Archives for posts with tag: DnD 5E

Welcome to the 13th 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 (Blanka!), 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 (maybe Vega?) 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! ^_^ (and if you like the free stuff, 3 adventures were just released in print and PDF, each with substantial previews!) Thanks for visiting my website!

EDIT: I’ve heard it from multiple sources in multiple places and apparently folks are playing Guile’s stage’s song while reading this blog post. I fully support this. Extended version here (link thanks to Ed the Bard!)

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Guile

Medium humanoid (human), lawful good fighter (battle master) 16
Armor Class 20 (leather, martial arts stances)
Hit Points 172 (16d10+80)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 18 (+4) 20 (+5) 15 (+1) 15 (+2) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +10, Con +10
Skills Athletics +10, Insight +7, Intimidation +7, Perception +7
Tools gaming set, vehicle (land)
Damage Resistances bludgeoning, thunder
Senses passive Perception 17
Languages Ceramian, Ropaeo, Soburi (Common)
Challenge 16 (15,000 XP)

Action Surge. On his turn, Guile can take an additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Background Feature: Military Rank (Soldier). Guile has a military rank of Sergeant from his career as a soldier. Soldiers loyal to his former military organization still recognize his authority and influence, and they defer to his if they are of a lower rank. Guile can invoke his rank to exert influence over other soldiers and requisition simple equipment for temporary use. Guile can also usually gain access to friendly military encampments and fortresses where rank is recognized.
Fighting Style: Archery. Guile gains a +2 bonus to attack rolls he makes with ranged weapons.
Indomitable. Guile can reroll a saving throw that he fails. If he does so, he must use the new roll. Guile can use this feature twice before he requires a long rest to replenish it.
Know Your Enemy. If Guile 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 your 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 (6d10). Guile knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Guile uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When Guile hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Guile’s next turn.
  • Evasive Footwork. When Guile moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Goading Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Guile adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Guile you until the end of his next turn.
  • Maneuvering Attack. When Guile 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 her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Guile’s attack.
  • Rally. On his turn, Guile can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Guile 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, Guile adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Guile hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He 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 he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Guile 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 18 Strength saving throw. On a failed save, Guile knocks the target prone.

Relentless. When Guile rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind. On his turn, Guile can use a bonus action to regain 1d10+15 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of the Bellowing Gale (2). Guile’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit), he gains resistance to thunder damage, and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Guile’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.
Tavern Brawler. Guile is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Guile 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.
Unarmed Savant. Guile’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d6) and he gains proficiency in Athletics.

ACTIONS
Multiattack. Guile attacks three times when he takes the Attack action. He may attack with his off-hand as a bonus action (as per two weapon fighting) but does not gain his Strength bonus to damage (+5) when doing so.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d6+1d8+5) bludgeoning damage plus 3 (1d6) thunder damage. Guile does not deal thunder damage on critical hits.
Combat Pistol*. Ranged Weapon Attack: +11 to hit, range 100/400, one target. Hit: 11 (2d6+4) bludgeoning and piercing damage.

The combat pistol has the ammunition, autofire (bonus action to make an additional attack with disadvantage), and reload (20 shots) properties and has been sourced from Hypercorps 2099 (5e).

 

GUILE’S BOOTS

Wondrous item, legendary
Guile’s got the same pair of boots issued to him when he joined the ranks of the military. After shedding the blood of countless soldiers across the world they have accrued power, granting Guile the following features:
Flash Kick. Guile can spend a bonus action to go to a knee. Once he has taken a knee, the next attack Guile makes is a flash kick maneuver that adds +1d10 (his superiority die) to both attack and damage (without expending one). On a successful hit, the target makes a DC 18 Strength saving throw or is pushed away 10 feet and knocked prone.
Sonic BOOM! Guile can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Guile can unleash a sonic boom that travels 100 feet in a 5-ft.-line. Any creature in the path of the sonic boom takes 88 (16d10) thunder damage. A DC 18 Dexterity saving throw halves this damage.

Notes on Guile’s Build

Guile is a straight up fighter dipping into the world of martial arts and he’s going to feel it when facing off against a proper martial artist–he’ll take more hits and suffer in the fight, but he’s got more tricks up his sleeve and for a bare-knuckle army-brawling boxer I feel like it’s a solid fit. If you’re thinking “I want the players to run into the biggest badasses drinking in the bar”, grab this and Balrog and you should be set. 😀

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!

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

blanka moa promo.png

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 16 (15,000 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, 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.

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Come next week there’ll be a dozen of these high-level combat NPC builds in the Street Fighter D&D 5e series but how often will a surprise duel or dual ambush really work in the same campaign? Isn’t there something cooler we can do with this big wonderful cast of iconic characters?
Yes–yes there is–but first let’s consider how well they can be implemented into your game.

High Mobility

Most every one of these builds clocks in at a speed of 40 ft. or better, has the ability to Dash as a bonus action, and has great stats for jumping around. On top of that their ACs are fairly high and so long as you aren’t dealing with someone that has the Sentinel feat, they should be able to move into and out of cover or generally up and away from a mob of adventurers.

Low-Tech

One of the best things about the Street Fighter D&D 5E builds are the fact that nobody is toting guns or anything really beyond the ken of a standard game (be that in Mists of Akuma or a more medieval world). If you’ve got monks in your setting you can probably swing these NPCs without breaking immersion.

Spellcaster Nightmares

As far as I can tell for most games, an upper-level PC is going to be sporting several decent magic items and a barbarian, fighter, or other melee-focused character may well be on equal footing with a Street Fighter–making for great duels! When they go after a party of adventurers however, it’s definitely going to skew the fight in a more difficult direction if they target spellcasters first.

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Well What Now, Buddy?

Afro Samurai is very obviously one of my favorite anime series and one of the things that endears me to it is the simple plot: The Headband of The One. If for some awful reason you have not seen it yet watch the whole thing (both of them!) but in a nutshell, possessing this headband makes you invincible to anyone but the person wearing the Headband of the Two. I wouldn’t recommend exactly that here but a lot of the Street Fighter D&D 5E NPCs are sporting a pretty dope magic item–and accruing these magic items for a greater objective sounds like it is definitely worth pursuing.

What should that objective be? Fighting a boss of course! For now I recommend delving into some mythology and reskinning an existing badass high CR monster, but in the days to come (post 20 perhaps?) I’ll post a BBEG final boss battle attainable only after the PCs have acquired enough of these sacred video game relics!

What about builds without a signature magic item?
In these cases, impart some of that defeated or dying NPCs’ ki into an item cherished by a PC and grant them a neat (hopefully related) feature they can use between short or long rests (depending on its potency).

BUT WHO IS THIS BOSS?!? You tell me!
I know the character I’d pick but I want to hear what/who you glorious readers would like to see! Is it time to break out Goro? Should we cross the Guilty Gear threshold? Get crazy obscure? Comment on the post, hit me up on Facebook or Google+, or tweet at me with your vote!

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.

This week’s request is exceptionally timely because she’s getting a television show! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, the ultrapowerful LIVING TRIBUNAL!

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!

hypercorps squirrel girl promo

Squirrel Girl

Squirrel Girl         CR 9—XP 6,400
Female human summoner (swarm minder[VC]) 8 [hs 1; meganaut 1]
NG Medium humanoid (human, hyper)
Init +5; Senses scent; Awareness +7

DEFENSE
AC 26, bullet 23, touch 19, flat-footed 21 (+4 mage armor, +2 deflection, +5 Dex, +1 dodge, +1 hyper, +3 natural)
hp 63 (8d8+24); Hyper Bonus +1
Fort +4, Ref +7, Will +5

OFFENSE
Speed 40 ft., leap (10 ft. horizontal, 5 ft. vertical)
Melee unarmed strike +10/+5 or +8/+8/+3/+3 (1d4+3 slashing)
Special Attacks hyper bonus +1

Spell-Like Abilities (CL 9th; concentration +12)
6/day—summon monster IV

Summoner Spells Known (CL 9th; concentration +12)
3rd (2/day)—charm monster, displacement, heroism
2nd (4/day)—bear’s endurance, bull’s strength, cat’s grace, haste
1st (4/day)—ant haul, expeditious retreat, feather fall, mage armor, magic fang
0th—arcane mark, daze, guidance, mending, message, resistance

STATISTICS
Str 16, Dex 20, Con 14, Int 10, Wis 8, Cha 16
Hyper Strength 1 (Strong Leap), Hyper Dexterity 1 (Dexterous Footwork)
Base Atk +6; CMB +10; CMD 28
Feats Alertness[B], Dodge[B], Dual Slice, Improved Two-Weapon Fighting, Improved Unarmed Strike[B], Mobility, Spring Attack, Two-Weapon Fighting
Hyper Feats A Bit Aberrant
Skills Acrobatics +11, Awareness +7, Handle Animal +7, Knowledge (nature) +4, Stealth +11
Languages English, Squirrel
SQ bond senses, eidolon, hyper mortality, life link, maker’s call, shield ally, transposition
Gear amulet of mighty fists and natural armor +3, ring of protection +2, squirrel hood (as helm of comprehend languages but only works for squirrels)

 

SQUIRREL SWARM        —
NG Large swarm of Tiny squirrels (animal, swarm)
Init +3; Senses darkvision 60 ft., scent; Awareness +13

DEFENSE
AC 21, bullet 18, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 51 (6d10+18)
Fort +5, Ref +8, Will +3
Defensive Abilities devotion, evasion; DR 5/magic; Immune swarm traits

OFFENSE
Speed 20 ft., climb 40 ft., swim 20 ft.
Melee swarm (2d8 plus distraction)
Special Attacks distract (Fort DC 16)
Space 10 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 17, Con 16, Int —, Wis 12, Cha 8
Base Atk +6; CMB —; CMD
Feats Dodge, Skill Focus (Awareness, Stealth)
Skills Awareness +13, Search +9, Stealth +19, Survival +10
SQ evolution pool (11 points; carpet rider, climb, damage reduction, scent, spellcaster’s bane), link, share spells, split swarm

SPECIAL ABILITIES
Carpet Rider (Ex) [2 points] An eidolon swarm surges together, forming a solid surface capable of supporting its summoner and his allies. The eidolon swarm can be ridden as though it were a flying carpet (although it does not have a fly speed unless it possesses the flight evolution). This evolution is only available to eidolons of the swarm base form.
Spellcaster’s Bane (Ex) [3 points] The collective intelligence of the swarm minder and his eidolon swarm are particularly alert to the gestures and incantations of magic use. When the eidolon swarm uses its distraction ability against a target using a spell or spell-like ability, increase the DC by +3. This evolution is only available to eidolons of the swarm base form.

*Swarm Minders are a summoner archetype from Veranthea Codex.

 

Squirrel Girl

Medium humanoid (human, hyper), neutral good
Armor Class 17 (natural)
Hit Points 104 (16d8+32)
Speed 40 ft., climb 40 ft., leap 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 15 (+2) 11 (+0) 10 (+0) 17 (+3)

Saving Throws Dex +7, Con +5, Wis +3, Cha +6
Skills Acrobatics +7, Animal Handling +6, Nature +3, Perception +3, Stealth +7, Survival +3
Senses passive Perception 13
Languages English, Squirrel
Challenge 8 (3,900 XP)
Evasion. If Squirrel Girl 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.
Squirrel Speaker. Squirrel Girl is able to understand and be understood by squirrels. In addition, by spending a bonus action she can summon 1d4+1 hordes of squirrels (up to a maximum of 16 hordes in a 24 hour period). These have the statistics of Rat Swarms with the exception that a squirrel horde gains a climb speed of 30 feet.   

ACTIONS
Multiattack. Squirrel Girl makes four unarmed strikes each round.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.

REACTIONS
Reflexive Dodge. When Squirrel Girl is aware of an attacker, she may spend her reaction to reduce the damage of an attack or spell by half.

 

Notes on Squirrel Girl

I’m exceptionally pleased with her Pathfinder build and it was a joy to design–I will definitely be dropping both versions onto some adventuring parties at some point regardless. For diehard fans, tell me because I can’t perfectly remember but I swear at some point or another she summoned or cajoled a horde of squirrels. I hope it’s cannon but straight up if it isn’t? I still love this  build! 

While I originally wanted to do a little free archetype for the Diabolist (a summoner class I designed for EN5ider and one of my three contributions to the A Touch of Class Kickstarter) I am horrendously crunched on time this week and need to get back to proper work. Still, her 5E build is nothing to scoff at and definitely still promises to be a fun time.

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!

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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!

hypercorps shadowcat promo.png

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!