Street Fighter D&D 5E: Dan!

Welcome to the 17th post for Street Fighter D&D 5E!

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

Requests have poured in so we’ve got a bit of a queue worked up—Abel, T. Hawk, and Necali are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

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

PS: If you are down for some evil D&D 5E, the Book of Exalted Darkness Kickstarter is $350 from funding (92% of the way there!), has 2 downloadable PDFs on the project page, AND over 125 backers have unlocked the do-gooder Book of Celestial Heroes supplement (new Exemplar class playtest over on World Builder Blog!

BoED Ad Spot 7 on 5eSRD FINAL

Take a look! Worst case scenario you walk away with a free evil adventure module, some vile character options, and the means to make some truly classic heroes. Last week starts tomorrow! 😀

Dan moa Promo.png

Dan

Medium humanoid (soburi), neutral rogue (thief) 5 / fighter (battle master) 8
Armor Class 17 (martial arts stance)
Hit Points 118 (5d8+8d10+52)
Speed 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 18 (+4) 18 (+4) 9 (-1) 10 (+0) 19 (+4) 16 (+3) 14 (+2)

Saving Throws Dex +9, Int +4
Skills Athletics +11, Deception +9, Perception +5, Performance +14, Persuasion +9, Stealth +9
Tools calligraphy kit, thieves’ tools
Senses passive Perception 15
Languages Ceram, Soburi (Common)
Challenge 6 (2,300 XP)
Background Feature: Never Stop (Roustabout). Dan’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Cunning Action. Dan can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Expertise. Dan gains double his proficiency bonus on Athletics and Performance checks.
Feat: Shameless Combatant (5/long rest). Dan may insult and dishonor one opponent who can hear him as a bonus action, forcing them to make a DC 15 Dignity saving throw. If the target fails, they must approach Dan or one of his allies on their next turn and attack to the best of their abilities.
Feat: Tavern Brawler. Dan is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Dan hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Fighting Style: Dueling. When Dan is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Know Your Enemy. If Dan 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). Dan can use only one maneuver per attack. A superiority die is expended when Dan uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Distracting Strike. When Dan hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Dan’s next turn.
  • Evasive Footwork. When Dan moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Feinting Attack. Dan 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 Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Dan 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 Dan you until the end of his next turn.
  • Trip Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Dan knocks the target prone.

Second-Story Work. Climbing no longer costs Dan extra movement. In addition, when he makes a running jump, the distance he covers increases by 5 feet.
Second Wind. On his turn, Dan can use a bonus action to regain 1d10+8 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Sneak Attack 3d6 (1/turn). Dan deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Strongest Stance. Dan uses Charisma to calculate his attack and damage rolls with unarmed strikes, can throw improvised range weapons (1d4, range 20/40, Charisma to calculate attack and damage), changes his AC, and is able to use the Dueling Fighting Style with unarmed strikes.
Unarmed Savant. Dan’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Dan attacks twice when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) bludgeoning damage. Once per turn Dan may choose to have this deal force damage instead.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (20/40), one target. Hit: 6 (1d4+4) bludgeoning, piercing, or slashing damage (depending on the type of object).

REACTIONS
Uncanny Dodge. When an attacker that Dan can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

NEW MARTIAL ARTS STANCE:

STRONGEST Stance
Prerequisites: Cha 13, Dignity 13
You believe that (despite being frequently told that a “self-taught” discipline is ridiculous) the best style of martial arts is learned from your own body and you take that confidence into the ring whenever you fight. You gain the following benefits:

  • If you have the Tavern Brawler feat, Martial Arts feature, or Unarmed Savant feature, you may use Charisma when calculating your bonuses to attack and damage with unarmed strikes.
  • Once per turn, you may choose to have one of your unarmed strikes deal force damage as you conjure a small ball of energy you throw at a creature within your reach (this is still considered a melee attack).
  • You are able to throw any object that fits into your hand with impeccable skill, turning it into an improvised thrown weapon (range 20/40) that deals 1d4 damage. You may use Charisma when calculating your bonuses to attack and damage rolls with such improvised weapons.
  • Your armor class becomes 10 + your Dexterity modifier + half your Charisma modifier.
  • You are able to use the Fighting Style: Dueling feature with unarmed strikes.

Unlike other Martial Arts Stances, this feat may only be selected once. After choosing this Martial Arts Stance, you forget any other stances you know and may not learn any other Martial Arts Stances.

————————- REDUCED STATBLOCK ———————–

Dan

Medium humanoid (soburi), neutral rogue 5/fighter 8
Armor Class 17 (martial arts stance)
Hit Points 118 (5d8+8d10+52)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 18 (+4) 18 (+4) 9 (-1) 10 (+0) 19 (+4) 16 (+3) 14 (+2)

Saving Throws Dex +9, Int +4
Skills Athletics +11, Deception +9, Perception +5, Performance +14, Persuasion +9, Stealth +9
Senses passive Perception 15
Languages Ceram, Soburi (Common)
Challenge 6 (2,300 XP)
Background Feature: Never Stop (Roustabout). Dan’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Cunning Action. Dan can take a bonus action on each of his turns in combat to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Feat: Shameless Combatant (5/long rest). Dan may insult and dishonor one opponent who can hear him as a bonus action, forcing them to make a DC 15 Dignity saving throw. If the target fails, they must approach Dan or one of his allies on their next turn and attack to the best of their abilities.
Feat: Tavern Brawler. When Dan hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Know Your Enemy. If Dan 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). Dan can use only one maneuver per attack. A superiority die is expended when Dan uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Distracting Strike. When Dan hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Dan’s next turn.
  • Evasive Footwork. When Dan moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Feinting Attack. Dan 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 Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Dan 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 Dan you until the end of his next turn.
  • Trip Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Dan knocks the target prone.

Second-Story Work. When Dan makes a running jump, the distance he covers increases by 5 feet.
Second Wind (1/short rest). On his turn, Dan can use a bonus action to regain 1d10+8 hit points.
Sneak Attack 3d6 (1/turn). Dan deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack. Dan attacks twice when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) bludgeoning damage. Once per turn Dan may choose to have this deal force damage instead.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (20/40), one target. Hit: 6 (1d4+4) bludgeoning, piercing, or slashing damage (depending on the type of object).

REACTIONS
Uncanny Dodge. When an attacker that Dan can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.

BUILD NOTES ON DAN

Dan is almost certainly going to be the weakest Street Fighter in this series but I’m quite alright with that. If you want to give him a powerful ability to emulate his (only?) good energy attack, take the Shun Goku Satsu (Raging Demon) feature from Akuma’s Haitoku Prayer Beads, change its damage to force (instead of necrotic), reduce the movement Dan can take before striking to half his speed (15 ft.), remove the ki cost, increase the reach of the attack to 10 ft., and increase his CR by 1.

EDIT: While talking about Dan with moonshadowkati (see below) it occurred to me that making his non-super energy attack available was an easy fix. 😀

⚆ _ ⚆ Controversy! (°ロ°)☝

Redditor moonshadowkati has suggested Dan deserves legitimate monk levels but I remain skeptical. You can check out the reddit thread and weigh in yourself, but here’s what they suggested:

This doesn’t really seem to capture all that is Dan. Rather than Rogue, which doesn’t seem to do much for him, i’d recommend Sun Soul Monk levels instead:

  • Gadouken – Represented by the Sun Soul Monk’s Radiant Sun Bolt ability. This is perfect for Dan, because unlike other beam abilities (Eldritch Blast, Scorching Ray), RSB has a pathetic 30′ range and 1d4+Dex damage. It has a bonus action attack and a Flurry of Blows equivalent; the bonus action might represent EX or Shinkuu Gadouken, while the Flurry of Blows version would do the most damage and cost Ki, thus representing Haoh Gadouken.
  • (S)Hisso Buraiken – With Extra Attack, Action Surge, Battlemaster Maneuvers, and Flurry of Blows, this would be a surprisingly strong alpha strike at the cost of a great many resources.
  • Dankuukyaku – Step of the Wind would be a great way to get him the distance for those flying, leaping kicks.
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Book of Celestial Heroes unlocked! 10 days left!

Book of Celestial Heroes Backer Goal UNLOCKED

As we approach the final week of the Book of Exalted Darkness Kickstarter, over 120 (wonderful!) pledges have unlocked our first backer goal: the Book of Celestial Heroes!

What’s inside this supplement of do-goodery?

  • 30 pages devoted to the holy decopunk utopia of Askis and its three continents: contiguous Ouranios, Samovi, and Zakuthombo.
  • 27 pages covering the 9 Spheres of Askis, great workings of the Celestial Heroes that rule over the world. By undertaking epic quests the PCs will solidify these global magics, making certain they last long after their creators pass away.
  • 33 pages of Player Options including Innate Beliefs, the new exemplar class, holy and technological class archetypes, feats (including troths for those devoted to celibacy, charity, hardship, truth, and more), inaequa equipment (like automobiles, blimps, and even jetpacks!), the holy magic tradition, and holy relics to give holy PCs an edge in their fight against evil!
  • 30 pages of powerful Mad Scientists, ruthless evil adventurers, and vile monsters for the party to hunt down and fight against!

Defenders of the World As defenders of the world and hunters of the last vestiges of evil within it, many of the nuances of the campaign setting (like exploiting the schedules of various officials) just aren’t necessary. Obviously we’re still devoting a fair bit of space to this section but we’ll be exploring more of what it’s like to be part of the establishment and that doesn’t require seeing all the gears at work.

Protecting the Spheres This section will be the reverse of a lot of the material in the Book of Exalted Darkness, giving a quick breakdown of how the sphere works and what it does, then quests for restoring it (if damaged) or making it permanent. We’re estimating 3 pages each but of all the parts of the book, this is one of the areas that might expand.

Holy Adventurers The big things here are definitely the exemplar class (which has a playtest version featured as a guest spot on James Introcaso’s Worldbuilder blog TOMORROW), class archetypes, and Holy Troth feats.

For archetypes here’s what we’ve got planned so far–I know that more are going to come up during playtesting. Even more so than the Spheres section, this part of the book has the greatest potential for expansion.

HOLY ARCHETYPES – These are *all about* being goody-two-shoes! Whether fighting with honor, empowered by celestial beings, possessing a truly blessed soul, or hunting down evil, these will have you covered. As of this moment I plan on reprinting the Gray Druid Circle and Gray Knight warlock patron, though I look forward to adding those in as additions to go with some more holy-oriented options later on. 🙂

  • Holy Spirit Primal Path (Barbarian)
  • College of the Celestial Song (Bard)
  • Cleric of the Celestial Bureaucracy
  • Chevalier Fighter
  • Heavenly Soul Monastic Tradition
  • Oath of the Chosen (Paladin)
  • Inquisitor (Ranger)
  • Samaritan Rogue Archetype
  • Angelic Sorcerer Bloodline
  • Holy Arcane Tradition (Wizard)

INAEQUA ARCHETYPES – Players interested in the technological side of things but not necessarily keen to making everything explode can pick up a few levels with one of these archetypes to take control of inaequa and really make the most out of the wondrous resource.

  • College of the Inaequa Tinkerer (Bard)
  • Cleric of the Cog
  • Deviant Technologist Rogue Archetype
  • Inaequa Inventor (Mad Scientist)

HOLY TROTHS – These are all feats done in the fashion of the Vows from the Book of Exalted Deeds with the exception that ours aren’t going to be unbalancing! Among them (so far) are Celibacy, Clarity, Charity, Hardship, Pacifism, Righteousness, and Truth, though I reckon playtesters will come up with a few more!

A Despicable Bestiary
This one is pretty simple to explain! We’ve got space allotted for 5 very challenging Mad Scientists (Challenge Rating 16+), 10 moderately challenging evil adventurers (of Challenge Ratings 5-13), and 15 vile monsters of varying challenge levels (ranging from low to high). We’ll work in more as the art budget allows of course, but each of these will have an illustration as well.

 

SO TELL YOUR FRIENDS! ^_^

Many of my previous Kickstarter backers expressed an interest in the campaign setting but weren’t interested in being evil, and I strongly believe in listening to folks when they have something to say so this tome has taken over most of my last week. It’s going to be just as decadent and awesome as the Book of Exalted Darkness so get your pledge in and help us unlock more backer goals (and soon I reckon, STRETCH GOALS! 😀 ) to make these books the absolute best they can be!

Thanks!

Star Wars D&D 5E (Hack)

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Hello and welcome to my website. I have a bunch of free character builds (Hyper Score Marvel and Street Fighter D&D 5E are up to 16 each and then there’s handful of randomness like Afro Samurai, Venger, Aku, etc.) BUT that’s not what we’re here for today.

Today we are here for Star Wars.

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Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post–I’ve got an evil Kickstarter going right now too (maybe check it out and grab the free PDFs). Thanks!

BoED Facebook Ad Evil propaganda draft uno.jpg

First of all you are going to want the following three (free) things:

  • Hypercorps 2099 5E Playtest – Obviously having the actual book is ideal but superheroes are not for everybody. Really we just need to plum the Parallel out of there for Force-users, Meganaut for folks into cyberwaring up, and Savant for everyone else.
  • Mists of Akuma Primer – You’re going to want Dignity and Haitoku out of this guy. You can go ahead and swap in Honor from the DMG for Dignity if you like, but Haitoku literally means “fall from virtue” so is perfect for going to the Dark Side (especially with the gradual signs of corruption and eventually mutation, although probably not into adeddo-oni just mad decrepit). The latter is going to replace Sin for determining…
  • Book of Exalted Darkness: Evil Primer Sin Points. One of the best parts of the d20 Star Wars rules were “dark side points let you do extra things but corrupt you” and “f#*$ off light side that’s not how this deal works you don’t get any extra stuff shut up and jump somewhere”
  • [optional] 2099 Wasteland Primer  The rules for custom building weapons would fit GREAT in a SW game and give people that are not into being Jedi/Sith/Adepts something fun to do comparable to energy swords but those are only included in the full book. You can dip in here for Irradiated though, depending on how the GM wants to handle Dark Side artifacts and so on.

ASIDE The core d20 Star Wars game is great, it’s probably half-price or less at your local FLGS, and you will be able to easily convert a lot of it to D&D 5e. I encourage you to totally have fun with all the stuff I talk about in this blog post but if you see that book for sale somewhere buy it.

Also if you have not seen it one of its designers (Owen K.C. Stephens) has the best story ever regarding Star Wars RPGs that I have ever heard.

Also worth checking out: Tribality did a solid article on 5E Jedi. Props for Richard Howard, incidentally, who helped convert Hyper Score from Pathfinder to 5E (and has a great Alchemist 5E class you can snag if you are like me and want to play a glitterstims-addicted space doctor). I’d probably run both this *and* the Hyper Score bit to really ram in the superiority of Force users, but do as you will.

CLASSES

Martial classes only! If you want tech-powered spellcasters (instead of having technological items that duplicate spells) there’s the Unearthed Arcana artificer and the (free) Scrapper PDF from 2099 Wasteland.

RACES

The Star Wars – D&D 5th Edition Conversion document by fedorable1 is very cool and worth looking at if you haven’t yet (there’s definitely d20 Star Wars echoes in there). What I’m offering here is way shorter than theirs, but it’s definitely worth popping over to grab the races: https://www.scribd.com/doc/278947931/Star-Wars-D-D-5th-Edition-Conversion-PF.
EDIT: Apparently folks *hate* Scribd so I’ve pulled Dale Easterling’s Species chapter from the above document and dropped it into GoogleDrive –> https://docs.google.com/document/d/10Tqj0nVpGfA94GrAE_dDyfIYC_jHIAC0BqrTrhKkhqM/edit?usp=sharing
EDIT: While organizing ^^ someone found a better link to Dale’s entire book –> http://fedorable1.wixsite.com/btdpress/books

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Hypercorps 2099 5EStar Wars 5E

The Hyper Score system is what adds superheroes into the Hypercorps 2099 setting by adding on a rules template that overlays the existing ruleset (Paizo’s idea shamelessly taken from Mythic Adventures). We don’t need a ton of Hyper Score to get what we need for being a run of the mill Jedi and if you want to do a full on levels 1-20 Star Wars campaign, go buy the Hypercorps 2099 5E PDF. Otherwise you’re going to get some Apprentices and Padawans and to make sure we get the latter, I’m including a little bit more than the playtest document offers right here so lucky you (and you can just make a sith lord or dark jedi as you would a monster). 🙂

Hyper Score Hyper Proficiency Hero Points Bonus Feat Hyper Abilities
1 +0 2 Hyper Feat Hyper Mortality, Hyper Route 1, Increased Ability Score
2 +1 2 Hit Points increase by 5, Hyper Attack 1, Hyper Proficiency
3 +1 2 1st Hyper Initiative
4 +2 3 Hyper Ability Trait, Hyper Route 2

WHAT ARE THESE THINGS?

  • Hyper Score: Treat these as you would a level.
  • Hero Points: These do more than what’s in the DMG. Read the free playtest PDF for more info but definitely extremely important.
  • Hyper Feat: All Star Wars D&D 5E player characters receive the same hyper feat at Hyper Score 1 (take whatever feat you want at HS3) — Special Strike: Choose one weapon, spell that requires an attack roll (including class abilities such as divine smite), or unarmed strikes. You gain a bonus to damage with that weapon, spell, or unarmed strike equal to your Hyper Bonus.
  • Hyper Mortality: You gain advantage on saving throws against death and death effects.
  • Hyper Routes: These are like archetypes. We are interested in 3 of them (meganaut, parallel, savant).
  • Increased Ability Score: Starting at Hyper Score 1, you may increase one ability score by 2 points, or two ability scores by 1 point each (this increase may not be traded for a feat and an ability score may not be increased above 20 + your Hyper Score using this feature, or any similar features.)
  • Hyper Attack: Starting at Hyper Score 2, you may make an additional weapon attack when you use your action to attack.
  • Hyper Proficiency: Starting at Hyper Score 2, your bonus to weapons and other features (that are not skills or equipment) you are proficient with increases by 1. This bonus increases by 1 again at Hyper Score 4.
    Hyper Hit Dice: Starting at Hyper Score 3 you gain +1d10 hit dice.
  • Hyper Initiative: Starting at Hyper Score 3, you gain advantage on Initiative checks.
  • Hyper Ability Trait: Starting at Hyper Score 4, you receive one Hyper Ability Trait. For Jedi (parallel route) this could be a reflection of force powers, for meganauts it would be a reflection of some new kind of cybernetic part, and for savants it’s just being damn lucky (and probably quick of wit, charming, or very cunning). All of the Hyper Ability Traits in the playtest PDF should do you fine, although I do predominantly believe these best suit meganaut mercenaries.
  • Luck and Reputation: Hypercorps 2099 uses Luck and Reputation which are fun attributes. They aren’t totally necessary here, but you could reinterpret Luck to be the Force (so everybody gets it) or make it available exclusively to non-Force users.

HYPER ROUTES

Once again, you will want the free Hypercorps 2099 5E Playtest for more concrete details but here’s some hard and fast rules for getting (using parallel hyper route) a Jedi Consular, Jedi Guardian, or Jedi Sentinel, a cybered out mercenary (using meganaut), or a highly skilled pilot/mechanic/woman-of-the-hour (using savant). These are all Route 1 suggestions and you should not feel at all bound to them–I suspect by Hyper Score 4 you’ll be ready to pick out Route 2 on your own anyway–but are predominantly meant to illustrate a basic dichotomy for the run-up to full jedi-ness (a parallel literally chooses their ability score/cantrips/spells so pick the ones you think fit best).

JEDI CONSULAR

  • Chosen ability score: Wisdom
  • Cantrips: mage hand, vicious mockery
  • 1st-level spells: cure wounds, shield of faith
  • 2nd-level spell: hold person

JEDI GUARDIAN

  • Chosen ability score: Charisma
  • Cantrips: eldritch blast, mage hand
  • 1st-level spells: expeditious retreat or featherfall, jump
  • 2nd-level spell: enhance ability

JEDI SENTINEL

  • Chosen ability score: Intelligence
  • Cantrips: guidance, mage hand
  • 1st-level spells: charm person, heroism
  • 2nd-level spell: suggestion

MERCENARY (Melee)

  • Strong Hurl. Double the range ratings of any thrown weapon you use. Increase the damage die type of any improvised thrown weapon you use by a number of steps equal to the traits you possess in Hyper Strength (as a rule of thumb, a weapon’s damage dice increases by one step for every 100 lbs.; after reaching 1d10 it adds +1d8 per additional 100 lbs., up to carrying capacity). This damage bonus stacks with Primal Warrior if the thrown weapon is improvised.
  • Strong Warrior. You deal an additional amount of damage with melee weapon attacks equal to the number of traits you possess in Hyper Strength.

MERCENARY (Ranged)

  • Dexterous Warrior. Increase your ranged weapon damage by the number of traits you possess in Hyper Dexterity. You must be proficient with the weapon you use to gain this benefit.
  • Hand-Eye. Double the short range rating of any ranged weapon you use, including thrown weapons. Increase the damage roll of any ranged weapon you use by the number of traits you possess in Hyper Dexterity.

SAVANT

  • One bonus feat or hyper feat
  • Choose two skills or pieces of equipment. The bonus you gain from being proficient with the chosen skills or equipment is doubled.
  • Increased Ability Score (as above; this cannot be swapped for a feat)

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Mists of AkumaStar Wars 5E

There’s a lot of cool things you can further incorporate into this (samuraiiiiiiiiii paladin oath jedi FTW) but we’re predominantly concerned with Haitoku or “fall from virtue” which is where we are getting into the Dark Side of the Force. The basic info on Haitoku/Dark Side is below, but for more information go grab the (again, free) Mists of Akuma Primer PDF!

Haitoku means “fall from virtue” and represents a character’s gradual embrace of dark methods, immoral ethics, and fel powers. Characters with a high Haitoku score do whatever is necessary to achieve their goals—endangering children and the infirm, sacrificing the lives of others, committing a settlement to bloody reprisal from a rival town, or even dooming a region by disrupting a powerful relic for their own gain—and it taints their soul. This severe disposition can be recognized by others who share a willingness to be cutthroat, and some truly embody their depravity to unlock powerful abilities beyond the ken of mortal beings.

Haitoku can be raised by committing evil acts using the Force as your tool to inflict death, destruction, and suffering. A character always has a number of levels of the misted condition equal to their Haitoku modifier.

Haitoku Checks. Haitoku checks can be used much like Wisdom, when how despicable a character is plays an impact on a social situation. Generally if the Intimidate skill is applicable, Haitoku may be used with it. The GM might also call for a Haitoku check in the following instances:

  • A character is unsure of whether they are going to endanger others with their direct actions.
  • A character wants to know another character’s Haitoku score (DC 20 – character’s Haitoku modifier).
  • A character wishes to unlock the secrets of a powerful item, activating it with the implacable and unending perseverance of their spirit.
  • A character wants to influence another character by revealing how depraved they are willing to be and that no consequence or measure can stop them.

Haitoku Saving Throws. Haitoku saving throws are used against Dignity-driven abilities or when a character pushes their body and mind beyond their limitations.
The GM might also call for a Haitoku saving throw in the following instances:

  • A character can resist death by dipping into their deepest reserves of unyielding resolve. As a reaction, a character can attempt a Haitoku saving throw (DC equal to the damage from the last attack). On a successful save, the character regains 1 hit point and a level of the exhausted condition. They may activate this ability even while unconscious (and before they make a Death Save). A character may resist death a number of times equal to their Haitoku modifier (minimum 1). Uses of this ability recharge after a long rest and when they do the character gains a point of Haitoku.
  • A character encounters a truly unnatural horror that would shatter the mind of a less resolute being. When an effect would cause insanity (such as the symbol spell or to resist madness) a character may make a Haitoku saving throw in place of a Wisdom or Charisma saving throw. They may make this Haitoku saving throw with advantage by gaining a level of the exhausted condition.

Misted is measured in eight levels. An effect can give a creature one or more levels of misted, as specified in the effect’s description. Creatures always have a minimum number of levels of misted condition equal to their Haitoku modifier. 

Level Effect
1 Mild auditory effect
2 Mild visual effect
3 Speed +10 feet during combat
4 Severe auditory effect
5 Severe visual effect
6 Visible physical mutation, providing +1 to two attributes, –1 to Constitution 
7 Ignore the first 3 points of damage from each attack or spell
8 Complete descent into the Dark Side and corruption of the body (lower Constitution by 2). 

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Book of Exalted DarknessStar Wars 5E

This is on Kickstarter right now and you should totally go check it out (even if you are not down for the evil!), BUT, for Star Wars D&D 5E we only need Sin Points:

An evil adventurer begins play with a number of Sin points equal to half their proficiency bonus. Otherwise an evil adventurer gains a Sin point whenever it increases its Haitoku Sin score (gaining a number of Sin points equal to the amount of increase). The maximum number of Sin points an evil adventurer can have is equal to its level. By spending a Sin point as a reaction, an evil adventurer can do any of the following:

  • Change the damage of a spell or weapon attack to necrotic.
  • Reroll a failed ability check or saving throw.
  • Gain a +1d6 bonus to an ability check or attack roll so long as it is part of committing an evil act (desecrating a holy object or place, delivering a poison, preparing a murderous ambush, telling a hurtful lie, and so on). At 11th level this bonus increases to +2d6.
  • When casting a spell, you may delay its effects for 1d4 hours per spell level. Cantrips count as 1st-level spells when sending Sin points in this way and can be delayed up to 1d6 hours per point of proficiency you possess.

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2099 WastelandStar Wars 5E

I spent a lot of time polishing, tweaking, and improving the custom-building weapons rules in D&D 5E and I simply cannot in good conscience share them here (that would be unfair to the 100+ people that backed the Kickstarter for it) but if you’re going full-in and do a complete Star Wars D&D 5E game I suggest you recommend it to the group if somebody has chosen to not be a jedi (it will make combat way more interesting for them although you could totally build lightsabers with it too). Oooh and we’ve got a bunch of vehicular rules in there (for Mad Max style stuff) that could easily be converted entirely to 3-D for space combat (take the gyrocopter, increase various values for flying through space, add in shields, ta-da).
Depending on how the GM wants to approach the Dark Side of the Force, the (free) rules for Radiation might be useful as well (tying Irradiated into Haitoku).

LIGHTSABER

Legendary magic weapon (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic sword has the Finesse property and deals 3d4 damage on a successful hit. A character with a Hyper Proficiency bonus of +0 or greater and proficiency with shortswords or longswords is proficient with the lightsaber.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals fire, force, and radiant damage instead of slashing damage. If you are a parallel, you increase the damage the lightsaber deals by 1d4 per point of Hyper Proficiency (to a maximum of 8d4 at Hyper Score 10).
The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.

That’s it!

Gather up the few bits I haven’t reprinted from the freebie PDFs (full Hyper Routes and Hyper Traits), fill in the blanks above, paste it into a word document, print it out, and let me know how it plays! I’ve got the day off today so I think I’ll be giving it a shot on Roll 20 myself! 😀

Hyper Score Marvel: Vision

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

Last week we had Thor and next we’ve got Thanos (probably the Infinity Gauntlet instead with some suggestions on what to use for Thanos), then Hulk, Thing, Rocket Raccoon, Emma Frost, Cyclops, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are welcome though–I will get to them all eventually!

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

The Pathfinder build below was produced using rules off the PRD and Hypercorps 2099 (which has freebies right here!).

PS: If you are down for some evil D&D 5E, the Book of Exalted Darkness Kickstarter is more than 75% funded by more than 100 awesome backers and has 2 downloadable PDFs on the project page! The Kickstarter ends June 17th so get your pledge in if you dig it.
Should you mysteriously not be into playing villainous adventurers but keen to a holy decopunk campaign setting, take notice–we are quickly closing in on the do-gooder supplement (Book of Celestial Heroes) backer goal!

vision hypercorps promo.png

Vision

VISION      CR 24—XP 1,228,800
Male android monk 2/slayer 10 [hs 10; parallel 1/hypernaut 1/meganaut 2]
LG Medium humanoid (android, hyper)
Init +15; Senses darkvision 60 ft., low-light vision; Awareness +25

DEFENSE
AC 38, bullet 38, touch 29, flat-footed 34 (+5 armor, +5 deflection, +3 Dex, +1 dodge, +5 hyper, +5 natural, +4 Wisdom)
hp 205 (2d8+10d10+96+42); Hyper Bonus +5
Fort +22, Ref +18, Will +15; +4 vs. mind-affecting effects, paralysis, poison, stun
Defensive Abilities evasion; DR 6/—; Immune disease, exhaustion, fatigue, sleep; Resist cold 30, fire 30, sonic 30
Hyper Flaw disturbing (-5 to Charisma-based checks made against non-hyper creatures)

OFFENSE
Speed 30 ft.
Melee unarmed +25/+20/+20/+15/+15+/10 or flurry +23/+23/+18/+18/+13/+13/+8 (1d6+19)
Ranged ranged touch +19 or strong hurl +19 (1d8 per 100 pounds+18 or 4d8 per 400 pounds+23, Range 90 ft., Heavy Load 33,600 lbs.; lift 33.5 tons)
Special Attacks flurry of blows, hyper bonus +5, sneak attack +3d6, studied target +3, stunning fist (2/day, DC 16)
Hyper Spell-Like Abilities (CL 20th; concentration +28)
8/day—fly, searing light
Hypernaut Spell-Like Abilities (CL 20th; concentration +28)
2/combat—incorporeality (DC 24, hyper flaw: tiring)

STATISTICS
Str 29, Dex 16, Con 25, Int 26, Wis 18, Cha 6
Hyper Strength 3 (Strong Back, Strong Hurl), Hyper Constitution 3 (Hyper Resistant, Hyper Tough), Hyper Intelligence 3 (Hyper Analysis +3 for 10 rounds 3/day, Hyper Smart 3/day)
Base Atk +11; CMB +23; CMD 46
Feats Alertness[B], Combat Expertise[B], Combat Reflexes[B], Dodge[B], Improved Unarmed Strike[B], Kirin Path, Kirin Strike, Kirin Style [B], Mobility, Point-Blank Shot[B], Power Attack[B], Shot on the Run, Spring Attack, Toughness; Hyper Feats Electronic Telepath, Extra Hyper Attribute (3), Special Strike (unarmed +5)
Skills Athletics +18, Awareness +25, Fly +6, Heal +10, Intimidate +7, Knowledge (dungeoneering, engineering, geography, history, law, local, nature, nobility, planes, religion, technology) +18, Search +29, Sense Motive +7, Stealth +15, Survival +15, Use Technology +27; Racial Modifiers +2 Awareness, +2 Search, -4 Sense Motive
Languages English; choose any 7
SQ exceptional senses, hyper attack 3, hyper focus 5/day, hyper initiative, hyper life, hyper mortality, hyper rest, slayer talents (combat trick, fast stealth, hunter’s surprise, ranger combat style 2), stalker +3, track +5
Gear internal upgrades [amulet of natural armor +5, belt of heavyload physical might (Strength, Dexterity) +4, bracers of armor +5, hyperjack, ring of deflection +5]

SPECIAL ABILITIES
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Vision counts both as a humanoid and a constructs. Vision gains a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. He is not subject to fatigue or exhaustion, and is immune to disease and sleep effects.
Emotionless Vision can never gain morale bonuses and are immune to fear effects and emotion effects. He has problems processing emotions properly, and thus takes a -4 penalty on Sense Motive checks.
Kirin Martial Arts Style: 
Vision can spend a swift action to make a Knowledge check (with a +2 insight bonus) to identify a single creature (DC 15 + the creature’s CR for this purpose). Vision may take 10 on this check even if stress and distractions would normally prevent him from doing so. If he succeeds at the check, he gains a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. As a swift action after Vision has hit a creature with a melee or ranged attack, he can add +16 damage. If the creature ends its turn within Vision’s threatened area, he can spend a use of his attacks of opportunity that round to move up to 40 feet. He must end his move in a square threatened by the creature. This move does not provoke attacks of opportunity.
Nanite Surge (Ex) Vision is infused with nanites. Once per day as an immediate action, Vision can cause his nanites to surge, granting him a +15 bonus on any one d20 roll; this ability must be activated before the roll is made. When Vision uses this power, his circuitry-tattoos glow with light equivalent to that of a torch for 1 round.

EDIT Redditor DWSage007 had some poignant considerations for Vision’s build and he’s been improved! More details here–thank you DWSage007! 😀

Notes on Vision’s Build

WOOT! Nailed it–Vision here is joining up with Thor, Iron-Man, Moon Knight, Mystique, and Spider-Man in the “Hyper Score worked like a charm” bin! He’s definitely up there in terms of power but he’s got that in spades.
Unfortunately I’m not so sure we’d get as lucky with the 5E version–on the Marvel.com entry for Vision all of his stats are maxed out so I don’t think it’s possible to make a PC build of him with Hypercorps 2099 5E at low enough level to be worth running up against as an NPC (originally the Hyper Score system was built for Pathfinder and converted over–the translated version is still good, but it’s not “create practically anything in the future *TECHNO JAM*” good, more “street level cyberpunk superheroes *techno jam*” good). He’s an Avenger and all, but the challenge rating would be pushing 30 plus in order to get properly potent abilities and uber strength and such into the mix.
That doesn’t prohibit a Vision monster build though! 😀

Vision

Medium construct, lawful good
Armor Class 18 (natural)
Hit Points 164 (20d8+80)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 19 (+4) 21 (+5) 10 (+0) 7 (-2)

Saving Throws Con +10, Wis +6, Cha +4
Skills Athletics +10, History +11, Investigation +11, Medicine +6, Nature +6, Perception +6, Technology +11
Damage Vulnerabilities lightning
Damage Resistances cold, fire, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities disease, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Binary, English; translator (all terrestrial languages)
Challenge 20 (25,000 XP)

Density Control. Vision can manipulate his density at will, turning as hard as diamond or incorporeal (or anywhere inbetween) as a reaction or bonus action. While incorporeal Vision takes no damage from nonmagical weapons and half damage from non-psychic energy damage or magical weapons. In addition, while incorporeal he can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends this effect inside an object. While incorporeal Vision’s Strength score is reduced to 10.
Hyper Intelligent. Vision has advantage on all Intelligence ability checks and saving throws, and he possesses a perfect memory able to recall any event he has witnessed.
Hyper Strength. Vision has advantage on all Strength ability checks and saving throws, and his carrying capacity is multiplied by 20 (Carrying Capacity 6,600 pounds, lift 6 tons).

ACTIONS
Multiattack. Vision attacks five times with any combination of unarmed strikes and energy beams or he makes two phasing strikes.
Unarmed. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) magical bludgeoning damage.
Phasing Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: The target makes a DC 18 Constitution saving throw with disadvantage or becomes incorporeal with Vision. As a bonus action, he can end the target’s incorporeality, causing it to become corporeal while inside of an object and dealing 55 (10d10) force damage (escape DC 18).
Energy Beam. Ranged Weapon Attack: +10 to hit, range 100/500, one target. Hit: 22 (4d8+4) radiant damage.
Thrown Object. Ranged Weapon Attack: +10 to hit, range (50/100), multiple targets (determined by object size; make one attack roll per target). Hit: 10 (1d8+6) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 303 [66d8+6] at 6,600 pounds though a GM should require a good deal of effort to acquire an object strong and heavy enough to use with thrown object).

REACTIONS
Instinctive Phase (Recharge 4-6). When Vision would be damaged by an attack or spell he may spend his reaction to reduce density and turn incorporeal.

Street Fighter D&D 5E: Ibuki

Welcome to the 16th post for Street Fighter D&D 5E!

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

Requests have poured in so we’ve got a bit of a queue worked up—Ibuki, Dan, Abel, T. Hawk, and Necali are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

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

PS: If you are down for some evil D&D 5E, the Book of Exalted Darkness Kickstarter is 3/4th funded by more than 100 backers and has 2 downloadable PDFs on the project page. Even if you aren’t down for being evil, we’re just a dozen or so pledges from unlocking the do-gooder supplement! Check it out–worst case scenario you’ve got a free evil adventure module and some vile character options for a rainy day of malevolence in the future. 😀

ibuki MoA promo

Ibuki

Medium humanoid (soburi), neutral rogue (ninja) 14 / monk 1
Armor Class 18 (Wisdom, martial arts stance)
Hit Points 97 (15d8+30)
Speed 40 ft. (triple jump distance)

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 19 (+4) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 13 (+1) 12 (+1)

Saving Throws Dex +9, Int +7
Skills Acrobatics +14 [advantage], Athletics +6, Deception +12, Insight +8, Perception +8 [advantage], Sleight of Hand +14, Stealth +14 [advantage]; minimum d20 roll of 10
Tools disguise kit [advantage; Passive 22], poisoner’s kit, thieves’ tools; minimum d20 roll of 10
Damage Resistances piercing
Senses blindsight 10 ft., passive Perception 23, passive Acrobatics 29, passive Stealth 29
Languages Ceram, Ropa, Soburi (Common)
Challenge 9 (5,000 XP)
Background Feature: Shinobi – Blend In. Ibuki is able to craft a disguise in 1 minute so long as suitable materials are available. This disguise allows her to blend in with her surroundings like camouflage, allowing her to hide without cover in a specific 5 foot square chosen at the time she creates the disguise. Ibuki must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.
Basic Ninjutsu. Ibuki can throw three kunai or shuriken when she takes the Attack action on her turn. She gains advantage on checks made to create or maintain a disguise.
Blindsense. When Ibuki is able to hear, she is aware of the location of any hidden or invisible creature within 10 feet of her.
Cunning Action. Ibuki can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Ibuki is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Expertise. Ibuki gains double her proficiency bonus on Acrobatics, Deception, Sleight of Hand, and Stealth checks.
Feat: Mobile. Ibuki’s speed increases by 10 feet, when she uses the Dash action difficult terrain doesn’t cost her extra movement on that turn, and when she makes a melee attack against a creature she doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether she hits or not).
Martial Arts.
Ibuki can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d4 in place of the normal damage of her unarmed strike or monk weapons. In addition, when Ibuki uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Ninjutsu Adept. Ibuki can attack twice, instead of once, whenever she takes the Attack action on her turn. She gains advantage on Perception checks.
Ninjutsu Novice. Ibuki gains advantage on Stealth checks, is able to run across any surface regardless of whether or not it would support her weight so long as she ends on a square that she is able to stand on. She triples the distance of any jumps she makes.
Reliable Talent. Whenever Ibuki makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.
Sneak Attack 7d6 (1/turn). Ibuki deals an extra 24 (7d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent (3). Ibuki’s unarmed strikes deal an additional 1d8 piercing damage, she gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she isn’t wearing any armor, Ibuki’s Armor Class equals 10 + her Dexterity modifier + her Wisdom modifier + her martial arts stance.
Unarmed Savant. Ibuki unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. On her turn Ibuki makes two unarmed strikes or three unarmed strikes with her bonus action. Alternatively she can throw six kunai or shuriken.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage.
Kunai. Ranged Weapon Attack: +9 to hit, range 30/80, one target. Hit: 6 piercing damage.
Shuriken. Ranged Weapon Attack: +9 to hit, range 20/50, one target. Hit: 5 slashing damage.

REACTIONS
Uncanny Dodge. When an attacker that Ibuki can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

Notes on Ibuki’s Design

I have been out of the fighting video game loop for a while so was not familiar with Ibuki but when I found out she was a kunai throwing ninja I was like “YES! I HAVE DONE THIS ALREADY!” Mists of Akuma folks–this is what a baddie 15th level ninja looks like! 😀

——————- REDUCED STATBLOCK —————-

Ibuki

Medium humanoid (soburi), neutral rogue (ninja) 14 / monk 1
Armor Class 18 (Wisdom, martial arts stance)
Hit Points 97 (15d8+30)
Speed 40 ft. (triple jump distance)

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 19 (+4) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 13 (+1) 12 (+1)

Saving Throws Dex +9, Int +7
Skills Acrobatics +14 [advantage], Athletics +6, Deception +12, Insight +8, Perception +8 [advantage], Sleight of Hand +14, Stealth +14 [advantage]; minimum d20 roll of 10
Tools disguise kit [advantage; Passive 22], poisoner’s kit, thieves’ tools; minimum d20 roll of 10
Damage Resistances piercing
Senses blindsight 10 ft., passive Perception 23, passive Acrobatics 29, passive Stealth 29
Languages Ceram, Ropa, Soburi (Common)
Challenge 9 (5,000 XP)
Background Feature: Shinobi – Blend In. Ibuki is able to craft a disguise in 1 minute so long as suitable materials are available. This disguise allows her to blend in with her surroundings like camouflage, allowing her to hide without cover in a specific 5 foot square chosen at the time she creates the disguise. Ibuki must be familiar with the location and have appropriate materials on hand (foliage, paint, canvas, etc.) to create this disguise. Once created the disguise weighs 5 lbs. and can be donned as an action or removed as a bonus action.

Cunning Action. Ibuki can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Ibuki is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Feat: Mobile. When Ibuki uses the Dash action difficult terrain doesn’t cost her extra movement on that turn and when she makes a melee attack against a creature she doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether she hits or not).
Ninjutsu Novice. Ibuki is able to run across any surface regardless of whether or not it would support her weight so long as she ends on a square that she is able to stand on.
Sneak Attack 7d6 (1/turn). Ibuki deals an extra 24 (7d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent (3). Ibuki gains advantage on checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.

ACTIONS
Multiattack. On her turn Ibuki makes two unarmed strikes or three unarmed strikes with her bonus action. Alternatively she can throw six kunai or shuriken.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage.
Kunai. Ranged Weapon Attack: +9 to hit, range 30/80, one target. Hit: 6 piercing damage.
Shuriken. Ranged Weapon Attack: +9 to hit, range 20/50, one target. Hit: 5 slashing damage.

REACTIONS
Uncanny Dodge. When an attacker that Ibuki can see hits her with an attack, she can use her reaction to halve the attack’s damage against her.

King Arthur (D&D 5e; Monty Python)

Hello and welcome to my website! If you look around you’ll find a smattering of random D&D 5E statblocks (Afro Samurai, Aku and Samurai Jack, The Joker, Venger from the D&D cartoon, weird PCs), Marvel super heroes built using mechanics from Hypercorps 2099 (Hyper Score Marvel, both 5E and Pathfinder, posts on Saturday), and then the same for Street Fighter D&D 5e (using rules from Mists of Akuma, posts on Fridays). For the most part everything you find is built as a PC would be built to demonstrate what all you can do with the material inside each campaign setting.

After using the Exemplar class I’ve put together (still in playtesting) to build Simon Belmont (from Castlevania) using the Slayer archetype, I filled in all of the copy’s blanks.

Then I had a silly thought, and now here we are.

If you are seeking to earn glory in a holy decopunk world or bring the utopia crashing down as an agent of evil, the Book of Exalted Darkness Kickstarter is for you! We’re more than 73% funded by more than 100 awesome backers in just a week and there are 2 downloadable PDFs on the project page.

The Kickstarter ends June 17th so make a pledge if you are into either the campaign setting or the evil bit of the grimoire–you can help us break through the Backer Goal and then increase your pledge to get an early (cheaper) reward level for the less malevolent part of the project (Book of Celestial Heroes, where the Exemplar class appears) before the early bird levels for those run out!

If you see a way this can be improved don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

arthur 5e.jpg

 

Arthur, King of Camelot (Really a very silly place)

Medium humanoid (human), lawful good exemplar (people’s champion) 5
Armor Class 16 (chainmail)
Hit Points 44 (5d10+10)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 12 (+1) 13 (+1) 16 (+3)

Saving Throws Wisdom +4, Cha +6
Skills Athletics +5, History +4, Insight +4, Intimidation +6, Investigation +4, Nature +4, Perception +4, Persuasion +6, Survival +4
Tools disguise kit, gaming set
Senses passive Perception 14
Languages English
Challenge 4 (1,100 XP)
Background Feature (Noble): Position of Privilege. Arthur is welcome in high society and people assume he has the right to be wherever he is. The common folk make every effort to accommodate him and avoid his displeasure, and other people of high birth treat Arthur as a member of the same social sphere. Arthur can secure an audience with a local noble if he needs to.

Bravery. Arthur has advantage on saving throws against fear.
Feat: Inspiring Leader. Arthur can spend 10 minutes inspiring his companions, shoring up their resolve to fight. When he does so, he chooses up to six friendly creatures (which can include himself) within 30 feet of him who can see or hear him and can understand him. Each creature gains 8 temporary hit points. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Fighting Style: Great Weapon Fighting. When Arthur rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for him to gain this benefit.
Friendly Reputation. Arthur’s uplifting reputation is well-known and earns him some small acts of kindness. When he reaches an inn or tavern, he may make a DC 8 Charisma check to see if his reputation precedes him. On a success Arthur is given free lodging, drink, and food. The GM may decide that no check to be recognized is required because someone who works in the establishment knows him already or has seen him recently. Arthur may convince merchants to sell him goods for a more modest price. If he succeeds on a DC 12 Charisma check to be recognized, Arthur gains advantage on an ability check to determine the final price of an item that costs 50 gp or less. Arthur may exploit his reputation to persuade merchants this way 3 times. Expended uses recharge after a long rest.

Heroic Effort (3 points). Arthur can reach deep within himself to draw upon his abundant spirit, performing impossible tasks that defy belief. When he spends an effort point, it is unavailable until he finishes a short or long rest, at the end of which his spirit replenishes.

 

  • Hero’s Ire. As a bonus action, Arthur can spend 2 effort points and choose a creature that he can see. For the next minute he gains a +3 bonus to attack rolls and weapon damage rolls when attacking that creature.
  • Heroic Stand. Arthur can spend 1 effort point to take the Dodge action as a bonus action on his turn.
  • Implacable Resolve. As a reaction, Arthur can spend 2 effort points to gain 10 temporary hit points. These temporary hit points last until the beginning of his next turn.
  • Stroke of Luck. As a reaction, Arthur can spend 2 effort points to reroll an attack roll or saving throw. He must choose to use this feature before the results of the attack roll or saving throw are revealed.
  • With Style. Arthur can spend 1 effort point as a bonus action to gain advantage on an ability check that uses one of these skills: History, Nature, Perception, Persuasion.

Loyal Aide. Arthur has the services of a devoted and loyal squire named Patsy. Patsy trusts Arthur implicitly and performs tasks given to him so long as nothing illegal, suicidal, or in opposition to his alignment is requested. Certain orders Arthur gives require a DC 13 Charisma check.
Skilled. Arthur gains proficiency in two skills and one tool kit.

ACTIONS
Extra Attack. Arthur attacks twice.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

Patsy5e.jpg

Patsy (King Arthur’s Squire)

Medium humanoid (human), lawful good exemplar (people’s champion) 1
Armor Class 11 (leather)
Hit Points 11 (1d10+1)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 13 (+1)

Saving Throws Wisdom +2, Cha +3
Skills Athletics +3, History +2, Investigation +2, Nature +2, Perception +2, Persuasion +3, Survival +2
Tools disguise kit, gaming set
Senses passive Perception 12
Languages English
Challenge
Bravery. Patsy has advantage on saving throws against fear.
Fighting Style: Great Weapon Fighting. When Patsy rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for him to gain this benefit.
Skilled. Patsy gains proficiency in two skills and one tool kit.

ACTIONS
Extra Attack. Patsy attacks twice.
Greatclub. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.

 

Castlevania D&D 5E: Simon Belmont

Hello and welcome to my website! If you look around you’ll find a bunch of random builds (Afro Samurai, Aku and Samurai Jack, The Joker, Venger from the D&D cartoon, weird PCs), Marvel super hero statblocks built using mechanics from Hypercorps 2099 (Hyper Score Marvel, posts on Saturday), and then the same for Street Fighter D&D 5e (using rules from Mists of Akuma, posts on Fridays). For the most part everything you find is built as a PC would be built to demonstrate what all you can do with the material inside each campaign setting.

Redditor drewcash83 asked for Simon Belmont and this coincides well with what’s happening with the Book of Exalted Darkness Kickstarter–we’re a week in and close enough to the first Backer Goal that there’s a fun announcement coming later today [Update: the announcement of Book of Celestial Heroes!] about some reward options that become available when we have 120 pledges. Some of that material was used to make the vampire hunting badass below. 😉

I’ve also anticipated the Redditors this time–there’s a reduced statblock that should be a little more handy down at the bottom of the page.

If you are down for some truly wicked evil D&D 5E or earning eternal glory in a holy decopunk world, the Book of Exalted Darkness Kickstarter is 70% funded so far by 95 awesome backers in just a week and has 2 downloadable PDFs on the project page so check it out and help us make it happen!

The project ends June 17th and if you are into either the campaign setting or the evil bit of the grimoire, YOU can help us break through the first Backer Goal and then be first in line to increase your pledge for an early (cheaper) reward level for the less goody-two-shoes part of the project (before the early bird levels for those run out)!

castlevania dnd5e simon belmont.png

Simon Belmont

Medium humanoid (human), lawful good exemplar (slayer) 14
Armor Class 18 (+2 breastplate)
Hit Points 116 (14d10+28)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +7, Cha +8
Skills Athletics +8, History +6, Insight +7, Perception +7, Persuasion +8, Stealth +7, Survival +7
Tools gaming set
Condition Immunities frightened
Senses passive Perception 17
Languages Common, Draconic
Challenge 9 (5,000 XP)
Background Feature (Noble): Position of Privilege. Simon is welcome in high society and people assume he has the right to be wherever he is. The common folk make every effort to accommodate him and avoid his displeasure, and other people of high birth treat Simon as a member of the same social sphere. Simon can secure an audience with a local noble if he needs to.

Courageous. Simon cannot be cowed and the very sight of him lifts the spirits of others. Simon gains immunity to the frightened condition and allies able to see him gain advantage on saving throws against fear.
Feat: Athlete. When Simon is prone he uses only 5 feet of his movement to stand up, climbing doesn’t halve his speed, and he can make a running long jump or a running high jump after moving only 5 feet on foot (rather than 10 feet).
Feat: Mobility. When Simon uses the Dash action difficult terrain doesn’t cost him extra movement on that turn and when he make a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether he hits or not)
Fighting Style: Dueling. When Simon is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Friendly Reputation. Simon’s uplifting reputation is well-known and earns him some small acts of kindness. When he reaches an inn or tavern, he may make a DC 8 Charisma check to see if his reputation precedes him. On a success Simon is given free lodging, drink, and food. The GM may decide that no check to be recognized is required because someone who works in the establishment knows him already or has seen him recently. Simon may convince merchants to sell him goods for a more modest price. If he succeeds on a DC 12 Charisma check to be recognized, Simon gains advantage on an ability check to determine the final price of an item that costs 50 gp or less. Simon may exploit his reputation to persuade merchants this way 3 times. Expended uses recharge after a long rest.
Greater Paragon (Human). Simon increased three ability scores by 1.

Heroic Effort (7 points). Simon can reach deep within himself to draw upon his abundant spirit, performing impossible tasks that defy belief. When he spends an effort point, it is unavailable until he finishes a short or long rest, at the end of which his spirit replenishes.

 

  • Hero’s Ire. As a bonus action, Simon can spend 2 effort points and choose a creature that he can see. For the next minute he gains a +3 bonus to attack rolls and weapon damage rolls when attacking that creature.
  • Heroic Stand. Simon can spend 1 effort point to take the Dodge action as a bonus action on his turn.
  • Implacable Resolve. As a reaction, Simon can spend 2 effort points to gain 14 temporary hit points. These temporary hit points last until the beginning of his next turn.
  • Stroke of Luck. As a reaction, Arthur can spend 2 effort points to reroll an attack roll or saving throw. He must choose to use this feature before the results of the attack roll or saving throw are revealed.
  • Honed Strike. Simon can spend 1 effort point after successfully hitting a creature he has marked to add 6 to his bonus damage for that attack.
  • Slayer’s Mark (1d8). Simon can spend 1 effort point as a bonus action to mark a creature he is able to see. This creature must be of a fiend, monstrosity, or undead. Simon gains a +1d8 bonus to attack and damage rolls made against the marked creature. A mark remains for 1 minute. Simon can have as many as 5 marked creatures at once.
  • Zealous Strike. Simon can spend 2 effort points immediately after killing a fiend, monstrosity, or undead to make a weapon attack against a creature within his reach (or range if he is not wielding a ranged weapon).

Holistic Resilience. Simon knows what herbs and spices are needed in his diet to maximize his body’s natural defenses. He has advantage on saving throws made to resist abilities and spells from fiends, monstrosities, and undead.
Hunter of Monsters (fiends, monstrosities, undead). Simon has advantage on Wisdom (Survival) checks to track these favored enemies, as well as on Intelligence checks to recall information about them.
Lesser Paragon (Human). Simon has begun to unlock his truest self and embody the best parts of his humanity. Other humans often look up to him, granting you a +1 bonus on Charisma-related ability checks he makes against them. In addition, Simon gains proficiency in two skills, two tool kits, or a skill and a tool kit.
Never Stay Down. Simon refuses to give up even when his body desperately wants to shut down. He gains advantage on Death saving throws.
Rally. Simon can bellow forth a shout of resolve from the core of his being that inspires his compatriots to never give up. By spending an action yelling, he grants 14 temporary hit points to 5 creatures that he is able to see. Simon may choose 3 additional creatures for a secondary effect so long as each is at 0 hit points or has died within the last minute. A creature at 0 hit points gains advantage on its Death saving throws for 1 minute. Recently deceased creatures reroll their most recent Death saving throw with advantage (though any additional Death saving throws that result are made normally). Creatures must be within 60 feet of Simon to benefit from this feature. When he has used this feature twice, Simon must finish a long rest before he can use it again.

ACTIONS
Extra Attack. Simon attacks three times.
Flaming Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) slashing damage plus 9 (2d8) fire damage.
Dagger (10) or Silver Knife (5). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 4 (1d4+2) piercing damage.
Holy Water. As an action, Simon can splash the contents of this flask onto a creature within 5 feet of him or throw it up to 20 feet, shattering it on impact. In either case, he makes a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

REACTIONS
Feat: Defensive Duelist. When Simon is wielding his dagger, silver knife, or whip, and another creature hits him with a melee attack, he can use his reaction to add +5 to his AC for that attack, potentially causing the attack to miss him.

Notes on Simon Belmont’s Build

I know a lot of people’s first impulse would be go to paladin/ranger or fighter (monster hunter) but I didn’t for two reasons:

  • I do not recall any moment in the original Castlevania games where was like “oh this guy is a paladin/religious”
  • I was deeply disappointed with WotC’s Monster Hunter archetype

Really though, I needed to do some PC building with the exemplar class to figure some things. I am super duper pleased with how Simon turned out!

EDIT: Redditor azuredrake astutely pointed out that I forgot about increasing Simon’s speed from the Mobility feat. Good looking out!

————— REDUCED STATBLOCK ——————-

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Simon Belmont

Medium humanoid (human), lawful good exemplar 14
Armor Class 18 (+2 breastplate)
Hit Points 116 (14d10+28)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +7, Cha +8
Skills Athletics +8, History +6, Insight +7, Perception +7, Persuasion +8, Stealth +7, Survival +7
Condition Immunities frightened
Senses passive Perception 17
Languages Common, Draconic
Challenge 9 (5,000 XP)
Courageous. Allies able to see Simon gain advantage on saving throws against fear.
Feat: Athlete. When Simon is prone he uses only 5 feet of his movement to stand up and he can make a running long jump or a running high jump after moving only 5 feet on foot (rather than 10 feet).
Feat: Mobility. When Simon uses the Dash action difficult terrain doesn’t cost him extra movement on that turn and when he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn (whether he hits or not)

Heroic Effort (7 points/short rest).

  • Hero’s Ire. As a bonus action, Simon can spend 2 effort points and choose a creature that he can see. For the next minute he gains a +3 bonus to attack rolls and weapon damage rolls when attacking that creature.
  • Heroic Stand. Simon can spend 1 effort point to take the Dodge action as a bonus action on his turn.
  • Implacable Resolve. As a reaction, Simon can spend 2 effort points to gain 14 temporary hit points. These temporary hit points last until the beginning of his next turn.
  • Stroke of Luck. As a reaction, Simon can spend 2 effort points to reroll an attack roll or saving throw.
  • Honed Strike. Simon can spend 1 effort point after successfully hitting a creature he has marked to add 6 to his bonus damage for that attack.
  • Slayer’s Mark (1d8). Simon can spend 1 effort point as a bonus action to mark a fiend, monstrosity, or undead he is able to see. Simon gains a +1d8 bonus to attack and damage rolls made against the marked creature. A mark remains for 1 minute. Simon can have as many as 5 marked creatures at once.
  • Zealous Strike. Simon can spend 2 effort points immediately after killing a fiend, monstrosity, or undead to make a weapon attack against a creature within his reach (or range if he is not wielding a ranged weapon).

Holistic Resilience. Simon has advantage on saving throws made to resist abilities and spells from fiends, monstrosities, and undead.
Hunter of Monsters. Simon has advantage on Wisdom (Survival) checks to track fiends, monstrosities, and undead, as well as on Intelligence checks to recall information about them.
Lesser Paragon (Human). Simon gains a +1 bonus on Charisma ability checks against humans.
Never Stay Down. Simon has advantage on Death saving throws.
Rally (twice/long rest). By spending an action yelling, Simon grants 14 temporary hit points to 5 creatures that he is able to see. Simon may choose 3 additional creatures for a secondary effect so long as each is at 0 hit points or has died within the last minute. A creature at 0 hit points gains advantage on its Death saving throws for 1 minute. Recently deceased creatures reroll their most recent Death saving throw with advantage (though any additional Death saving throws that result are made normally). Creatures must be within 60 feet of Simon to benefit from this feature.

ACTIONS
Extra Attack. Simon attacks three times.
Flaming Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) slashing damage plus 9 (2d8) fire damage.
Dagger (10) or Silver Knife (5). Ranged Weapon Attack: +7 to hit, range 20/60, one target. Hit: 4 (1d4+2) piercing damage.
Holy Water. As an action, Simon can splash the contents of this flask onto a creature within 5 feet of him or throw it up to 20 feet, shattering it on impact. In either case, he makes a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

REACTIONS
Feat: Defensive Duelist. When Simon is wielding his dagger, silver knife, or whip, and another creature hits him with a melee attack, he can use his reaction to add +5 to his AC for that attack, potentially causing the attack to miss him.

A little blurb about the Exemplar class to reward you for reading all the way down here 😉

Where others succeed by blade or spell, the exemplar forges ahead with an adventurous heart, implacable will, and a hell of a lot of good luck on their side. Many a mage or warrior distinguishes themselves with heroic deeds and great triumphs but an exemplar defines their own path, weaving it with those of others touched by greatness or fate and relying on an abundant spirit that refuses to yield no matter what challenges lay ahead. The merit of these iconic champions is that they are not measured by their victories–it is their character that inspires the myths and legends left in their wake.