Street Fighter D&D 5E: Blanka!

Welcome to the 12th 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 post (making better use of these NPCs) or the last character (Ryu!), 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 not sure who I’ll be putting up 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!

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BLANKA

Medium humanoid (soburi), neutral good barbarian (path of the faded) 8/freak (hulking)^ 8
Armor Class 23 (Constitution, 3 natural, 2 martial arts stances)
Hit Points 167 (9d12+7d10+2d4+72)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 18 (+4) 11 (+0) 13 (+1) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Str +9, Con +9
Skills Athletics +9 (+14 to jump*), Intimidation +6, Perception +6, Stealth +9, Survival +6
Damage Resistances lightning; bludgeoning, piercing, and slashing when raging
Condition Immunities diseases, frightened
Senses passive Perception 16
Languages Common (Soburi), Undercommon
Challenge 13 (10,000 XP)

Background Feature: Indomitable Spirit (Pragmatist). Whenever Blanka’s Haitoku score increases, he receives a Dignity saving throw against a DC equal to his current Haitoku score. On a successful save he may either avoid increasing his Haitoku score or avoid decreasing his Dignity score (but not both).
Bulk Mutations. Blanka’s natural armor bonus to AC increases by 2 and his carrying capacity doubles. In addition, he gains 2d4 hit dice.
Danger Sense. Blanka has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Faded.  For the duration of his rage, whenever Blanka takes damage from a creature that is within 5 feet of him, that creature takes 5 lightning damage. When his rage ends, Blanka suffers a level of the misted condition. These levels of the misted condition dissipate at a rate of one level per long rest and they cannot trigger his death and transformation into adeddo-oni; instead, any misted levels beyond the 7th count as levels of exhaustion that are removed when Blanka takes a long rest.
Fast Movement. Blanka’s speed increases by 10 feet while he isn’t wearing heavy armor.
Fearless. Blanka cannot be frightened.
Feral Instinct. Blanka’s instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Freakish Deformity. Blanka gains a +1 natural armor bonus to AC. While his skin or face are revealed, he suffers disadvantage on Charisma ability checks against humanoids that do not have a freakish deformity. The only exception to this rule are Intimidation checks, which he always makes with advantage.
Hardened Organs. Blanka only requires half as much food and water as normal, he has advantage when making saving throws against dehydration or starvation, and he gains immunity to disease.
Indomitable. Blanka can reroll a saving throw that he fails, but he must use the new roll. He must finish a short rest before he can use this feature again.
Mindless Rage. Blanka can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.
Radiation Tolerance. Blanka has advantage on saving throws against radiation and treats any radiation level at half value.
Rage. On his turn, Blanka can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if Blanka is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Blanka can also end his rage on his turn as a bonus action. Once Blanka has raged three times, he must finish a long rest before he can rage again.
Reckless Attack. When Blanka makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Stance of the Tiger’s Claw (2). Blanka’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Blanka may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a DC 17 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Furious Storm (1). Blanka’s unarmed strikes deal an additional 1d4 lightning damage (this damage is not multiplied on a critical hit) and he gains resistance to lightning damage.
Tavern Brawler. Blanka is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Blanka 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.
Unarmored Defense. While he isn’t wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Unarmed Savant. Blanka’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and she gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Blanka makes three unarmed strikes when he attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) slashing damage plus 2 (1d4) lightning damage.

^The Freak class appears in 2099 Wasteland, a post-apocalyptic science fiction campaign setting generator being published by Legendary Games (free stuff here).
*Blanka 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).
EDIT: 2099 Wasteland went live late on Friday night and the full Freak class rules are included in the (free) 41 page preview PDF. 

BLANKA’S SHACKLES

Wondrous item, legendary
Blanka still wears the metal that clasped his ankles and imprisoned him during the experimentation that changed him into the freakish monster he is now. In addition to changing the damage from his Faded feature from necrotic to lightning, they grant him the following features:
Electric Thunder. While raging, when attacked Blanka can spend his reaction to curl to his knees and focus his biomechanical energies, roiling his body with a surge of powerful electricity. Until the start of his next turn, attacks made against him have advantage but all creatures and objects that start their turn within 5 feet of Blanka or pass within 5 feet of Blanka take (22) 5d8 lightning damage.
Rolling Attack. When Blanka moves at least 10 feet in a straight line immediately before attacking a creature with his unarmed strike, he gains a +5 bonus to the attack’s damage roll and pushes the target up to 10 feet away from him if Blanka successfully shoves.

Notes on Blanka’s Design

Originally I was going to go with a barbarian/rogue build but then I was like “! I literally have a thing for characters exactly like this!” so I went with freak instead. The playtest rules for the class are here but the shiney polished version is (or will soon be) available in 2099 Wasteland.
CR REVISIONS
Finally figured out I was messing up my challenge ratings! Class level NPCs ignore proficiency in their calculations. Blanka is noteworthy for his CR change for two reasons: resistance to weapon damage and a killer AC, so though his damage output is fairly low (roughly 71) he gets a sizable bump for durability.

————- REDUCED STATBLOCK —————

BLANKA

Medium humanoid (soburi), neutral good barbarian 8/freak 8
Armor Class 23 (Constitution, 3 natural, 2 martial arts stances)
Hit Points 167 (9d12+7d10+2d4+72)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 18 (+4) 11 (+0) 13 (+1) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Str +9, Con +9
Skills Athletics +9 (+14 to jump*), Intimidation +6, Perception +6, Stealth +9, Survival +6
Damage Resistances lightning; bludgeoning, piercing, and slashing when raging
Condition Immunities diseases, frightened; charmed (while raging)
Senses passive Perception 16
Languages Common (Soburi), Undercommon
Challenge 13 (10,000 XP)

Background Feature: Indomitable Spirit (Pragmatist). Whenever Blanka’s Haitoku score increases, he receives a Dignity saving throw against a DC equal to his current Haitoku score. On a successful save he may either avoid increasing his Haitoku score or avoid decreasing his Dignity score (but not both).
Bulk Mutations. Blanka’s carrying capacity doubles and he gains 2d4 hit dice.
Danger Sense. Blanka has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Faded.  For the duration of his rage, whenever Blanka takes damage from a creature that is within 5 feet of him, that creature takes 5 lightning damage. When his rage ends, Blanka suffers a level of the misted condition. These levels of the misted condition dissipate at a rate of one level per long rest and they cannot trigger his death and transformation into adeddo-oni; instead, any misted levels beyond the 7th count as levels of exhaustion that are removed when Blanka takes a long rest.
Feral Instinct. Blanka’s instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Freakish Deformity. Blanka gains a +1 natural armor bonus to AC. While his skin or face are revealed, he suffers disadvantage on Charisma ability checks against humanoids that do not have a freakish deformity. The only exception to this rule are Intimidation checks, which he always makes with advantage.
Indomitable (1/short rest). Blanka can reroll a saving throw that he fails, but he must use the new roll.
Radiation Tolerance. Blanka has advantage on saving throws against radiation and treats any radiation level at half value.
Rage. On his turn, Blanka can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if Blanka is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Blanka can also end his rage on his turn as a bonus action. Once Blanka has raged three times, he must finish a long rest before he can rage again.
Reckless Attack. When Blanka makes his first attack on his turn, he can gain advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Stance of the Tiger’s Claw (2). Blanka’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Blanka may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a DC 17 Wisdom saving throw resists the effect. He cannot use this feature again until he has completed a long rest.
Stance of the Furious Storm (1). Blanka’s unarmed strikes deal an additional 1d4 lightning damage (this damage is not multiplied on a critical hit) and he gains resistance to lightning damage.
Tavern Brawler. When Blanka 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.

ACTIONS
Multiattack. Blanka makes three unarmed strikes when he attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) slashing damage plus 2 (1d4) lightning damage.
Electric Thunder. While raging, when attacked Blanka can spend his reaction to curl to his knees and focus his biomechanical energies, roiling his body with a surge of powerful electricity. Until the start of his next turn, attacks made against him have advantage but all creatures and objects that start their turn within 5 feet of Blanka or pass within 5 feet of Blanka take (22) 5d8 lightning damage.
Rolling Attack. When Blanka moves at least 10 feet in a straight line immediately before attacking a creature with his unarmed strike, he gains a +5 bonus to the attack’s damage roll and pushes the target up to 10 feet away from him if Blanka successfully shoves.