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 (Balrog!), 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 Dhalsim (I think) but if there’s someone you’d like to see instead I do these by request so let me know and we’ll get your pick in queue!
Medium humanoid (human soburi), lawful good monk (martial artist) 12/rogue (detective) 3
Armor Class 23 (Wisdom, martial arts stances)
Hit Points 97 (15d8+30)
Speed 50 ft.
|13 (+1)||18 (+4)||15 (+2)||16 (+3)||16 (+3)||13 (+1)||18 (+4)||14 (+2)|
Saving Throws Str +6, Dex +9
Skills Acrobatics +14, Athletics +6, Insight +13, Investigation +13, Perception +13, Stealth +9, Survival +8
Damage Resistances force, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 23
Languages Common (Soburi)
Challenge 15 (8,400 XP)
Background Feature (Pragmatist): Indomitable Spirit. Whenever Chun-Li’s Haitoku score increases, she receives a Dignity saving throw against a DC equal to her current Haitoku score. On a successful save she may either avoid increasing her Haitoku score or avoid decreasing her Dignity score (but not both).
Cunning Action. Chun-Li can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Chun-Li is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Expertise. Chun-Li’s proficiency bonus is doubled for any ability check she makes that uses Acrobatics or Perception.
Investigative Nature (5 points). Chun-Li’s proficiency bonus is doubled for any ability check she makes that uses Insight or Investigation. She may spend an investigation point as a reaction to add +1d4 to a skill check chosen from the following list: Acrobatics, Athletics, Arcana, History, Investigation, Nature, or Religion. She may choose to spend an investigation point after the die has been rolled but must do so before the results are revealed. She regains any expended investigation points when she finishes a short or long rest.
Ki (12 points). Chun-Li 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 Chun-Li takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Chun-Li can spend 1 ki point to take the Dodge action as a bonus action on her turn.
- Step of the Wind. Chun-Li 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. Chun-Li 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 16 Constitution saving throw or be stunned until the end of her next turn.
Martial Arts. Chun-Li can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 in place of the normal damage of her unarmed strike or monk weapons. In addition, when Chun-Li 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.
Purity of Body. Chun-Li’s mastery of the ki flowing through her makes her immune to disease and poison.
Sneak Attack 2d6 (1/turn). Chun-Li 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 Scion. Chun-Li has learned 3 martial arts stances from her monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Inner Force (3). Chun-Li’s strikes deal an additional 1d8 force damage and she gains resistance to force damage. In addition, she has advantage on saving throws to avoid taking force damage and is able to cast the mage hand cantrip without the need for verbal components, requiring only a bonus action to control the hand.
Stance of the Striking Serpent (3). Chun-Li’s unarmed strikes deal an additional 1d8 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, Chun-Li’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + the number of martial arts stances she knows.
Unarmored Movement. Chun-Li’s speed increases by 20 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.
Unarmed Savant. Chun-Li’s unarmed strike damage increases by one step (to 1d10) due to her soburi heritage and she gains proficiency in the Athletics skill.
Multiattack. Chun-Li makes two unarmed strikes when she takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) magical bludgeoning damage, 4 (1d8) piercing damage, and 4 (1d8) force damage.
Kikkoken. Ranged Weapon Attack: +9 to hit, range 50/100, one target. Hit: 85 (15d10+3) force damage and the target makes a DC 16 Constitution saving throw or is knocked prone and stunned for 1 round.
Deflect Missile. Chun-Li 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 18 (1d10+2d8+4).
Slow Fall. Chun-Li can use her reaction when she falls to reduce any falling damage she takes by 60.
CHUN-LI’S SPIKED BRACELETS
Wondrous item, legendary (requires attunement)
The spiked bracelets Chun-Li has worn into battle over the years have become an integral part of her fighting style, imbued with ki that grant her additional features:
Headstomp. When making her first attack in the round, Chun-Li may make a Dexterity (Acrobatics) check against a target creature’s AC as long as she moves at least 5 feet. On a success, she gains advantage on her first attack roll and if she hits, it becomes a critical hit (dealing her sneak attack damage because of advantage). After a successful hit she can make another Dexterity (Acrobatics) check and move up to 20 feet, using the check result as her AC against any opportunity attacks provoked by her movement before she lands.
Hyakuretsu Kyaku. Chun-Li spends 1 ki and an action planting one leg onto the ground, using the other to lash out with lightning strikes that pummel whatever gets within range. Until the beginning of her next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction Chun-Li is facing and within her reach) takes 33 (2d10+4d8+4) bludgeoning, piercing, and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead.
Kikkoken. By spending 1 ki and focusing her power as an action, Chun-Li unleashes a lethal ball of energy with a range of 50/100, dealing 85 (15d10+3) force damage on a successful hit and forcing the target to make a DC 16 Constitution saving throw or be knocked prone and stunned for 1 round.