Warhammer 40k D&D 5E – Psykers, Grey Knights, and Sisters of Battle (Hack #5)

Sorry everybody! I scheduled this guy to go up last week and a snafu prevented it. Damnable snafus. Must be short on proper blessings and need to assuage the Machine Spirit…

Check out the first post for:

  • general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.

See the second post for:

  • the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged, new extremis weapons, power armor

What’s in the third post?

  • Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype

Last week’s post?

  • Assault space marine barbarian archetype and the Imperial Commissar fighter archetype

This week’s post:

  • the Psyker sorcerer archetype
  • the Grey Knight warlock archetype
  • the Sisters of Battle monk archetype

BONUS Owen K.C. Stephens’ has a great post to grab some meat out of when setting up your Warhammer 40k D&D 5E games: Ultimate Deathwatch.

 

Psyker (Sorcerer)

Though it remains rare among humanity there are genetic anomalies that allow certain individuals to tap into the Warp, using its energies to enact wondrous powers and lethal abilities that defy the laws of nature. Using only their mind and will, psykers learn to harness their innate talents to strike down their enemies and otherwise do the impossible.

Unfettered Power
Beginning when you choose this archetype at 1st level, you gain the ability to manipulate the very aether of the Warp. While casting a cantrip or spell from the sorcerer spell list, you must make a concentration check (DC 8 for cantrips or DC 8 + spell level). On a failure, you gain 1 point of Corruption, and on a failure with a natural roll of 1 you do not cast the spell and roll on the Wild Magic table. On a natural 20 or result equal to 20 + spell level, the spell functions as if it were cast as a level higher (or for cantrips, as if you had 5 more caster levels).

Expanded Mind
Also at 1st level, you gain telepathy to a range of 10 feet per point of proficiency bonus you possess. You can communicate telepathically with any creature that is within range and able to see you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Forbidden Knowledge
At 6th level, your studies of the Warp and your abilities have borne fruit. You add a number of cantrips and spells to your list of spells known equal to your Charisma modifier. You may only learn one new cantrip and one new spell per level of spell you can cast (for example, if your Charisma score is 18 you can learn one cantrip, one 1st-level spell, one 2nd-level spell, and one 3rd-level spell).

Psyfocus
Starting at 14th level, you can spend 1 day meditating to create a psyfocus. While on your person, your psionic focus is able to concentrate on a spell for both you and it, granting it to each of you. When it is on your person but you are not using your psyfocus in this way, you have advantage on concentration checks.

Forbidden Knowledge
At 14th level, you learn more cantrips and spells (as the 6th level feature).

Astral Form
Beginning at 18th level, you can cast astral projection at will with a casting time of 1 minute, though you can only target yourself. In addition, while projecting you can possess a creature wearing a wraithbone locket (which takes you 1 year of effort to create) that you are attuned to. An unwilling creature receives a Wisdom saving throw to resist this feature. When you leave the creature’s body, you each gain 1 level of exhaustion for each minute you possessed the body. A successful Constitution saving throw halves these levels of exhaustion (minimum 1).

Grey Knight (Warlock) – Psyker Archetype

The Grey Knights are a secret, mysterious Loyalist Chapter of Space Marines specifically tasked with combating the dangerous daemonic entities of the Warp and all those who wield the corrupt power of the Chaos Gods. They have the honor of being implanted with gene-seed engineered directly from the genome of the Emperor Himself. The existence of the Chapter is virtually unknown outside of the Inquisition and the highest echelons of the Imperial Adepta, and is a well-guarded secret enforced by mind-wipes and even assassination of Imperial citizens if necessary. Unlike other Astartes, every Grey Knight is a potent psyker. Yet, in the 10,000 standard years of Imperial history, no Grey Knight has ever been corrupted by the Ruinous Powers of Chaos.
Note: When you choose this archetype, you get the Pact of the Blade. Your pact weapon is either a greatsword or a maul.

Psipoints
Grey Knights do not gain expanded spells. Instead at 1st level, 3rd level, and every odd warlock level thereafter, you gain 1 psipoint (up to a maximum of 10 psipoints at 19th level). Whenever you encounter an active spell that has been cast within the last week, you may expend 1 psipoint as an action to negate the spell. When you witness a creature within 50 feet casting a spell, you may expend 1 psipoint as a reaction to negate the spell. A spell you negate must be of a level no higher than what’s shown in the Warlock table’s Slot Level column for your level. When you attempt to negate a spell higher than your Slot Level, it is not negated but you gain advantage on saving throws to resist it or the caster is at disadvantage on its attack roll. When you finish a long rest, you regain all expended psipoints.

Psychic Armor
Starting at 1st level, you have a number of temporary hit points equal to your Charisma modifier. When these hit points are depleted, they replenish after 1 minute or immediately upon spending an action focusing your mind.

Enshrouded Mind
Beginning at 6th level, you gain resistance to psychic damage and immunity to the charmed condition. When a creature targets you with a spell that causes the charmed condition, it makes a Charisma saving throw against your spell save DC or becomes confused (as the spell) for 1 round.

Psychic Attunement
At 10th level, creatures that are within your reach provoke an opportunity attack from you when they cast a spell. In addition, enemies within your reach are at disadvantage on concentration checks made to maintain a spell and any weapon you wield counts as a magical weapon.

Grey Strike
Starting at 14th level, when you hit a creature with an attack, you can use this feature to cut off a creature’s access to magic. For a number of rounds equal to half your proficiency bonus, the creature is targeted by an effect that functions as the antimagic field spell except that its range is reduced to touch and it has no radius (affecting only the creature). On its turn, a creature targeted by this feature can spend its action to make a Charisma saving throw against your spell save DC to end the effect. Once you use this feature, you can’t use it again until you finish a long rest.

By IcyYmir on DeviantArt

Sister of Battle (Monk)

The Orders Militant of the Adepta Sororitas are the best-known part of the organization, feared by the enemies of the Imperium as the stalwart and unyielding Sisters of Battle, the army of the Ecclesiarchy. Clad in ceramite power armor, they carry an awesome array of weaponry with which to vanquish their enemies, the Sisters of Battle are trained to the peak of human ability and stand amongst Mankind’s most dedicated and disciplined warriors. Wherever there are foes of the Emperor, the Sisters of Battle can be found fighting with faith and steel. When not actively prosecuting the Ecclesiarchy’s wars, the Battle Sisters of the Orders Militant divide their time between rigorous training and devout worship of the Emperor.
These disciplines are nigh inseparable for while combat drills and studies of battle tactics can hone the body and the mind, only penitent prayer can bolster the spirit and all three are required to defeat the Imperium’s foes. The combination of combat doctrine and prayer is most evident on the battlefield, where Battle Sisters loudly proclaim their faith in hymn and verse as they march to war, calling upon the Emperor to aid them in the fight against their enemies.

Bolstered Spirit
Unlike other monk player options, you choose this archetype at 2nd level (instead of 3rd) and do not receive a ki pool. Instead your extensive training and belief in the God Emperor of Mankind manifests as veritable faith. Your access to this energy is represented by a number of faith points. Your monk level determines the number of points you have, as shown in the Ki Points column of Table: The Monk. You can spend these points to fuel various faith features. You start knowing three such features: xxx, Patient Defense, and Step of the Wind. You learn more faith features as you gain levels in this class (gained ki features use faith points instead). When you spend a faith point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended faith points back into yourself. You must spend at least 30 minutes of the rest praying to the God Emperor to regain your faith points. Some of your faith features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Faith save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Faithful Smite. You can spend 1 faith point to deal an additional 1d6 radiant damage with your melee or ranged attacks until the start of your next turn. When you reach 5th level in this class the additional damage increases to 1d8, at 10th level it increases to 1d10, and at 15th level it increases to 1d12.
  • Patient Defense. You can spend 1 faith point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 faith point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Devoted Strikes
When you reach 3rd level, you are able to deal your unarmed strike damage when making ranged weapon attacks and you gain proficiency with improvised weapons. When you reach 14th level, you may spend a bonus action to make an additional ranged attack (as though you were using the Martial Arts feature) after making a ranged attack or melee attack. Any feature that grants a benefit to your unarmed strikes applies to any weapon you wield.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sororitas Power Armor
When you reach 11th level, you receive sacred armor that is christened for your use and always in your possession. Donning or removing power armor provokes opportunity attacks and takes 3 consecutive rounds. Your power armor grants the following bonuses:

  • your AC becomes 14 + Dexterity modifier (maximum 2) + Wisdom modifier.
  • you gain darkvision 120 feet.
  • your Strength score increases by 2 (this does not modify your maximum Strength score).
  • you are able to jump as far as 30 feet horizontally or 20 feet vertically without the need for a check (these distances are added to the distances that result from any jump checks).
  • you reduce all falling damage by 30.
  • your unarmed strike damage changes to 1d6.
  • the amount of weight you can carry doubles (the power armor’s 200 lb. weight does not count against your carrying weight.)
  • melee weapons mounted onto your power armor cannot be disarmed.
  • as long as you are wearing your power armor’s helmet, while the suit is intact it grants immunity to all gas-based attacks and effects, possessing an internal air tank you can breathe from for up to 4 hours.
  • you are able to walk on metal surfaces in the void of space or zero gravity environments.
  • you are able to sleep in your power armor for a number of consecutive days equal to your proficiency bonus
  • you gain resistance to acid, cold, and fire
  • you ignore the first 3 points of damage whenever you take non-psychic damage.

Focused Mind
At 17th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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Warhammer 40k D&D 5E – Assault Space Marines and Imperial Commissars (Hack #4)

Check out the first post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.


See the second post for:

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

What’s in last week’s post?

  • Apothecary monk archetype
  • Chaplains!
  • Imperial Guard Veteran archetype (fighters with options)

Today’s post?

  • Assault space marine barbarian archetype
  • Imperial Commissar fighter archetype

As I frequently mention my love for Warhammer 40k fiction is a passionate one and some of the best titles from the Black Library are about commissars–either Ibram Gaunt (for excellent and compelling military adventure) or Ciaphas Cain (which is some of the best humor I’ve ever read–sorry Ghosts, he’s far and away my favorite).

And who doesn’t want to be a raging space marine and get up in some xenos’ or heretic’s face with some chainswords?

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Assault Space Marine (Barbarian)

Always in the forefront of battle, assault space marines soar overhead on raptor packs or sprint ahead of their battle brothers, getting directly into the thick of the fight for maximum shock and awe before moving on to the next foes as their allies bring up the rear of the attack. All space marine chapters have assault space marines but they are particularly frequent in the Blood Angels, Space Wolves, and World Eaters.

Imperial Devotion
Beginning when you choose this archetype at 3rd level, your devotion to the God-Emperor hardens your resolve in battle. When you are raging, you have advantage on saving throws. After you have used this feature on a number of saving throws equal to your Constitution modifier, you lose this feature until the next time you rage.

Know No Fear
Starting at 6th level, you cannot be frightened.

Critical Introduction
When you reach 10th level, as long as your first hit in a combat against an opponent is made with a melee weapon and you are raging, it is a critical hit. After you have used this feature against a number of opponents equal to your bonus Rage damage, you cannot do so again until you finish a long rest.

Astartes Juggernaut
At 14th level, you’ve seen and survived most everything the galaxy could throw at you. You have advantage on saving throws against being charmed. While raging you cannot be charmed or poisoned, and you are immune to poison damage.

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Imperial Commissar (Fighter)

It can be difficult for the rank and file soldiers of the Imperial Guard to maintain their courage in the face of cosmic horror, succumbing to fear and breaking–assuming of course that their Commissar is not within sight. These morale officers are responsible for keeping the troops in line through either inspiration or intimidation and throughout the command structures of the army, they enjoy one of the positions of highest authority and can often acquire other ranks depending on the devotion to the Imperium, heroism, and tactical acumen they employ in the field of battle. To form these fine individuals, those most exceptional of children that find their way into the scholam are chosen and groomed from a young age to be the superior ideal that soldiers can confidently follow into the maw of death.

Imperial Voice
Starting when you choose this archetype at 3rd level, you can inspire others through stirring words or terrifying commands backed with the knowledge that death may follow insubordination. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Imperial Voice die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Imperial Voice die, but must decide before the GM says whether the roll succeeds or fails. Once the Imperial Voice die is rolled, it is lost. A creature can have only one Imperial Voice die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Imperial Voice die changes when you reach certain levels in this class. The die becomes a d6 at 7th level, a d8 at 10th level, and a d12 at 15th level.

Imperially Trained
At 7th level, you learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you already have superiority dice, you gain two more; otherwise, you have two superiority die, which is a d4. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Stalwart
Beginning at 10th level, you cannot be frightened and you have advantage on saving throws to resist being charmed.

Superior Imperial Training
Starting at 15th level, your superiority dice increase to d6s and you gain two more.

Words of Inspiration
When you reach 18th level, you can spend 1 minute inspiring your allies, shoring up their resolve to fight and the need for maximum effort. When you do so, you and every creature that can hear you gains 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. Listening to a recording of your uplifting oratory does not grant any benefits.

Warhammer 40k D&D 5E – Apothecaries, Chaplains, and Veteran Guard (Hack #3)

Check out the first post for:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat.


See the last post for:

  • the (shared) Resources party attribute
  • the Lucky Bastard feat
  • New martial weapons (chainswords, power swords, lightning claw, power fist, power maul)
  • New ranged weapons (from bolt pistols to long las)
  • New extremis weapons (the iconic bolter, heavy bolter, las cannon, melta, etc.)
  • Power Armor (for space marines, for chaos space marines, for non-space marines, even for xenos!)

 

What’s in this post?

First up we’re covering the “what about healing” issue with the Apothecary Space Marine monk archetype, then what to do about Chaplains, then the Experienced Soldier fighter archetype (which hits medicae, heavy weapons specialists, and technologically-inclined members of the Imperial Guard).

Apothecary Space Marine (Monk)

You are the caretaker of your chapter, ensuring that the proud line of space marines of which you are a part continues on long after the deaths of you and your charges. While you work to save the lives of your Adeptus Astartes companions, your most sacred duty is to acquire and protect the gene seeds from those who have fallen, ensuring they can be used for the creation of future generations of your brethren. All space marine chapters have apothecaries.

Keeper of the Chapter
Unlike other monk player options, you choose this archetype at 2nd level (instead of 3rd) and do not receive a ki pool. You have advantage on Death saving throws and when within 30 feet of a space marine at 0 hit points, are able to spend a bonus action to give them advantage on their next Death saving throw so long as they would otherwise be able to hear you.
     In addition, you gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d12 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 6th, 11th, and 17th level, you restore an additional 1d12 hit points (to a maximum of 4d12 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.

Narthecium
At 3rd level, your chapter gives you a narthecium, the tool of your trade. It contains various counterseptics, skin patches, transfusions, a practically impregnable strongbox holding stasis tubes for recovering the gene-seed from fallen space marine’s progenoid glands, a high-powered laser scalpel or an adamantine-toothed chainsaw (to cut away armor so that you can treat wounds), and long syringes for utilizing the many drugs stored within. You are able to use your medicio points only while wielding your narthecium and your unarmed strikes only deal your monk damage while using the weapon.

Medicio Points
Also at 3rd level, you gain a number of medicio points equal to your monk level. Whenever you gain a monk level, your pool of medicio points increases by 1. By spending an action, you can expend medicio points to heal a space marine within reach, restoring 10 hit points per medicio point spent. By spending a bonus action, you can heal another type of creature instead with a successful DC 15 Wisdom (Medicine) check, restoring a number of hit points equal to your bonus on the check. You regain medicio points after finishing a short or long rest.

Surgical Combat
Beginning at 6th level, you learn how to best strike a living creature with deadly effectiveness. Once per turn you can deal an extra 1d10 damage to one living creature you hit with melee weapon attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases by 1d10 at 11th and 17th level (to a maximum of 3d10).

Quick Amputation
Also at 11th level, you learn how to quickly and effectively amputate. By spending spending an action working an extremis weapon or your narcethium on an ally space marine that is willing, you can cut off a limb. You have advantage on checks made to install cybernetic limbs.

Biological Dismantler
Starting at 17th level, you always deal the extra damage from Surgical Combat so long as you are targeting a living creature.

Chaplains

Use the cleric class! Take the Life or War domain. 😀

For chaos space marine chaplains, grab the Abyssal domain from the Evil Primer (skin your quasits as servoskulls or daemonic spirits bound to lowly material forms).

Here’s your Crozius (which your GM gives you when they decide you’ve earned it). It does not suffer from the Corruption rules detailed in Warhammer 40k D&D 5E Hack #1.

CROZIUS
Magic weapon, legendary
While wielding this enchanted badge of office and potent magic weapon, your weapon attacks are magical and deal 1d4 force damage per two points of proficiency bonus you possess. You are able to focus your Channel Divinity feature through your crozius. Unless the GM says otherwise, in the hands of any creature other than you the crozius is a normal morning star.

Imperial Guard Veteran (Fighter)

Despite the Imperial Guard’s well-deserved reputation for constantly high fatalities, there are men and women that live long enough to retire from martial service for the Imperium of Mankind. Some of these are masters of battle or have championed combat in one realm or another, but most are from heavy weapons teams, medicae, and technical specialists.

Veteran Knacks
Starting at 3rd level, your experience in the Emperor’s service has taught you the first vital tool for your military trade. Choose either medicae, heavy weapons, or technical specialist. Once chosen, this choice cannot be changed and all of your archetype features are taken from this battlefield focus.

  • Medicae: Combat Medicine. You gain proficiency with the healer’s kit. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer’s kit to patch a creature up, restoring 1d6 + 4 hit points to it plus additional hit points equal to the creature’s maximum number of Hit Dice. At 7th, 10th, 15th, and 18th level, you restore an additional 1d6 hit points (to a maximum of 6d6 + 4 + the creature’s maximum number of hit dice). The creature can’t regain hit points from being patched up again until it finishes a short or long rest.
  • Heavy Weapons: Extremis Wielder. You gain proficiency with one extremis weapon. You must spend a bonus action setting your footing before moving and a reaction settling after moving. When making attack rolls with an extremis weapon, you have disadvantage on your first attack each round if you do not spend a bonus action aiming first.
  • Technical Specialist: Apprentice Technologist. You gain proficiency with Technology. If you are already proficient, you gain advantage on Intelligence (Technology) checks.

Lesser Veteran Knack
At 7th level, your time in the Imperial Guard has garnered another crucial bit of knowledge for your purpose on the battlefield.

  • Medicae: Improved Combat Medicine. You can patch up the same creature twice between short or long rests. In addition, you can awaken an unconscious creature as a bonus action as long as you have a healer’s kit (this does not expend a use of it).
  • Heavy Weapons: Extremis Lugger. You no longer require a bonus action or reaction to move while wielding an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Vehicle Operator. You gain proficiencies with two vehicle types of your choice (air, ground, space, water). At 10th and 15th level, you gain proficiency with another type of vehicle or choose a vehicle type you are already proficient with to have advantage on checks where your vehicle tool proficiency applies.

Greater Veteran Knack
Beginning at 10th level, you learn another trick of your role in the Imperial Guard.

  • Medicae: Expert Combat Medicine.  You can patch up the same creature three times between short or long rests and you can do so as a bonus action (instead of an action).
  • Heavy Weapons: Extremis Veteran. You no longer have a disadvantage on your first attack roll each round when using an extremis weapon. In addition, you gain proficiency in another extremis weapon of your choice.
  • Technical Specialist: Make It Work. By spending a bonus action on your turn, you can force a piece of broken equipment to function normally for 1 round. You may only affect any single piece of equipment this way a number of times equal to your Intelligence modifier, after which it is completely destroyed.

Supreme Veteran Knack
At 15th level, you’ve figured out virtually every nuance of your military profession.

  • Medicae: The Guard Never Die. As long as you reach a creature within a few rounds of its death, as an action you can spend 3 uses of a healer’s kit to attempt a DC 17 Wisdom (Medicine) check to revive it. On a success, the creature is restored it to 0 hit points and dying, making its death saving throws with disadvantage. You are only able to use this feature on a creature that has died within a number of rounds equal to your Wisdom modifier (minimum 1).
  • Heavy Weapons: Extremis Endurance. You have advantage on Constitution saving throws and you treat all exremis weapons as if they only weighed 50% less.
  • Technical Specialist: Maximum Range. You double the ranges of all technological weapons and items that you use.

Elite Veteran
Starting at 18th level, you are the best at what you do and new recruits into the Imperial Guard look onto you like you were the God-Emperor himself.

  • Medicae: The Good Stuff. You have access to the best pharmaceuticals the Imperium offers to their soldiers and they keep you in excellent mental shape. Your Intelligence, Wisdom, and Charisma scores all increase by 2 (to a maximum of 20).
  • Heavy Weapons: Extremis Marksman. You have advantage on your first attack roll each round when you are wielding an extremis weapon.
  • Technical Specialist: Instant Recognition. You’ve spent enough time around technology to recognize the general purpose of any technological item you come across. You may not be able to use it (at least not without intense analysis, and even then probably not well) but you can recognize a weapon or data compiler or what have you when you see it, even if it is made by xenos.

Tune in next week for more class archetypes as we fill
out
the heroic (or villainous!) roles for player characters
in the Warhammer 40k D&D 5E Hack! 😀

Warhammer 40k D&D 5e – Hack #1

In the grim darkness of the far future, there is only war.

Today however it’s a little bit more lively as I’m starting the first post of a new blog series: Warhammer 40k D&D 5e!

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Before you throw your hands up in the air and cry out that this is heresy, hear me out–I got to work on Black Crusade, it is one of several awesome Warhammer 40k RPGs, and I loved the opportunity to be a part of Tome of Decay, but it’s not always easy to sell your group on trying out a new system. The hacks in this series are a way to crack the door open for Dark Heresy or any of the other awesome tabletop RPGs set in the grimdark future. By all means please go to Mire and fight the Lutomorbus rocking your d100s (and d10s, and tell me about how it went!), but if you have players reticent to pick up Only War or what have you, try breaking them in with the material found here.

Besides–it gives us something to enjoy while we all spin our wheels waiting for Wrath & Glory to come out, and when it *does* hit the table your D&D group will be raring to go! 😀

 

What’s in this post:

  • general rules
  • Corruption ability score
  • new skills
  • a hit selection system
  • races
  • character backgrounds
  • the psyker feat

 

GENERALLY

If you’ve got a space marine around I recommend at least keeping them 1 level lower (maybe 2 levels lower) than other PCs. They are really, really powerful, even with the different race stuff and reduced backgrounds and even if they aren’t wielding extremis weapons–they kind of have to be or we’re not going to have the right feel for Warhammer 40k. I’m sure there’s a balance we could strike by amping up non-space marines and just assuming a higher average party level when calculating CR (by 1 or 2 or whatever) but I’d rather have somebody playing a space marine feel like a freaking monster on the battlefield.

Furthermore, if one character gets power armor, they should all get power armor (or at the very least a void shield; come back next week) because now everything is going to need upped by at least 1 CR.

THE FIRST POST

This is a complicated project so I’ve mapped out how I’m doing it all–to give the God-Emperor and his universe due justice, one post won’t do it. After this we’ve got ~19 more to fill in equipment, specific class roles, and various monsters. We’re tackling player options first.

 

NARRATIVE PLAY

Players and GMs are in for a very narrative experience. There’s simulation to be had (obviously; see Corruption below) but everyone at the table should be ready to reinterpret the “fluff” of a class or racial feature to be the result of Mechanicum augmentations, specialized training, and the like. Focusing on the nuances of the Ministorum might be a fun thought experiment, but in play the drudgery of a dystopian bureaucracy probably won’t be very exciting.

RESKIN THINGS

Want a badass daemon from the Warp? There are bajillions of them. Take any appropriately CR’d monster from the book, figure on a new description, and roll with it. Specific daemons of the various Ruinous Powers will appear in later blog posts.

 

BANNED MAGIC

If it gets magic, you are either playing a psyker archetype (librarian SM paladin, grey knight SM warlock, agent of the Inquisition warlock, psyker sorcerer) or you aren’t playing it (or at the very least, not getting access to the magic bits). Pretty simple. There’s archetypes for virtually every class coming down the line so don’t panic and if you can’t wait, play a fighter. :p

Corruption

A creature’s Corruption score starts at 0 and is increased when it indulges in the dark powers or suffers exposure to the Warp. When a creature’s Corruption ability score reaches 30, it transforms into chaos spawn (use the statistics for a gibbering mouther).

  • When exercising power in a cruel way or using the Intimidation skill, a creature may make a Corruption ability check (instead of a Charisma check or other check). Doing this more than once in a week increases its Corruption by 1.
  • Instead of making a regular saving throw, a creature may make a Corruption saving throw to resist being influenced through deception or magic, increasing its Corruption by 1.
  • The use of various abilities and features (like evil spells from the Evil Primer) may cause a creature to increase its Corruption. Generally speaking, if it’s a spell that deals any type of damage other than cold, fire, force, lightning, radiant, or thunder, the GM may ask for a Corruption saving throw (DC 12 + spell level) or the creature’s Corruption increases by 1.
  • Aside from sanctified holy relics (which are rare indeed), all magic items are either corrupted things of the Warp (frequently intelligent) or not actually magic items and just misunderstood technology (see the Cog-Born background below).
    For every day a magic item that grants a permanent bonus is in a creature’s possession, the creature makes an Intelligence, Wisdom, or Charisma saving throw (whichever is lowest) against a DC equal to 5 + 1 per day they have possessed the item. On a failure the creature’s Corruption increases by 1 and the base DC is doubled.
    Whenever a creature activates a magic item, it makes an Intelligence, Wisdom, or Charisma saving throw (whichever is lowest) against a DC equal to 5 + 1 per previous use. On a failure the creature’s Corruption increases by 1 and the base DC is doubled.

Warp Mutations. Gaining too much Corruption at once can cause a creature to mutate. Whenever your Corruption score increases by more than 1 in the same day, any further saving throws made to resist Corruption have disadvantage and on a failure your body mutates. These mutations should vary widely and generally grant one benefit (typically based around what the mutation is; an extra eyeball would grant improved vision, an extra ear better hearing, dead flesh extra hit points) and two negatives (one should always be a heavy social penalty, the other reflective of the mutation; an extra eyeball might make the creature susceptible to nausea, an extra ear vulnerability to thunder damage, dead flesh a decrease to carrying limit).

NEW SKILL – Science (Intelligence)

You’re familiar with the actual practical application of science—collecting samples, performing experiments, realizing hypothetical designs, finding vox frequencies, understanding the nuances of and handling scientific materials, and so on.

Bards, monks, rogues, rangers, and wizards add Science to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Science: Guild Artisan, Hermit, Noble, and Sage.

NEW SKILL – Technology (Intelligence)

You can understand how a device unknown to you functions, locate vox frequencies, and anything else that falls under “hit the keys to make things happen” that doesn’t qualify as music. The majority of checks using this skill are either against a DC determined by the GM (such as hacking a messaging cable), or as an opposed check against an opponent who also has the Technology skill (such as a technician overseeing a functioning system).

Bards, fighters, rogues, sorcerers, and wizards add Technology to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Technology: Charlatan, Criminal, Entertainer, Guild Artisan, Noble, Sage, Sailor, and Soldier.

Hit Selection and Headshots

It wouldn’t be Warhammer 40,000 if you didn’t get to explode people’s heads. It is strongly, strongly, strongly recommended that only PCs and major NPCs get to use hit selection, and that certain targets may not be viable for it (such as dreadnaughts or a Chosen of Nurgle). At the GM’s discretion, a helmet may negate instant death from a headshot and other parts of power armor may absorb the effects of a selected hit, though this always disables the piece of armament until it can be repaired later (if it can be repaired at all).

ATTACK ROLL = AC → REGULAR HIT
Good for you.

ATTACK ROLL = AC + 2 → TORSO HIT
You hit the target’s torso. The creature takes a cumulative -1 penalty to Constitution saving throws until the damage from torso hits is healed.

ATTACK ROLL = AC + 4 → LEG HIT
You hit the target’s leg. The creature takes a cumulative -1 penalty to Strength saving throws and a -5 ft. penalty to speed until the damage from leg hits is healed.

ATTACK ROLL = AC + 6 → ARM HIT
You hit the target’s arm. The  creature takes a cumulative -1 penalty to Dexterity saving throws and a -1 penalty to attack rolls until the damage from arts hits is healed.

ATTACK ROLL = AC + 8 or more → HEADSHOT
You hit the target directly in the skull. Your attack is a critical hit that deals maximum damage. The creature makes a Constitution saving throw against a DC equal to the attack’s damage. On a success it is blinded for 1 round per 10 points of damage (minimum 1 round). On a failure it is dead. If you rolled a natural 20 on the attack roll, the creature dies instantly.

RACES

To strike a balance between space marines and all the inferior lessers among them in Warhammer 40k, we’re going to take the standard races and give them each some oomph–principally the Touch of Fate feature. It should be noted that inside of Imperium Space, anything other than humans, ogryns, and squats are kill-on-sight.

Touch of Fate. Either the God-Emperor has spared you a thought or a dark entity of the Warp has touched your soul. Regardless of the reason, the universe itself protects as bolter shells and other extremis weapons have a tendency to miss you. A creature proficient with an extremis weapon (usually a space marine) has disadvantage on attack rolls using it when targeting you. While you possess this feature, you cannot wield extremis weapons without a class feature granting their use. In addition, once per short rest you can spend your reaction to have advantage on an ability check, attack roll, or saving throw, or choose to make a creature reroll a successful attack roll that targeted you.

 

ELDAR

Play an elf or for a dark eldar, the following as your subrace features: +1 Charisma, elf weapon training, learn 1 wizard cantrip. In addition, you gain the following:

  • You have resistance to psychic damage.
  • You have advantage on sight-based Wisdom (Perception) checks.
  • You gain the Touch of Fate feature.
  • You have a number of temporary hit points equal to our Intelligence or Charisma modifier (whichever is higher). When these hit points are depleted, they replenish after 1 minute or immediately upon spending an action focusing your mind.
  • You do not require the Psyker feat to take a psyker archetype.

IMPERIAL ELITE

A rank and file Planetary Defense Force soldier, a jockeying bureaucrat at the Ministorum, the depraved lackey of a cult leader, or a low-ranking cog-jockey is going to die quickly in any Warhammer 40k game, D&D 5e hack or otherwise. You gain the following benefits:

  • All of your ability scores increase by 1.
  • You gain 1 feat.
  • You gain proficiency in 1 skill of your choice.
  • You gain the Touch of Fate feature.

NECRON

Lol sorry nope (if you think space marines or orcs are tough–and you will–oy…)


ORK

Use the statistics for a half-orc with the following changes:

  • Your size is Large.
  • You gain natural armor that increases your AC by 2.
  • Your speed is 35 feet. When wearing red armor, clothing, or paint, your speed increases by 5 feet.
  • Your Strength score increases by 3, your Constitution increases by 2, and the maximum for both increases to 22.
  • Your Intelligence and Wisdom scores are both reduced by 3.
  • You gain immunity to poisoned damage, the poisoned condition, and all diseases.
  • You gain proficiency in Athletics.
  • You regenerate 1 hit point at the end of each round until you are decapitated or obliterated. Whenever your proficiency bonus increases to an even number (+4, +6) your regeneration increases by 1.
  • Your unarmed strikes deal 1d4 bludgeoning damage.
  • When you pick up a broken weapon, you can treat it as though it were not broken. If the weapon you are wielding is red, you gain a +1 bonus to attack and damage rolls with it.
  • If you have Volo’s Guide to Monsters you can use the rules for an Orc with only the following of the above features: natural armor, increased speed, poison & disease immunities, Athletics proficiency, regeneration, unarmed strikes, and broken/red weapons.

SPACE MARINE

These biologically augmented warriors are the apotheosis of humanity, perfect soldiers encased in suits of power armor that make them the bane of xenos across the universe. You gain the following benefits (and are otherwise human, though you gain no benefits from that distinction):

  • Your size is Large. GMs that prefer them to be Medium (most space marines are ~7 feet tall) can give them the following feature instead:
    • Bigger. You are treated as one size Larger for grapples and when determining carrying capacity.
  • Your speed is 40 feet.
  • Your Strength, Dexterity, and Constitution scores increase by 2, and their maximums increase by 2. Your Intelligence, Wisdom, and Charisma scores increase by 1.
  • You have resistance to poison damage.
  • You have advantage on saving throws against diseases and poison.
  • You gain proficiency in Athletics and Perception.
  • You have advantage on sight- and sound-based Wisdom (Perception) checks (increasing your passive Perception by 5) and on checks made to identify a chemical substance.
  • Whenever you take damage, you ignore 1 point of damage.
  • You regenerate 1 hit point every minute. When reduced to 0 hit points you automatically stabilize unless you have suffered a mortal wound (such as instant death from decapitation, evisceration, or massive damage). While at 0 hit points you remain conscious but are incapacitated.
  • Instantly killing you requires twice as much damage as normal. At the GM’s discretion, you may not even truly die in such an instance (sustained instead by the sus-an membrane putting your body into a state of suspended animation for as long as hundreds of years)
  • You do not need to eat food or drink water. You require only 4 hours of sleep to gain the benefits of a long rest and while sleeping you remain conscious. You can go 2 weeks without sleep.
  • You still need to breathe air, but you are able to sustain yourself on far less of it (as little as 5% oxygen content) and can hold your breath for 10 times as long as normal.
  • You are able to absorb genetic material by consuming blood or flesh, the omophagea inside your body transmitting the gained information to your brain as a set of memories or experiences. What this can reveal is at the discretion of the GM.
  • Your unarmed strikes deal 1d4 bludgeoning damage.
  • You produce a blinding spittle able to temporarily deprive foes of their vision. As a bonus action, you spit your corrosive saliva at a creature within 15 feet. It makes a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or is blind until the end of your next turn.
  • You gain proficiency with simple, martial, and extremis weapons as well as all armor and shields.

SQUATS

I know they aren’t really a major thing in the IP anymore but I love me some space dwarves. Use the regular statistics for dwarves, adding these additional benefits:

  • Your Intelligence score increases by 2 and your maximum increases to 22.
  • You gain proficiency with Technology and have advantage on checks made to analyze, build, engineer, repair, and sabotage technological devices.
  • You gain proficiency with technological vehicles (be they for air, land, outer space, or water).
  • You gain the Touch of Fate feature.

TAU

The tau are a race of technologically-advanced xenos from the fringes of space, an entire empire devoted to the Greater Good. GMs with a party that have more than one tau should create subtypes to represent various societal casts, but otherwise treat them as (fire tau that are statistically identical to) regular humans with the following benefits:

  • You gain proficiency with Technology.
  • You have advantage on saving throws against spells.
  • You gain the Touch of Fate feature.
  • You barely register in the Warp and cannot take the Psyker feat or any psyker archetypes.

 

For kroot, genestealers, and other xenos, consult your GM and beware the Inquisition!

 

CHARACTER BACKGROUNDS

All humans should use the backgrounds available to regular characters as well as those found in the Book of Exalted Darkness (including that free Evil Primer PDF particularly for chaos folks!), Hypercorps 2099 5E, and 2099 Wasteland as appropriate. If you dig around on my website, you will little bits scattered here and there. If your character is already all about the Warp, make sure to twist your background into something appropriately maddening and evil. Otherwise a human should probably be either very much pragmatic (PS: got a Pragmatist background in Mists of Akuma 😉 ) or very devout. If you are xenos, chances are good you’ll have the best luck in 2099 Wasteland although again, with a bit of tweaking many of the standard backgrounds should suit you fine.

As mentioned above, space marines are going to overshadow unaugmented characters so for any PC that isn’t a space marine, an ork, or taking the Cog-Born background, give out two character backgrounds to help even out the playing field a bit.

Cog-Born

Either identified from scholam in your youth and brought into the fold of the Mechanicum, saved from slavery in the hold of a chaos warship, chosen by the Dark Mechanicums probability machines, trained by xenos scientists, or otherwise led to learning how to assuage the spirits of the machine (or if you’re a stout, you know, understanding how machines work).
Skill Proficiencies: Science, Technology
Tool Proficiencies: Alchemist’s supplies, thieves’ tools, tinker’s tools
Equipment: Alchemist’s supplies, thieves’ tools, tinker’s tools
Feature: Coax the Machine Spirit. You have learned enough about the workings of technology that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of technology (except for extremis weapons and power armors).

Space Marine Backgrounds

You only get a single proficiency or feature because you’ve got enough goodies already. :p
Also for whatever godawful reason, Games Workshops doesn’t have lady space marines. I say f#%^ that–if you want to play a female Adeptus Astartes, do it. Assume that the Lost Primarchs are DAUGHTERS instead of sons (! my word!) and that they have been in deep space, written from history for fear of the singular ability that sets them apart from their male kin: reproducing Adeptus Astartes far more rapidly than any chapter of battle brothers ever could. One chapter is oriented towards Chaos and the other chapter remains true to the Imperium. As an extra f#@$-you to misogynists, you get proficiency in one skill and two tool kits of your choice for playing a lady space marine.

CHAOS SPACE MARINE BACKGROUNDS

  • Alpha Legion: Deception proficiency
  • Death Guard: poison immunity
  • Emperor’s Children: thunder resistance
  • Iron Warriors: Investigation proficiency
  • Night Lords: Stealth proficiency
  • Sons of Horus: Persuasion proficiency
  • Thousand Sons: Arcana proficiency
  • Word Bearers: Religion proficiency
  • World Eaters: Intimidation proficiency

IMPERIUM SPACE MARINE BACKGROUNDS

  • Blood Angels: natural weapon bite attack (1d4)
  • Dark Angels: Survival proficiency
  • Imperial Fists: Insight proficiency
  • Iron Hands: Technology proficiency
  • Raven Guard: Stealth proficiency
  • Salamanders: deal an additional 1 point of damage per die when dealing fire damage
  • Space Wolves: Advantage on smell-based Perception checks
  • Ultramarines: History proficiency
  • White Scars: Vehicle (land) proficiency

FEAT: Psyker

Prerequisites: Wisdom 16 or Charisma 16

You are able to call upon the powers of the Warp. Whether through training by Imperium-sanctioned psykers or through the manipulations of daemons, you wield what some call sorcery or magic, using it to perform tasks that defy belief.

  • You are able to take a psyker archetype.
  • You have advantage on checks and saving throws to resist increasing your Corruption score.
  • You learn one cantrip from any spell list, using either your Wisdom or Charisma (whichever is highest) as your spellcasting ability score.
  • You learn one 1st-level spell from any spell list, using either your Wisdom or Charisma (whichever is highest) as your spellcasting ability score. You are able to cast this spell a number of times equal to your proficiency bonus before requiring a short rest to recharge the use of this feature.

 

CHAOS CLASS ARCHETYPES

In the months to come there are going to be a lot of archetypes, almost all of which are focused on playing as a faithful servant of the Imperium of Mankind. At the GM’s discretion, these can be tweaked and modified for playing a character devoted to the Warp instead, gaining dark gifts of Chaos that work the same way as the written ability but represented by a gruesome mutation or unholy relic rather than Imperial training or advanced technology.

 

END OF HACK #1

There’s more ground to be covered yet but this should be enough to take the given core rules of Dungeons & Dragons 5th Edition into the grim, dark future of Warhammer 40,000.

In the next post I’m going to dig into weapons, power armor, and other equipment. Then it’s onto class archetypes where each post will have an option for space marines and something for non-space marines (for 7 posts), and after that there’ll be 9 paired monsters posts.

For the 20th post (because Enuncia is close to my heart and deserves a post of its own, mostly because I can’t think of a specific one it ought to be with–and I can drop in the random sidebar-esque material in there) I’ll share the big google document where all the content is efficiently organized, improved via feedback from folks, and super accessible.

Thanks for checking this out! 😀

(MIKE WHAT ABOUT STARFINDER — I just got my dev copy and am gleefully reading it. That hack will definitely include the Starfinder conversion of Hyper Score so I need some time to work it out. Don’t worry, it’ll get here. 😀 )

Street Fighter D&D 5E: The Unofficial PDF! (and Gouken)

Welcome to the LAST (!) post for Street Fighter D&D 5E!

Real quick–you can find me at via @MikeMyler2 on Twitter, over here on Facebook, and also on Google+ to share feedback and so on, or just comment here. Also, the quick list of all the goodies on my website –> here.

I was going to delay this for while I was at GenCon (Booth #2940 helping out End Transmission Games!) and then I thought “f#%@ it. Unleash this onto the world.” Also I’m very, very keen on starting the Warhammer 40k D&D 5E Hack–next Friday.

WITHOUT FURTHER ADO

Street Fighter DnD 5e Unofficial Homebrew

Street Fighter DND 5e cover snapshot.JPG

And a Google Drive link too if you prefer it.

All of these characters (some two dozen Street Fighters plus Aku, Samurai Jack, Protoman, Afro Samurai, Jinno, Shun-Di, and then a coterie of magic items) are built using rules from Mists of Akuma (which has a 40 page preview PDF and other free stuff, including character sheets should you be interested in some eastern fantasy noir steampunk).
As noted inside the PDF (and on the cover) this is an unofficial fan product and not an official licensed Street Fighter or D&D 5E product. It exists because people asked for it and I wanted it. It is not for sale–just fun. That said let me know how things go when you slap your players around with some of these awesome Capcom characters! 😀

Thanks for visiting my website!

(and as usual there’s an abbreviated statblock for today’s Street Fighter on the bottom of this post)

Gouken street fighter dnd 5e.png

Gouken

Medium humanoid (soburi), lawful good monk (martial artist) 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Acrobatics +9, Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Background (Sage): Researcher. When Gouken attempts to learn or recall a piece of lore, if he does not know that information, he often knows where and from whom he can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Evasion. If Gouken 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.

Feat: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver. Gouken regains all of his expended superiority dice when he finishes a short or long rest.

  • Rally. On his turn, Gouken 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 Gouken 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, he adds the superiority die to the attack’s damage roll.

Ki (19 points). Gouken 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.

  • Flurry of Blows. Immediately after Gouken takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken 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. Gouken 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.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken 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, he can unleash 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 123 (19d12) 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).

 

 

Martial Arts. Gouken 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 Gouken 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. Gouken’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Gouken 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). Gouken’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). Gouken’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). Gouken’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, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Gouken’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. Gouken 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, Gouken’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Gouken’s speed increases by 30 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. Gouken’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 Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken 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 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

GOUKEN’S SONGEN PRAYER BEADS

Legendary wondrous item, requires attunement
These worn wooden beads have been worn by Gouken for years, gradually gathering up the spiritual energy condensed by his meditation. Songen prayer beads have 8 prayer points; Gouken has attuned them to grant sacred skills Acrobatics and Perception (2 points) and sacred strike x3 (6 points). In addition, while wearing this item he gains the following features:

  • Hadouken! By spending 1 ki as an action, Gouken unleashes up to two balls of energy as ranged attacks (range 40/100) that deal 24 (3d12+5) force damage. These are otherwise treated as unarmed strikes (and can be used with Flurry of Blows and features like it).
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken 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, he can unleash 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 123 (19d12) 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).

 

——————- REDUCED STATBLOCK ——————

Gouken

Medium humanoid (soburi), lawful good monk 19
Armor Class 21 (Wisdom, martial arts stances)
Hit Points 184 (19d8+95)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 17 (+3) 20 (+5) 15 (+2) 20 (+5) 15 (+2) 21 (+5) 10 (+0)

Saving Throws all (proficiency bonus +6)
Skills Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
Damage Resistances bludgeoning
Damage Immunities force, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 21
Languages Soburi (Common)
Challenge 21 (33,000 XP)
Evasion. If Gouken 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.

Feat: Martial Adept (1d6, 1/short rest). Gouken has martial training that allows him to perform special combat maneuvers. His superiority die is expended when he uses a maneuver.

  • Rally. On his turn, Gouken can use a bonus action to choose a friendly creature who can see or hear him. That creature gains 1d6+2 temporary hit points.
  • Riposte. When a creature misses Gouken 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, he adds 1d6 to the attack’s damage roll.

Ki (19 points).

  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Gouken 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. Gouken 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.
  • Diamond Soul. Whenever Gouken makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Empty Body. Gouken can use his action to spend 4 ki points to become invisible for 1 minute. During that time, he also has resistance to all damage but force damage. Additionally, he can spend 8 ki points to cast the astral projection spell, without needing material components. When he does so, he can’t take any other creatures with him.
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken 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, Gouken can unleash 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 123 (19d12) 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).

 

 

Stance of the Evanescent Sun (3). Gouken knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Gouken 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). Gouken 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, and he has advantage on saving throws against effects or spells that would cause him to move.
Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or frightened.
Unarmored Movement. Gouken is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth hadouken!
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.

REACTIONS
Deflect Missile. Gouken can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 28 (1d12+3d8+8).
Slow Fall. Gouken can use his reaction when he falls to reduce any falling damage he takes by 90.

Street Fighter D&D 5E: Deejay!

Welcome to the 24th post for Street Fighter D&D 5E!

Check out last week’s character (Sagat!), 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!

All the requests have been built and at this point, my final build (Gouken) happens next week! After that we are into the grimdark future where there is only war with my glorious heretical Warhammer 40k D&D 5E Hack!

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

deejay street fighter dnd 5e.png

Deejay

Medium humanoid (soburi), neutral good monk (martial artist) 8 / fighter (battlemaster) 7
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 123 (8d8+7d10+45)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 19 (+4) 16 (+3) 12 (+1) 16 (+3) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8, Insight +8, Performance +7, Stealth +9
Tools guitar, maracas
Damage Resistances bludgeoning, thunder
Condition Immunities diseases, poisoned
Senses passive Perception 13
Languages Ceramian, Soburi (Common)
Challenge 12 (8,400 XP)
Background (Entertainer): By Popular Demand. Deejay can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club.
Evasion. If Deejay 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.
Feat: Sentinel. When Deejay hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from Deejay even if they take the Disengage action before leaving his reach.
Fighting Style: Dueling. When Deejay is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.

Ki (8 points). Deejay 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.

  • Flurry of Blows. Immediately after Deejay takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Deejay can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Deejay 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. Deejay 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 16 Constitution saving throw or be stunned until the end of his next turn.

Know Your Enemy. If Deejay 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 his 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 (5d10). Deejay can use only one maneuver per attack. A superiority die is expended when Deejay uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Evasive Footwork. When Deejay moves, he can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.
  • Feinting Attack. Deejay can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Deejay hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Deejay adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Deejay you until the end of his next turn.
  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.
  • Lunging Attack. When Deejay makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Riposte. When a creature misses Deejay 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, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Deejay hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Deejay 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 Deejay rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Deejay 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 17 Strength saving throw. On a failed save, Deejay knocks the target prone.

Martial Arts. Deejay can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Deejay 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.
Second Wind. On his turn, Deejay can use a bonus action to regain 1d10+7 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). Deejay’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). Deejay’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.
Stance Warrior. Deejay has learned 2 martial arts stances from his monk training and is able to simultaneously utilize up to 2 at once.
Unarmored Defense. While Deejay is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier.
Unarmored Movement. Deejay’s speed increases by 10 feet while he is not wearing armor or wielding a shield.
Unarmed Savant. Deejay’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8) and he is proficient in the Athletics skill.

ACTIONS
Multiattack. Deejay attacks 3 times. If using unarmed strikes he can spend a bonus action to attack a fourth time, or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) magical bludgeoning damage plus 3 (1d6) thunder damage.
Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay 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 17 Dexterity saving throw halves this damage.

REACTIONS
Deflect Missile. Deejay 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 (2d8+1d6+6).
Slow Fall. Deejay can use his reaction when he falls to reduce any falling damage he takes by 40.
Sentinel Feat. When a creature within 5 feet of Deejay makes an attack against a target other than him (and that target doesn’t have this feat), Deejay can use his reaction to make a melee weapon attack against the attacking creature.

DEEJAY’S SPARRING GLOVES

The sparring gloves Deejay first wore during training have become an indispensable accessory, the beats and rhythms of his musical fighting style imbued within them. While wearing his sparring gloves, Deejay may use his fighting style feature with his unarmed strikes. In addition he gains the following features:

 

  • Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay 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 17 Dexterity saving throw halves this damage.

 

  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.

 

————– REDUCED STATBLOCK

Deejay

Medium humanoid (soburi), neutral good monk 8 / fighter 7
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 123 (8d8+7d10+45)
Speed 45 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
17 (+3) 19 (+4) 16 (+3) 12 (+1) 16 (+3) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8, Insight +8, Performance +7, Stealth +9
Tools guitar, maracas
Damage Resistances bludgeoning, thunder
Condition Immunities diseases, poisoned
Senses passive Perception 13
Languages Ceramian, Soburi (Common)
Challenge 12 (8,400 XP)
Evasion. If Deejay 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.
Feat: Sentinel. When Deejay hits a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from Deejay even if they take the Disengage action before leaving his reach.

Ki (8 points).

  • Patient Defense. Deejay can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Deejay 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. Deejay 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 16 Constitution saving throw or be stunned until the end of his next turn.

Know Your Enemy. If Deejay 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 his 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 (5d10). Deejay can use only one maneuver per attack. A superiority die is expended when Deejay uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Evasive Footwork. When Deejay moves, he can expend one superiority die, rolling the die and adding the number rolled to his AC until he stops moving.
  • Feinting Attack. Deejay can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Deejay hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Deejay adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Deejay you until the end of his next turn.
  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.
  • Lunging Attack. When Deejay makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Riposte. When a creature misses Deejay 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, he adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Deejay hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Deejay 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 Deejay rolls on his superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack. When Deejay 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 17 Strength saving throw. On a failed save, Deejay knocks the target prone.

Second Wind (1/short rest). On his turn, Deejay can use a bonus action to regain 1d10+7 hit points.
Stance of the Bellowing Gale (2). Once per turn Deejay 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). Deejay 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, and he has advantage on saving throws against effects or spells that would cause him to move.

ACTIONS
Multiattack. Deejay attacks 3 times. If using unarmed strikes he can spend a bonus action to attack a fourth time, or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) magical bludgeoning damage plus 3 (1d6) thunder damage.
Air Slasher. Deejay can spend a bonus action gathering his power, storing it. On his next turn as long as he has not been stunned, Deejay 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 17 Dexterity saving throw halves this damage.

REACTIONS
Deflect Missile. Deejay can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 18 (2d8+1d6+6).
Slow Fall. Deejay can use his reaction when he falls to reduce any falling damage he takes by 40.
Sentinel Feat. When a creature within 5 feet of Deejay makes an attack against a target other than him (and that target doesn’t have this feat), Deejay can use his reaction to make a melee weapon attack against the attacking creature.

Street Fighter D&D 5E: Sagat!

Welcome to the 23rd post for Street Fighter D&D 5E!

Check out last week’s character (Zangief!), 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!

All the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (Deejay and Gouken are my last two), see about a free PDF of all these builds collected together, and then the next project (if you follow me you know what’s up, but no worries–the new series starts in about a month).

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

sagat street fighter dnd 5e.png

Sagat

Medium humanoid (soburi), neutral evil monk (martial artist) 16
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 147(16d8+64)
Speed 55 ft. (65 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 19 (+4) 14 (+2) 15 (+2) 13 (+1) 11 (+0) 17 (+3)

Saving Throws Str +9, Dex +9
Skills Acrobatics + 9, Athletics +9, Deception +6, Insight +7, Stealth +9
Tools thieves’ tools
Damage Resistances bludgeoning, slashing
Condition Immunities diseases, poisoned
Senses passive Perception 12
Languages Ceramian, Ropa, Soburi (Common)
Challenge 13 (10,000 XP)
Background Feature (Criminal): Criminal Contact. Sagat reports directly to M. Bison through the Shadaloo Organization, doing as the commander bids.
Evasion. If Sagat 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 (16 points). Sagat 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 Sagat 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 Sagat takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Sagat can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Sagat 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. Sagat 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.
  • Tiger Shot. By spending 1 ki, Sagat 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 Strength modifier force damage.

Martial Arts. Sagat 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 Sagat 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.
Medium Haitoku. Sagat increases his speed by 10 feet during combat and he has disadvantage on Dignity saving throws. He is covered in scar tissue that seems to stretch and flex when Sagat is agitated, and sometimes when one looks into his eyes the predatory eye of a tiger gazes back.
Purity of Body. Sagat’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Sagat has learned 3 martial arts feats from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Stout Boar (3). Sagat’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.
Stance of the Tiger’s Claw (3). Sagat’s strikes deal an additional 1d8 slashing damage. He has advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 15 Wisdom saving throw resists the effect. After using this feature, Sagat cannot do so again until he has completed a long rest.
Stance of the Wicked Oni (1). Sagat’s unarmed strikes deal an additional 1d6 damage to humanoids (this damage is not multiplied on a critical hit). By spending a bonus action, he can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 15 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Sagat’s oni stance, it cannot be frightened by this feature again for 24 hours.
Stillness of Mind. As an action, Sagat can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Sagat’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. Sagat 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, Sagat’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Sagat’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. Sagat’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. When Sagat takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10+1d8+4) magical bludgeoning damage plus 3 (1d6) damage to humanoids and 4 (1d8) slashing damage.
Tiger Shot. Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.
Tiger Knee Crush. When making his first attack in the round, Sagat 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).

REACTIONS
Deflect Missile. Sagat 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+2d8+4).
Slow Fall. Sagat can use his reaction when he falls to reduce any falling damage he takes by 80.
Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 17 Strength saving throw or is knocked prone.

 

SAGAT’S FIGHTING SHORTS

Given his large stature it can be difficult for Sagat to find appropriate fighting wear and although he is not sentimental, he’s worn the same durable piece of clothing for many years. While wearing his fighting shorts, Sagat gains the following features:

  • Tiger Knee Crush. When making his first attack in the round, Sagat 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).
  • Tiger Shot. By spending 1 ki, Sagat 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 Strength modifier force damage.
  • Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 16 Strength saving throw or is knocked prone.

 

————————- REDUCED STATBLOCK ————————

 

Sagat

Medium humanoid, neutral evil monk 16
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 147 (16d8+64)
Speed 65 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 18 (+4) 19 (+4) 14 (+2) 15 (+2) 13 (+1) 11 (+0) 17 (+3)

Saving Throws Str +9, Dex +9
Skills Acrobatics + 9, Athletics +9, Deception +6, Insight +7, Stealth +9
Tools thieves’ tools
Damage Resistances bludgeoning, slashing
Condition Immunities diseases, poisoned
Senses passive Perception 12
Languages Ceramian, Ropa, Soburi (Common)
Challenge 13 (10,000 XP)
Evasion. If Sagat 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 (16 points).

  • Diamond Soul. Whenever Sagat makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Patient Defense. Sagat can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Sagat 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. Sagat 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.
  • Tiger Shot. By spending 1 ki, Sagat 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 Strength modifier force damage.

Stance of the Stout Boar (3). Sagat 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, and he has advantage on saving throws against effects or spells that would cause him to move.
Stance of the Tiger’s Claw (3). Sagat has advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 15 Wisdom saving throw resists the effect. After using this feature, Sagat cannot do so again until he has completed a long rest.
Stance of the Wicked Oni (1). By spending a bonus action, Sagat can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 15 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Sagat’s oni stance, it cannot be frightened by this feature again for 24 hours.
Stillness of Mind. As an action, Sagat can end one effect on himself that is causing him to be charmed or frightened.
Unarmored Movement. Sagat is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS
Multiattack. When Sagat takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10+1d8+4) magical bludgeoning damage plus 3 (1d6) damage to humanoids and 4 (1d8) slashing damage.
Tiger Shot. Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.
Tiger Knee Crush. When making his first attack in the round, Sagat 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).

REACTIONS
Deflect Missile. Sagat can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 18 (1d10+2d8+4).
Slow Fall. Sagat can use his reaction when he falls to reduce any falling damage he takes by 80.
Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 17 Strength saving throw or is knocked prone.