Archives for posts with tag: Street Fighter

Welcome to the 13th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Blanka!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up (maybe Vega?) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! ^_^ (and if you like the free stuff, 3 adventures were just released in print and PDF, each with substantial previews!) Thanks for visiting my website!

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

guile moa promo

Guile

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

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

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

Action Surge. On his turn, Guile can take an additional action on top of his regular action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.
Background Feature: Military Rank (Soldier). Guile has a military rank of Sergeant from his career as a soldier. Soldiers loyal to his former military organization still recognize his authority and influence, and they defer to his if they are of a lower rank. Guile can invoke his rank to exert influence over other soldiers and requisition simple equipment for temporary use. Guile can also usually gain access to friendly military encampments and fortresses where rank is recognized.
Fighting Style: Archery. Guile gains a +2 bonus to attack rolls he makes with ranged weapons.
Indomitable. Guile can reroll a saving throw that he fails. If he does so, he must use the new roll. Guile can use this feature twice before he requires a long rest to replenish it.
Know Your Enemy. If Guile spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). Guile knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Guile uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When Guile hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of Guile’s next turn.
  • Evasive Footwork. When Guile moves, he can expend one superiority die, rolling the die and adding the number rolled to your AC until he stops moving.
  • Goading Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. Guile adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other Guile you until the end of his next turn.
  • Maneuvering Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Guile’s attack.
  • Rally. On his turn, Guile can use a bonus action and expend one superiority die to bolster the resolve of one of his companions. When he does so, he chooses a friendly creature who can see or hear him. That creature gains temporary hit points equal to the superiority die roll + 2.
  • Riposte. When a creature misses Guile with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, Guile adds the superiority die to the attack’s damage roll.
  • Sweeping Attack. When Guile hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Guile hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 18 Strength saving throw. On a failed save, Guile knocks the target prone.

Relentless. When Guile rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind. On his turn, Guile can use a bonus action to regain 1d10+15 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.
Stance of the Bellowing Gale (2). Guile’s unarmed strikes deal an additional 1d6 thunder damage (this damage is not multiplied on a critical hit), he gains resistance to thunder damage, and once per turn he may move a target he hits with a melee attack up to 10 feet directly away from him (regardless of the target’s size).
Stance of the Stout Boar (3). Guile’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Tavern Brawler. Guile is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Guile hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Unarmed Savant. Guile’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d6) and he gains proficiency in Athletics.

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

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

 

GUILE’S BOOTS

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

Notes on Guile’s Build

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

Welcome to the 12th post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s post (making better use of these NPCs) or the last character (Ryu!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’m not sure who I’ll be putting up but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

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

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BLANKA

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

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

Saving Throws Str +9, Con +9
Skills Athletics +9 (+14 to jump*), Intimidation +6, Perception +6, Stealth +9, Survival +6
Damage Resistances lightning; bludgeoning, piercing, and slashing when raging
Condition Immunities diseases, frightened
Senses passive Perception 16
Languages Common (Soburi), Undercommon
Challenge 16 (15,000 XP)

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

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

^The Freak class appears in 2099 Wasteland, a post-apocalyptic science fiction campaign setting generator being published by Legendary Games (free stuff here).
*Blanka gets proficiency in Athletics through *multiple* routes and in cases like this, I tend to give a player the bonus because I feel bad that it comes up repeatedly (so he effectively gains expertise with Athletics checks made to jump).
EDIT: 2099 Wasteland went live late on Friday night and the full Freak class rules are included in the (free) 41 page preview PDF. 

BLANKA’S SHACKLES

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

Notes on Blanka’s Design

Originally I was going to go with a barbarian/rogue build but then I was like “! I literally have a thing for characters exactly like this!” so I went with freak instead. The playtest rules for the class are here but the shiney polished version is (or will soon be) available in 2099 Wasteland.

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

High Mobility

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

Low-Tech

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

Spellcaster Nightmares

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

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Well What Now, Buddy?

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

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

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

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

Welcome to the eleventh post for Street Fighter D&D 5E! If you dig this please comment, check out last week’s character (a New Challenger: Virtua Fighter’s drunken master Shun Di!), and if you think this can be improved in any way don’t hesitate to speak up and let me know!

Next week I think we’re going to delay featuring Street Fighter’s most electrifying character in lieu of something a little more constructive (A+ for anyone following along that can guess what!), but I do these in order of requests so let me know if there’s someone you’d rather see and we’ll get them in queue!

Also check out Mists of Akuma! There’s free stuff and it is once again available in dead tree form!

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Ryu

Medium humanoid (human), chaotic good monk (martial artist) 17
Armor Class 22 (Wisdom, martial arts stances)
Hit Points 148 (17d8+68)
Speed 55 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
18 (+4) 19 (+4) 18 (+4) 9 (-1) 20 (+5) 14 (+2) 17 (+3) 14 (+2)

Saving Throws Str +10, Dex +10
Skills Acrobatics +10, Athletics +10* (+16 to jump), Medicine +11, Stealth +10
Damage Resistances bludgeoning, force
Damage Immunities poison, radiant
Condition Immunities diseases, poisoned
Senses passive Perception 15
Languages Soburi (Common)
Challenge 17 (18,000 XP)
Background Feature: Indomitable Endurance (Ronin). When Ryu is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead by expending all of his remaining hit dice. He must have at least 8 hit dice to use this feature. [I know he is not a proper samurai or anything but otherwise I feel this fits–and the feature ups his survivability quite a bit I think. There are also some tips on making the most out of a party vs. NPC-built-as-PC fight using the Street Fighter D&D 5E builds!]
Evasion. If Ryu is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Ki (17 points). Ryu harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Diamond Soul. Whenever Ryu makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Flurry of Blows. Immediately after Ryu takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Ryu can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Ryu can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Ryu can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Ryu can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d12 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Ryu uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Ryu’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Ryu has learned 5 martial arts feats from his monk training and is able to simultaneously utilize up to 4 at once.
Stance of the Evanescent Sun (3). Ryu’s strikes deal an additional 1d8 radiant damage and he is immune to radiant damage. He knows the dancing lights cantrip and can cast it without the need for material components or concentration.
Stance of the Inner Force (3). Ryu’s strikes deal an additional 1d8 force damage, he has resistance to force damage, and he has advantage on saving throws to avoid taking force damage. He knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a bonus action to control the hand.
Stance of the Stout Boar (3). Ryu’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stillness of Mind. As an action, Ryu can end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Ryu’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Ryu can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Ryu’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Ryu’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Ryu’s unarmed strike damage increases by one step (to 1d12) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. When Ryu takes the attack action he makes two unarmed strikes or throws two hadouken!
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d12+1d8+4) magical bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
Hadouken! Ranged Weapon Attack: +10 to hit, range 40/100, one target. Hit: 37 (5d12+5) force damage.

REACTIONS
Deflect Missile. Ryu can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 24 (1d12+3d8+4).
Slow Fall. Ryu can use his reaction when he falls to reduce any falling damage he takes by 85.

*Ryu gets proficiency in Athletics through *multiple* routes and in cases like this, I tend to give a player the bonus because I feel bad that it comes up repeatedly (so he effectively gains expertise with Athletics checks made to jump).

 

RYU’S BANDANA

Wondrous item, legendary
Ryu still uses the same bandana he wore when training with Ken and it has absorbed his ki. While wearing his bandana, Ryu gains the following three features:
Hadouken! By spending 1 ki, Ryu can unleash up to two balls of energy (range 40/100) instead of unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 plus his Wisdom modifier force damage.
Hurricane Kick! By spending 1 ki as a bonus action, Ryu can make a melee attack against any number of creatures within 15 feet of him, with a separate attack roll for each target.
Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, Ryu unleashes an intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 104 (16d12) force damage on a failed save, or half as much damage on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

Welcome to the eighth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Chun-Li!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’ll be putting up a special Virtua Fighter guest (I think) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

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

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Dhalsim

Medium humanoid (soburi), neutral good monk (way of the four elements) 15
Armor Class 21 (Wisdom, martial arts stance)
Hit Points 146 (15d8+75)
Speed 55 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 20 (+5) 13 (+1) 20 (+5) 13 (+1)

Saving Throws all (+5 proficiency bonus)
Skills Athletics +7, Insight +10, Medicine +10, Religion +6, Stealth +10
Damage Immunities poison, fire
Condition Immunities diseased, poisoned
Senses passive Perception 15
Languages Soburi (Common)
Challenge 15 (13,000 XP)

Background – Hermit. Feature: Discovery. Dhalsim is incredibly devout and perfectly in tune with the divine, allowing him to see a path of destiny that is obscured to all others–he goes exactly where he is meant to when he is meant to. By correctly fulfilling his fate Dhalsim has maximized his body’s agility, durability, and flexibility, and after many decades of mindfulness, his willpower as well.
Elemental Attunement: Flame. Dhalsim can use his action to briefly control elemental forces nearby, causing one of the following effects of his choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause fire that can fit within a 1-foot cube to shape itself into a crude form he designates for 1 minute.

Evasion. If Dhalsim 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 (15 points, save DC 18, maximum ki points for a spell is5). Dhalsim 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 Dhalsim makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Fangs of the Fire Snake. When Dhalsim uses the Attack action on his turn, he can spend 1 ki point to cause tendrils of flame to stretch out from his fists and feet. Dhalsim’s reach with his unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if he spends 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
  • Patient Defense. Dhalsim can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Ride the Wind. Dhalsim can spend 4 ki points to cast fly, targeting himself.
  • Step of the Wind. Dhalsim 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. Dhalsim can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a Constitution saving throw or be stunned until the end of his next turn.
  • Sweeping Cinder Strike. Dhalsim can spend 2 ki points to cast burning hands.
  • Flurry of Blows. Immediately after Dhalsim takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.

Martial Arts. Dhalsim 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 Dhalsim 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. Dhalsim’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance of Fire’s Eternal Vengeance (3). Dhalsim’s strikes deal an additional 1d8 fire damage and he gains immunity to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 10d8 points of fire damage to all creatures and objects within 15 feet. A DC 18 Dexterity saving throw reduces this damage by half. Dhalsim cannot use this feature again until he has completed a long rest.
Stillness of Mind. Dhalsim can use his action to end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Dhalsim does not suffer 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. Dhalsim understands all spoken languages and 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, Dhalsim’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Dhalsim’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. Dhalsim’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. Dhalsim makes two unarmed strikes when he takes the attack action (three as a bonus action or 4 by spending 1 ki).
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (1d10+8) magical bludgeoning damage plus 4 (1d8) fire damage.
Yoga Flame. Ranged Weapon Attack: +10 to hit, range (30/60), one target. Hit: 70 (10d12+5) fire damage and DC 18 Constitution saving throw or knocked prone.

REACTIONS
Deflect Missile. Dhalsim 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+1d8+8).
Slow Fall. Dhalsim can use his reaction when he falls to reduce any falling damage he takes by 75.

 

Dhalsim’s Prayer Bracelets

Wondrous item, legendary (requires attunement)
Dhalsim has worn the same rings of bone around his wrists since he was a child and a consequence, they have absorbed his ki and transformed into enchanted items that complement his fighting style. While wearing his prayer bracelets, Dhalsim’s unarmed strikes deal an extra 3 damage and increase in reach by 5 feet. In addition he gains the following benefits and features:

  • Yoga Dive. When making his first attack in the round, Dhalsim 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). After a successful hit he can make another Strength (Athletics) check and move up to 20 feet, using the check result as his AC against any opportunity attacks provoked by his movement before he lands.
  • Yoga Fire. When Dhalsim activates sweeping cinder strike it creates 1 free charge use of the feature. He can activate this use without spending an additional ki. Alternatively, a creature that fails its saving throw is knocked prone.
  • Yoga Flame. By spending 1 ki, Dhalsim can spit a balls of flame (range 30/60) that deals 10d12 plus his Wisdom modifier fire damage.
  • Yoga Strike. Dhalsim can spend an action to make an unarmed strike at a target within 30 feet, dealing double his normal damage on a successful hit. A creature hit by this attack makes a Constitution saving throw or is knocked prone.

 

Welcome to the eighth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Balrog!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

Next week I’ll be putting up Dhalsim (I think) but if there’s someone you’d like to see instead I do these by request so let me know and we’ll get your pick in queue!

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

moa chun-li promo.png

Chun-Li

Medium humanoid (human soburi), lawful good monk (martial artist) 12/rogue (detective) 3
Armor Class 23 (Wisdom, martial arts stances)
Hit Points 97 (15d8+30)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 18 (+4) 15 (+2) 16 (+3) 16 (+3) 13 (+1) 18 (+4) 14 (+2)

Saving Throws Str +6, Dex +9
Skills Acrobatics +14, Athletics +6, Insight +13, Investigation +13, Perception +13, Stealth +9, Survival +8
Damage Resistances force, piercing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 23
Languages Common (Soburi)
Challenge 15 (8,400 XP)
Background Feature (Pragmatist): Indomitable Spirit. Whenever Chun-Li’s Haitoku score increases, she receives a Dignity saving throw against a DC equal to her current Haitoku score. On a successful save she may either avoid increasing her Haitoku score or avoid decreasing her Dignity score (but not both).
Cunning Action. Chun-Li can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Evasion. If Chun-Li is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Expertise. Chun-Li’s proficiency bonus is doubled for any ability check she makes that uses Acrobatics or Perception.
Investigative Nature (5 points). Chun-Li’s proficiency bonus is doubled for any ability check she makes that uses Insight or Investigation. She may spend an investigation point as a reaction to add +1d4 to a skill check chosen from the following list: Acrobatics, Athletics, Arcana, History, Investigation, Nature, or Religion. She may choose to spend an investigation point after the die has been rolled but must do so before the results are revealed. She regains any expended investigation points when she finishes a short or long rest.

Ki (12 points). Chun-Li harnesses the mystic energy of ki and can spend these points to fuel various ki features. When she spends a ki point, it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

  • Flurry of Blows. Immediately after Chun-Li takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Chun-Li can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Chun-Li can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
  • Stunning Attack. Chun-Li can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of her next turn.

Martial Arts. Chun-Li can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 in place of the normal damage of her unarmed strike or monk weapons. In addition, when Chun-Li uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Purity of Body. Chun-Li’s mastery of the ki flowing through her makes her immune to disease and poison.
Sneak Attack 2d6 (1/turn). Chun-Li deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance Scion. Chun-Li has learned 3 martial arts stances from her monk training and is able to simultaneously utilize up to 3 at once.
Stance of the Inner Force (3). Chun-Li’s strikes deal an additional 1d8 force damage and she gains resistance to force damage. In addition, she has advantage on saving throws to avoid taking force damage and is able to cast the mage hand cantrip without the need for verbal components, requiring only a bonus action to control the hand.
Stance of the Striking Serpent (3). Chun-Li’s unarmed strikes deal an additional 1d8 piercing damage, she gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she is wearing no armor and not wielding a shield, Chun-Li’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + the number of martial arts stances she knows.
Unarmored Movement. Chun-Li’s speed increases by 20 feet while she is not wearing armor or wielding a shield, and she is able to move along vertical surfaces and across liquids on her turn without falling during the move.
Unarmed Savant. Chun-Li’s unarmed strike damage increases by one step (to 1d10) due to her soburi heritage and she gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Chun-Li makes two unarmed strikes when she takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) magical bludgeoning damage, 4 (1d8) piercing damage, and 4 (1d8) force damage.
Kikkoken. Ranged Weapon Attack: +9 to hit, range 50/100, one target. Hit: 85 (15d10+3) force damage and the target makes a DC 16 Constitution saving throw or is knocked prone and stunned for 1 round.

REACTIONS
Deflect Missile. Chun-Li can spend her reaction to strike a missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 18 (1d10+2d8+4).
Slow Fall. Chun-Li can use her reaction when she falls to reduce any falling damage she takes by 60.

CHUN-LI’S SPIKED BRACELETS

Wondrous item, legendary (requires attunement)
The spiked bracelets Chun-Li has worn into battle over the years have become an integral part of her fighting style, imbued with ki that grant her additional features:
    Headstomp. When making her first attack in the round, Chun-Li may make a Dexterity (Acrobatics) check against a target creature’s AC as long as she moves at least 5 feet. On a success, she gains advantage on her first attack roll and if she hits, it becomes a critical hit (dealing her sneak attack damage because of advantage). After a successful hit she can make another Dexterity (Acrobatics) check and move up to 20 feet, using the check result as her AC against any opportunity attacks provoked by her movement before she lands.
     Hyakuretsu Kyaku. Chun-Li spends 1 ki and an action planting one leg onto the ground, using the other to lash out with lightning strikes that pummel whatever gets within range. Until the beginning of her next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction Chun-Li is facing and within her reach) takes 33 (2d10+4d8+4) bludgeoning, piercing, and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead.
     Kikkoken. By spending 1 ki and focusing her power as an action, Chun-Li unleashes a lethal ball of energy with a range of 50/100, dealing 85 (15d10+3) force damage on a successful hit and forcing the target to make a DC 16 Constitution saving throw or be knocked prone and stunned for 1 round.

Welcome to the seventh 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 (Ken Masters!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter) and let me know!

Next week I’ll be putting up Chun-Li (I think) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

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

Balrog MoA promo

Balrog

Medium humanoid (human), neutral evil barbarian 5 (bear totem)/fighter 11 (champion)
Armor Class 20 (Constitution, 1 martial arts stance)
Hit Points 178 (5d12+11d10+80)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 13 (+1) 15 (+2) 15 (+2)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +7, Intimidation +7, Perception +7, Stealth +9
Damage Resistances bludgeoning (all but psychic when raging)
Senses passive Perception 17
Languages Common (Soburi)
Challenge 15 (13,00 XP)
Action Surge. On his turn, Balrog can take one additional action on top of his regular action and a possible bonus action. Once he has used this feature, he must finish a short or long rest before he can use it again.
Background Feature: Criminal Contact. Balrog reports directly to M. Bison through the Shadaloo Organization, doing as the commander bids.
Danger Sense. Balrog has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Fast Movement. Balrog’s speed increases by 10 feet while he isn’t wearing heavy armor.
Fighting Style: Dueling. When Balrog is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Fighting Style: Two-Weapon Fighting. When Balrog engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack.
Feat: Charger. When Balrog uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature. If he moves at least 10 feet in a straight line immediately before taking this bonus action, Balrog either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hit) or push the target up to 10 feet away from him (if Balrog chose to shove and he succeeds).
Feat: Stance of the Stout Boar (3). Balrog’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.
Feat: Tavern Brawler. Balrog is proficient with improvised weapons and unarmed strikes, increases the damage dice of his unarmed strikes, and when he 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.
Improved Critical. Balrog’s weapon attacks score a critical hit on a roll of 19 or 20.
Indomitable. Balrog can reroll a saving throw that he fails. If he does so, he must use the new roll, and he can’t use this feature again until he finishes a long rest.

Rage (3). On his turn, Balrog can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gain a +2 bonus to the damage roll.
  • He has resistance to all damage except psychic damage.

Balrog’s rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action.
Once Balrog has raged three times, he must finish a long rest before he can rage again.

Reckless Attack. When Balrog makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Remarkable Athlete. Balrog adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 5 feet.
Second Wind. On his turn, Balrog can use a bonus action to regain 1d10+11 hit points. Once he has used this feature, he must finish a short or long rest before he can use it again.
Unarmored Defense. While Balrog is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Unarmed Savant. Balrog’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. Balrog can attack four times, instead of once, whenever he takes the Attack action on his turn (five times with a bonus action).
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (1d8+1d6+10) magical bludgeoning damage.

 

BALROG’S BOXING GLOVES

Wondrous item, legendary (require attunement)
While wearing his boxing gloves Balrog has a +2 magical bonus on melee weapon attack rolls and damage rolls, is able to use his fighting style features with his unarmed strike, and can use both options of the Charger feat in the same attack (causing a creature shoved away with the maneuver to provoke an opportunity attack). At the start of his turn Balrog can mark one enemy as his target, increasing the reach of his unarmed strike by 5 feet against the target until the start of his next turn.

 

NOTES ON BALROG’S BUILD

I have long loved playing as Balrog on Street Fighter. You can find more complicated fighters (like Fei-Long) but there’s something about the efficiency the boxer has that always drew me to him. He can move quickly, he can hit hard, he has great reach, and that makes Balrog fun for me to play.

For this statblock I wanted to achieve the same things and I think I hit my marks–he’s got some situational reach with the gloves, he can charge into somebody and pummel them with 6 attacks if he manages to successfully shove, and generally he can lay out some mean punches. While I’d like him to have some higher damage output and the original plan was for a few rogue levels (so he could get some sneak attack and dash around with cunning actions), I’m really keen on the pummeling thing; I love the idea of a big, shadowy figure lurking from out of an alleyway and slamming into the party’s fighter, jabbing, uppercutting, and crossing over with big red boxing gloves before knocking their ass down.