
  • Constantly tells stories that make no sense and have no relevancy whatsoever (confuse classical myths and children tales but have them teach random lessons)
  • The Foley Ghost (part of the Holy Triangle with Jebus and Ilmater)
  • Spreads the gospel of prosperity
  • The Bibble (Book of Murk, Book of Red, Book of Squideon, as-of-yet-unnamed-volume)
  • Pumpkins are one of the sacraments in the religion of Jebus
  • He does not know it, but it was a demon impersonating the Foley Ghost that offered Cletus greater power in exchange for proving his true devotion to Jebus Crisp. How long will he be torn between the two or will he ever learn of this deception?

Protection Domain Spells
Cleric Level Spells
1st compelled duel, protection from evil and good
3rd aid, protection from poison

Bonus Proficiency
When you choose the protection domain at 1st level, you gain proficiency with heavy armor.

A little backstory
This is tonight’s summary from the Mists of Akuma Kickstarter backer game. They wanted an intrigue game so I concocted The Imperial Matchmaker, an adventure path where the PCs are embroiled in the manipulations of many different bengoshi as Emperor Hitoshi Masuto enforces the marriages of 20 different nobles from the four clans with ancestral feuds dating back to the Battle of Broken Spears.

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This is, as you can see, pretty chock full of intrigue.

After 11 sessions we finally got to the first day of the weddings and the scenario ended up being so fun I can’t wait to share it–please enjoy my recap below!
I’m also considering taking this pile of material I’ve put together and making it into a big old book (which would mean another Kickstarter) so if you’ve been on the MoA train for a while now, this is a boxcar worth tagging. 😉

Expect a full recap (or rather, access to the GM summaries I keep for the game) after the campaign comes to a close (like HEROES OF THE HYPERNET). 😀

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imperial matchmaker graphic draft uno

REIKO – A ceramian clockwork wizard
YOKAI-O – Oni-touched wu-jen warlock
TERA-O/TANAKA
– A grisly tailor that transforms tsukumogami now himself possessed by one
DAME TOMOE-DOE – Rabbit hengeyokai ronin seeking aid in her quest to slay the oni warlord that slaughtered her family

The adventurers are awoken by polite but hurried knocking, the servants of the Gekido family insisting that the party must hurry to prepare themselves in time for the first wedding ceremony. Ironically the foreigner-borne Reiko prepares herself best, perfectly donning the formal attire required for the seminal event. Yokai-O gets a little help from a lesser noblewoman with his attire (as her followers-on chortled in amusement) and refills his stash of healing potions while Tera-O stops by the tailor shop, finding a message on the counter but little else.

Arriving about 20 minutes before the bridal and groom processions everyone but Tera-O embarrasses themselves — Yokai-O mentions protecting Yuzuki Gekido from a ninja assault earlier in the week (much to the astonishment of the nobles around him) and Reiko speaks out of turn about the secret tunnels beneath the city. Then the bride, groom, and Emperor Hitoshi himself arrive in Krei-Thai Garden from the east, west, and north (respectively). All throughout the area are numerous guests but many guards as well–more than a half dozen mekkusenshi and a trio of Masuto commissars–to make for a crowd that measures in the hundreds, all of them closely packed together on the huts all throughout the gardens. Though a cloud high above spreads shade that makes the sunny day overcast, for a moment all seemed well. As the nuptials reached their end however, a sudden cry comes from above and only the keen oni-touched ears of Yokai-O pick out the words “BONZAIIIIII!!!!!!!!” as a quintet of men and women, their bodies strapped with explosives, fall from high above! The warlock lashes out with eldritch blasts that destroy one of them, causing him to erupt in a fireball in the air rather than beside Emperor Hitoshi!

The many guards of Emperor Hitoshi react slowly but effectively, grabbing the ruler of Soburin and blasting away to the north and out of sight as the wedding becomes a battlefield. A total of 20 kamikazes drop onto the Krei-Thai Gardens and kill almost five dozen guests, engulfing the park in flames. In the chaos Tera-O immediately destroys part of the gardens as he rushes to the bride, seeing Yuzumi go faint and catching her in his arms–not only is she bleeding from a wound in her side, her body is practically hot to the touch and he decides saving her is essential. Dame Tomoe-Doe attempts to remove her poison with her paladin abilities but it resists and after blasting a few more of the attackers Yokai-O uses more potent magic to hold it at bay. In her fever Yuzumi calls out for her betrothed Noburu and “zunkhasa poison”, a myth the warlock recognizes. Thought by many to be a fable, the legendary toxin is said to have killed a sire to the imperial throne in the ancient past and to be so potent that it resists even the most powerful magic.

As the two evacuate Yuzumi’s fevered body to the streets west of the gardens, Reiko and Dame-Tomoe Doe continue to fight off the kamikazes–the clockwork mage uses her magic to put them to sleep while the usagi samurai leaps up to strike them down. One explosion causes a mekkusenshi to turn violent, slaying another of its kind before the hengeyokai warrior decapitates it. When two of the aerial attackers are beyond her reach and about to kill a crowd of fifteen innocents she uses her paladin magic, disemboweling herself but instantly slaying a falling bomber that ignites his fellow (saving the cadre of nobles and servants from a violent death).

Fleeing from the pandemonium in the southern Heavenly Estates the party take Yuzumi to the House of Onryo, turning over the noblewoman to the medical experts there. They are astonished to hear that she has been afflicted with zunkhasa poison but produce a cure–though it is hundreds of years old, its contents aged and dried. With Yokai-O’s aid their chirurgeons successfully reconstitute the unique antitoxin but its potency has been greatly reduced and will only stave off the sickness. In order to save Yuzumi’s life, a new fajuri potion is required.

Though the doctors of the Imperial Guard can offer most of the ingredients needed for the tincture, three rare and essential items elude them–pandobi leaf, tora stem, and yukazi flower, all from plants that grow only in the Zunkhasa Rainforest in the southern prefecture of Ikari. Speaking with Matsuro Gekido back at the estate, he agrees that now more than ever it is essential that Yuzumi be spared from an early death and offers to pay whatever is necessary for the party to teleport to the city of Nesuto and acquire the rare reagents. Fortunately Emperor Hitoshi has called for a stay to the weddings as the city’s defenses are brought to full readiness to disrupt any further attacks, giving them a crucial window of opportunity in which to act.

Tera-O subtly convinces the master of the Gekido in Sanbaoshi to be wary about protecting the bride-to-be, manipulating a quarantine that will keep her from even her betrothed (something reinforced by a rumor of contagion spread by Yokai-O). With their affairs in order and carrying a writ from one of Soburin’s most powerful nobles, the party climb the highest tower of the Mage Academy and step into a teleportation circle conjured by the Magemaster himself….

Hypercorps 2099 Mystique

Welcome to Hyper Score Marvel 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.

By request this week we have a character all around extremely well-suited for a Hyper Score build: Mystique! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request: Kitty Pride AKA Shadowcat!

Also 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!

MYSTIQUE          CR 14—XP 38,400

Female human rogue (chameleon) 6/monk (martial artist) 6 [hs 3; hypernaut 1]
CN Medium humanoid (human, hyper)
Init +6; Senses Awareness +14

DEFENSE
AC 25, bullet 25, touch 25, flat-footed 19 (+5 deflection, +5 Dex, +1 dodge, +1 monk, +3 Wisdom)
hp 105 (12d8+48) fast healing 1; Hyper Bonus +1
Fort +11, Ref +16, Will +11
Defensive Abilities evasion, uncanny dodge; Immune disease, fatigue, poison
Hyper Flaws disturbing (natural form), loner

OFFENSE
Speed 50 ft.
Melee unarmed +20/+15/+15 or +18/+18/+15/+15/+10 (1d8+9, Crit 19-20/x2)
Ranged combat pistol +20/+15/+15 (2d6+1, Crit x4, Range 100 ft.)
Special Attacks exploit weakness, flurry of blows, hyper bonus +1, sneak attack +3d6, stunning fist (6/day, DC 18)
Hypernaut Power (CL 15th; concentration +20)
Constant—perfect mimicry

TACTICS
During Combat Mystique is a master of deception both in combat and out. She ambushes an opponent then uses move actions to feint, attacking with unarmed strikes when a foe’s guard is down. Mystique attempts to isolate and dispatch foes before assuming their form to approach her enemy’s allies.

STATISTICS
Str 13, Dex 20, Con 16, Int 14, Wis 17, Cha 18
Hyper Constitution 1 (Hyper Blooded)
Base Atk +8; CMB +10; CMD 37
Feats Alertness[B], Combat Expertise, Dodge[B], Improved Critical: Unarmed[B], Improved Feint, Improved Unarmed Strike[B], Greater Feint, Mobility [B], Skill Focus (Bluff), Spring Attack[B], Weapon Finesse, Weapon Focus (unarmed), Weapon Specialization (unarmed)
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute
Skills Acrobatics +18 (+26 to jump), Athletics +7, Awareness +14, Bluff +25, Diplomacy +12, Disable Device +12, Disguise +38, Escape Artist +16, Intimidate +12, Knowledge (dungeoneering, religion) +6, Knowledge (history, technology) +8, Knowledge (local) +11, Ride +9, Search +13, Sense Motive +20, Sleight of Hand +14, Stealth +18, Use Magic Device +8, Use Technology +9, Vehicular Control +11
Languages English, German, Spanish
SQ effortless sneak (underground, urban), high jump, hyper attack 1, hyper initiative, hyper mortality, hypernaut power (fast healing 1), maneuver training, martial arts master, misdirection (18 points), pain points, rogue talents (bleeding attack, combat trick, fast stealth)
Gear amulet of mighty fists +5, ring of protection +5

SPECIAL ABILITIES
Effortless Sneak (Sp) While Mystique is underground or in an urban area, she can take 10 on any Stealth check she makes.
Exploit Weakness (Ex) Mystique can observe a creature or object to find its weak point by making a Wisdom check and adding +9 against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, she gains a +2 bonus on attack rolls until the end of her turn and any attacks she makes until the end of her turn ignore the creature or object’s DR or hardness.
      As a swift action Mystique may to analyze the movements and expressions of one creature within 30 feet, granting her a +4 bonus until the start of her next turn on Sense Motive checks and Reflex saves, and a +4 dodge bonus to AC against that opponent until the start of her next turn.
Misdirection – 18 points (Ex) At the start of each day Mystique gains a pool of stealth points. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll.
Pain Points (Ex) Mystique’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of her stunning fist by 1.

 

NEW HYPERNAUT POWER: Perfect Mimicry
Tier 1; Action swift; Save none
Effect Mystique can psionically shift the atoms of her body to duplicate any humanoid of either sex, wearing any kind of clothing. She can precisely duplicate another person’s retina pattern, finger, palm and skin-pore patterns, and vocal cords. She can increase her volume, but not her mass. While assuming another creature’s form Mystique gains a +30 hyper bonus on Disguise checks.

NEW HYPER FLAW
Loner: You have been abandoned, betrayed, and forgotten by more allies, family members, and lovers than you can count–even your own children are suspect. As a rule you have learned that the only person you can ever possibly be loyal to is yourself and that makes you hard for others to trust. You do not gain morale bonuses from the magic items, spells, or abilities of other creatures (any morale bonuses you grant yourself or gain from a feat, class, or racial ability function normally.)

DESIGN NOTES ON MYSTIQUE

OOF! I made a little more work for myself than I needed to here but I’m very happy with how she came out–another great example of a character very well-suited to the Hyper Score System, complementing the standard Pathfinder ruleset with abilities that put her into super territory. I also managed to keep her at a relatively lower level–this is someone you can toss at a group of middle-range PCs for a very, very, very fun encounter (and you are welcome to change her favored terrains if it’s not underground or whatever; chock it up to her hypernaut power).
       While the image I chose has her double-wielding SMGs, I prefer my Mystique to be more about kickass martial arts (a la the movies) and less about shooting things. If you *want* her to be more about shooting things, swap out her feinting, improved crit, and weapon feats (a total of 7) for Point Blank Shot, Rapid Shot, Shot on the Run, Two-Weapon Fighting, Improved Two-Weapon Fighting, Precise Shot, and Rapid Reload (or whatever other shoot-y things you might pine for).
       You could also easily do her as a meganaut (amping her Constitution and Charisma or Dexterity) and use hyper feats to access some disguise self-esque spell-like abilities, or go after the build as a parallel, but she’s so damned good at it I thought it was deserving of a hypernaut power.
       The movie costuming was neat but just, I mean, come on. Mystique is always going to be the white-adorned skull-belted badass from the 90s animated series. That’s just what it is.

 

Mystique

Medium humanoid (human, hyper), chaotic neutral rogue (thief) 3/monk (ballistic brawler) 6 [hs 3, abbernaut 1]
Armor Class 19 (Wisdom, martial arts stance)
Hit Points 91 (9d8+1d10+40+5)
Speed 45 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 18 (+4) 14 (+2) 17 (+3) 16 (+3)

Saving Throws Dex +9, Int +6
Skills Acrobatics +9, Deception +11, Insight +7, Perception +7, Sleight of Hand +9, Stealth +13
Tools thieves’ tools
Damage Resistances poison
Condition Immunities diseases, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages English, German, Spanish
Challenge 12 (8,400 XP)
Background Feature (Criminal) – Criminal Contact. Mystique has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to get messages to and from her contact, even over great distances; specifically, she knows the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for her.
Cunning Action. Mystique can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Expertise. Mystique’s proficiency bonus is doubled for any ability check she makes that uses Deception or Stealth.
Exploding Ki Technique. Mystique gains a +4 bonus (her proficiency bonus) to attack rolls with firearms without requiring a bonus action aiming, and she does not suffer disadvantage while making attack rolls with firearms while within an enemy’s reach. If she would otherwise not require a bonus action aiming, Mystique gains a +4 bonus to damage when she spends a bonus action aiming. In addition, when she is wielding two firearms, she may spend a bonus action to gain an additional attack.
Fast Hands. Mystique can use the bonus action granted by her Cunning Action to make a Dexterity (Sleight of Hand) check, use her thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Hyper Ability Trait: Dexterity – Dexterous Warrior). Mystique increases her ranged weapon damage by 2.
Hyper Attack. Mystique may make an additional weapon attack when she uses her action to attack.
Hyper Feat: Adrenal Hyper (Constitution – Hyper Blooded). Mystique is resistant to poison damage and immune to both diseases and the poisoned condition.
Hyper Feat: Adrenal Hyper (Dexterity – Hyper Dexterous 2/long rest). When Mystique fails a Dexterity saving throw she may choose to roll again with advantage.
Hyper Flaw: Unnatural. In her natural form, Mystique has disadvantage on all non-Intimidate Charisma checks.
Hyper Mortality. Mystique has advantage on saving throws against death and death effects.
Hyper Proficiency +1. Mystique’s bonus to weapons and other features (that are not skills or equipment) she is proficient with increases by 1.

Ki (6 points). Mystique harnesses the mystic energy of ki and can spend these points to fuel various ki features. When she spends a ki point, it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

 

  • Flurry of Blows. Immediately after Mystique takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Mystique can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Mystique can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
  • Stunning Attack. Mystique can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.

 

Ki-Empowered Bullets. Any attacks Mystique makes with a firearm count as magical.
Martial Arts. Mystique can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 (raised from 1d6 because she is an abbernaut) in place of the normal damage of her unarmed strike or monk weapons. In addition, when Mystique uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Second-Story Work. Climbing no longer costs Mystique extra movement and when she makes a running jump, the distance she covers increases by 5 feet.
Shapechanger. Mystique can use her action to polymorph into a Small, Medium, or Large humanoid she has seen, or back into her true form (though her volume changes, her mass does not). Her statistics, other than her size, are the same in each form. Any equipment she is carrying isn’t transformed but clothing or light armor she wears is. Mystique reverts to her true form if she dies or becomes incapacitated.
Sneak Attack 2d6 (1/turn). Mystique deals an extra 7 (2d6) damage when it 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 hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent* (2). Mystique’s unarmed strikes deal an additional 1d6 piercing damage, she gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she is wearing no armor and not wielding a shield, Mystique’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + the number of martial arts stances* she knows.
Unarmored Movement. Mystique’s speed increases by 15 feet while she is not wearing armor or wielding a shield, and she is able to move along vertical surfaces and across liquids on her turn without falling during the move.

*Martial Arts stances from Mists of Akuma.

ACTIONS
Multiattack. Mystique makes three unarmed strikes (four with a bonus action or five with 1 ki) or three SMG blasts (with her bonus action spent aiming for a +4 bonus to damage or spent to make a fourth and fifth attack).
Unarmed Strikes. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical bludgeoning damage plus 3 (1d6) piercing damage.
SMG Blast. Ranged Weapon Attack: +10 to hit, range (80/360), one target. Hit: 16 (2d8+7) magical bludgeoning and piercing damage.

REACTIONS
Deflect Missile. Mystique can spend her reaction to strike a missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 13 (1d8+1d6+5).
Slow Fall. Mystique can use her reaction when she falls to reduce any falling damage she takes by 30.

Notes on Mystique’s Build

Wondering what a 12th level hyper D&D 5E build shapeshifter looks like when it’s built by the book? This is it! I’m pretty fond of this build and may be reskinning it to field her against some 2099 Wasteland survivors sometime in the near future. 😀

Welcome to the eighth 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 (Chun-Li!), 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!

Next week I’ll be putting up a special Virtua Fighter guest (I think) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

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

Dhalsim MoA.png

Dhalsim

Medium humanoid (soburi), neutral good monk (way of the four elements) 15
Armor Class 21 (Wisdom, martial arts stance)
Hit Points 146 (15d8+75)
Speed 55 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 20 (+5) 13 (+1) 20 (+5) 13 (+1)

Saving Throws all (+5 proficiency bonus)
Skills Athletics +7, Insight +10, Medicine +10, Religion +6, Stealth +10
Damage Immunities poison, fire
Condition Immunities diseased, poisoned
Senses passive Perception 15
Languages Soburi (Common)
Challenge 15 (13,000 XP)

Background – Hermit. Feature: Discovery. Dhalsim is incredibly devout and perfectly in tune with the divine, allowing him to see a path of destiny that is obscured to all others–he goes exactly where he is meant to when he is meant to. By correctly fulfilling his fate Dhalsim has maximized his body’s agility, durability, and flexibility, and after many decades of mindfulness, his willpower as well.
Elemental Attunement: Flame. Dhalsim can use his action to briefly control elemental forces nearby, causing one of the following effects of his choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause fire that can fit within a 1-foot cube to shape itself into a crude form he designates for 1 minute.

Evasion. If Dhalsim 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 (15 points, save DC 18, maximum ki points for a spell is5). Dhalsim 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 Dhalsim makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Fangs of the Fire Snake. When Dhalsim uses the Attack action on his turn, he can spend 1 ki point to cause tendrils of flame to stretch out from his fists and feet. Dhalsim’s reach with his unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if he spends 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
  • Patient Defense. Dhalsim can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Ride the Wind. Dhalsim can spend 4 ki points to cast fly, targeting himself.
  • Step of the Wind. Dhalsim 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. Dhalsim can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a Constitution saving throw or be stunned until the end of his next turn.
  • Sweeping Cinder Strike. Dhalsim can spend 2 ki points to cast burning hands.
  • Flurry of Blows. Immediately after Dhalsim takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.

Martial Arts. Dhalsim can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d10 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Dhalsim 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. Dhalsim’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance of Fire’s Eternal Vengeance (3). Dhalsim’s strikes deal an additional 1d8 fire damage and he gains immunity to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 10d8 points of fire damage to all creatures and objects within 15 feet. A DC 18 Dexterity saving throw reduces this damage by half. Dhalsim cannot use this feature again until he has completed a long rest.
Stillness of Mind. Dhalsim can use his action to end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Dhalsim does not suffer 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. Dhalsim understands all spoken languages and 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, Dhalsim’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Dhalsim’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. Dhalsim’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Dhalsim makes two unarmed strikes when he takes the attack action (three as a bonus action or 4 by spending 1 ki).
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (1d10+8) magical bludgeoning damage plus 4 (1d8) fire damage.
Yoga Flame. Ranged Weapon Attack: +10 to hit, range (30/60), one target. Hit: 70 (10d12+5) fire damage and DC 18 Constitution saving throw or knocked prone.

REACTIONS
Deflect Missile. Dhalsim 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 18 (1d10+1d8+8).
Slow Fall. Dhalsim can use his reaction when he falls to reduce any falling damage he takes by 75.

 

Dhalsim’s Prayer Bracelets

Wondrous item, legendary (requires attunement)
Dhalsim has worn the same rings of bone around his wrists since he was a child and a consequence, they have absorbed his ki and transformed into enchanted items that complement his fighting style. While wearing his prayer bracelets, Dhalsim’s unarmed strikes deal an extra 3 damage and increase in reach by 5 feet. In addition he gains the following benefits and features:

  • Yoga Dive. When making his first attack in the round, Dhalsim may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage). After a successful hit he can make another Strength (Athletics) check and move up to 20 feet, using the check result as his AC against any opportunity attacks provoked by his movement before he lands.
  • Yoga Fire. When Dhalsim activates sweeping cinder strike it creates 1 free charge use of the feature. He can activate this use without spending an additional ki. Alternatively, a creature that fails its saving throw is knocked prone.
  • Yoga Flame. By spending 1 ki, Dhalsim can spit a balls of flame (range 30/60) that deals 10d12 plus his Wisdom modifier fire damage.
  • Yoga Strike. Dhalsim can spend an action to make an unarmed strike at a target within 30 feet, dealing double his normal damage on a successful hit. A creature hit by this attack makes a Constitution saving throw or is knocked prone.