Archives for posts with tag: Street Fighter

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!

Dhalsim MoA.png

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.

Welcome to the sixth 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 (Fei-Long!), 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 Balrog (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! 🙂

moa-ken-promo

Ken Masters

Medium humanoid (human), chaotic good monk (martial artist) 11/fighter (battlemaster) 5
Armor Class 20 (Wisdom, martial arts stances)
Hit Points 141 (11d8+5d10+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
16 (+3) 19 (+4) 18 (+4) 9 (-1) 18 (+4) 17 (+3) 14 (+2) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8* (+13 to jump), Intimidation +8, Stealth +9
Damage Resistances bludgeoning
Damage Immunities fire, poison
Condition Immunities diseases, poisoned
Senses passive Perception 14
Languages Common
Challenge 16 (15,000 XP)
Background Feature: Never Stop (Roustabout). Ken’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Combat Superiority (4d8). Ken knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Ken uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Ken 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 16 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Goading Attack. When Ken hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. He adds the superiority die to the attack’s damage roll, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than Ken until the end of his next turn.
  • Parry. When another creature damages Ken with a melee attack, he can use his reaction and expend one superiority die to reduce the damage by the number he rolls on his superiority die + 5.
  • Sweeping Attack. When Ken 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 her 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.  

Evasion. If Ken 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.
Fighting Style: Dueling. When Ken is wielding a melee weapon in one hand and no other weapons (or wearing his fighting gloves), he gains a +2 bonus to damage rolls with that weapon (or unarmed strike).
Ki (11 points). Ken harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.
Flurry of Blows. Immediately after Ken takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. Ken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
Step of the Wind. Ken 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. Ken 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 17 Constitution saving throw or be stunned until the end of his next turn.
Martial Arts. Ken 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 Ken 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. Ken’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Ken has learned 3 martial arts stances from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of Fire’s Eternal Vengeance (3). Ken’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 15 Dexterity saving throw reduces this damage by half. Ken cannot use this feature again until he has completed a long rest.
Stance of the Stout Boar (3). Ken’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.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Ken’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Ken’s speed increases by 20 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. Ken’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. Ken makes three unarmed strikes when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage and 4 (1d8) fire damage.
Hadouken! Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.

REACTIONS
Deflect Missile. Ken 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 19 (1d10+2d8+5).
Slow Fall. Ken can use his reaction when he falls to reduce any falling damage he takes by 55.

*Ken 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).

KEN’S FIGHTING GLOVES

Wondrous item, legendary
Ken still uses the same fighting gloves he wore when training with Ryu and they have absorbed his ki. While wearing his fighting gloves, Ken is able to use his fighting style feature with his unarmed strike. In addition, he gains the following two features:
Hadouken! By spending 1 ki, Ken can unleash up to two balls of energy (range 40/100) instead of unarmed strikes. On a hit, a ball of energy deals 5d12 plus his Wisdom modifier force damage.
Shoryuken! By spending 2 ki, Ken can use the special attack feature from Stance of Fire’s Eternal Vengeance by spending 2 ki, although he only deals 5d8 fire damage when doing so.

Welcome to the fifth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or whatever, check out last week’s character (Cammy!), and if you think this can be improved in any way don’t hesitate to speak up and let me know!

Next week I’ll be putting up Ken but if there’s someone you’d like to see after him I am doing these in order of requests (Balrog is my next go-to character but maybe we’ll see Blanka or Dhalsim?) so let me know and we’ll get them in queue!

Also check out Mists of Akuma! There’s free stuff! 😀

fei long moa promo.png

Fei Long the Flying Dragon

Medium humanoid (soburi), neutral good monk 12 (martial artist)
Armor Class 21
Hit Points 75 (12d8+12)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 17 (+3) 13 (+1) 14 (+2) 15 (+2) 13 (+1) 16 (+3) 12 (+1)

Saving Throws Str +5, Dex +7
Skills Acrobatics +7, Athletics +5, Insight +6, Performance +5, Stealth +7
Damage Resistances fire
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 12
Languages Common (Soburi)
Challenge 12 (8,400 XP)
Background Feature: By Popular Demand (Entertainer). Fei Long can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club.
Evasion. If Fei Long 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 (12 points). Fei Long harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after Fei Long takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Fei Long can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Fei Long 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. Fei Long 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 14 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Fei Long can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Fei Long 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. Fei Long’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Fei Long has learned 3 martial arts stances from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of Fire’s Vengeance (2). Feil Long’s strikes deal an additional 1d6 fire damage (this damage is not multiplied on a critical hit) and he gains resistance to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 8d8 points of fire damage to all creatures and objects within 15 feet. A DC 15 Dexterity saving throw reduces this damage by half. Fei Long cannot use this feature again until he has completed a long rest.
Stance of the Striking Serpent (2). Fei Long’s unarmed strikes deal an additional 1d6 piercing damage (this damage is not multiplied on a critical hit), he gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Stance of the Tiger’s Claw (2). Fei Long’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, Fei Long may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) resists the effect. He cannot use this feature again until he has completed a long rest.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Fei Long’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Fei Long’s speed increases by 20 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. Fei Long’s unarmed strike damage increases by one step due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Fei Long makes two unarmed strikes when he takes the attack action and may use two-weapon fighting to attack with his nunchaku (a light weapon) as a bonus action.
Nunchaku. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) magical bludgeoning damage, 3 (1d6) fire damage, 3 (1d6) piercing damage, and 3 (1d6) slashing damage.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) magical bludgeoning damage, 3 (1d6) fire damage, 3 (1d6) piercing damage, and 3 (1d6) slashing damage.

REACTIONS
Deflect Missile. Fei Long 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+3d6+3).
Slow Fall. Fei Long can use his reaction when he falls to reduce any falling damage he takes by 60.

Welcome to the fourth post for Street Fighter D&D 5E! If you dig this one please comment or share it about or like it or whatever, check out last week’s character (M. Bison!), and if you think this can be improved in any way please don’t be bashful and let me know!.

Next week I’ll be putting up Fei Long the Flying Dragon (!) but if there’s someone you’d like to see after him I am doing these in order of requests (then favorites — Ken will be along shortly) so let me know and we’ll get them in queue!

Also check out Mists of Akuma! There’s free stuff! 😀

MoA Cammy promo.png

Cammy

Medium humanoid (human), lawful good monk (martial artist) 5/fighter (battle master) 10
Armor Class 20 (Wisdom, martial arts stances)
Hit Points 137 (5d8+10d10+60)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
15 (+2) 20 (+5) 18 (+4) 15 (+2) 18 (+4) 15 (+2) 11 (+1) 9 (-1)

Saving Throws Str +7, Dex +10
Skills Acrobatics +10, Athletics +7, Intimidation +7, Stealth +10
Tools alchemist’s supplies, gaming set, tinker’s tools, vehicle (land)
Damage Resistances piercing
Senses passive Perception 14
Languages Ceramian, Ropaeo, Soburi
Challenge 15 (13,000 XP)

Action Surge. On her turn, Cammy can take an additional action on top of her regular action and a possible bonus action. Once she uses this feature, she must finish a short or long rest before she can use it again.
Background Feature: Military Rank (Soldier). Cammy has a military rank of Sergeant from her career as a soldier. Soldiers loyal to her former military organization still recognize her authority and influence, and they defer to her if they are of a lower rank. Cammy can invoke her rank to exert influence over other soldiers and requisition simple equipment for temporary use. Cammy can also usually gain access to friendly military encampments and fortresses where her rank is recognized.
Fighting Style: Archery. Cammy gains a +2 bonus to attack rolls she makes with ranged weapons.
Indomitable. Cammy can reroll a saving throw that she fails. If she does so, she must use the new roll, and Cammy can’t use this feature again until she finishes a long rest.

Ki (5 points). Cammy 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 Cammy takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Cammy can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Cammy 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. Cammy 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 17 Constitution saving throw or be stunned until the end of her next turn.

Know Your Enemy. If Cammy spends at least 1 minute observing or interacting with another creature outside combat, she can learn certain information about its capabilities compared to her own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of her 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). Cammy knows the following maneuvers. She can use only one maneuver per attack. A superiority die is expended when Cammy uses a maneuver. She regains all of her expended superiority dice when she finishes a short or long rest.

  • Disarming Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to disarm the target, forcing it to drop one item of her choice that it’s holding. She 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 she chose. The object lands at its feet.
  • Evasive Footwork. When Cammy moves, she can expend one superiority die, rolling the die and adding the number rolled to your AC until she stops moving.
  • Maneuvering Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to maneuver one of her comrades into a more advantageous position. She adds the superiority die to the attack’s damage roll, and she 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 Cammy’s attack.
  • Parry. When another creature damages Cammy with a melee attack, she can use her reaction and expend one superiority die to reduce the damage by the number she rolls on her superiority die + 5.
  • Pushing Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to drive the target back. She 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, Cammy pushes the target up to 15 feet away from her.
  • Sweeping Attack. When Cammy hits a creature with a melee weapon attack, she can expend one superiority die to attempt to damage another creature with the same attack. She chooses another creature within 5 feet of the original target and within her reach. If the original attack roll would hit the second creature, it takes damage equal to the number she rolls on her superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When Cammy hits a creature with a weapon attack, she can expend one superiority die to attempt to knock the target down. She 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, Cammy knocks the target prone.

Martial Arts. Cammy 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 Cammy 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.
Second Wind. On her turn, Cammy can use a bonus action to regain 1d10+10 hit points. Once she uses this feature, she must finish a short or long rest before she can use it again.
Stance Adept. Cammy’s monk training has gained her a martial arts feat and she has used two of her Ability Score Increases to further her understanding of the discipline.
Stance of the Striking Serpent (3). Cammy has advantage on Acrobatics checks, resistance to piercing damage, and her strikes deal an additional 1d8 piercing damage. In addition, Cammy has 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.
Unarmored Defense. While she is wearing no armor and not wielding a shield, Cammy’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + 1 (the number of martial arts stances she knows).
Unarmored Movement. Cammy’s speed increases by 10 feet while she is not wearing armor or wielding a shield.
Unarmed Savant. Cammy’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8).

ACTIONS
Multiattack. Cammy attacks three times when she takes the Attack action.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage plus 4 (1d8) piercing damage.
Combat Pistol*. Ranged Weapon Attack: +12 to hit, range 100/400, one target. Hit: 12 (2d6+5) bludgeoning and piercing damage.

REACTIONS
Deflect Missile. Cammy 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 14 (2d8+5).
Slow Fall. Cammy can use her reaction when she falls to reduce any falling damage she takes by 25.

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).

Welcome to the third post for Street Fighter D&D 5E! If you dig this one please comment or share it about or like it or whatever, check out last week’s character (Q!), and if you think this can be improved in any way please let me know. 😀

Next week I’ll be putting up Cammy but if there’s someone you’d like to see after her I am doing these in order of requests (then favorites — Fei-Long is waiting in the dugout!) so let me know and we’ll get them in queue!

Also hey, if you are like “what is this Mists of Akuma thing all about?” look to the top of the page for a button that will take you to free stuff. ^_^

m. bison moa promo.png

M. Bison

Medium humanoid, neutral evil barbarian (path of the berserker) 9/monk (martial artist) 8
Armor Class 21 (Constitution, stances)
Hit Points 179 (9d12+8d8+85)
Speed 50 ft. (60 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 19 (+4) 20 (+5) 17 (+3) 19 (+4) 16 (+3) 14 (+2) 20 (+5)

Saving Throws Str +11, Con +11
Skills Arcana +9, Athletics +11, Insight +10, Intimidation +9, Perception +10, Survival +10
Damage Resistances bludgeoning
Damage Immunities psychic
Condition Immunities charmed and frightened (while raging only)
Senses passive Perception 20
Languages Ceramian, Common (Soburi), Ropa, telepathy 30 ft.
Challenge 17 (18,000 XP)
Background Feature: Indomitable Spirit (Pragmatist). Whenever M. Bison’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).
Brutal Critical. M. Bison can roll one additional damage die when determining the extra damage for a critical hit with a melee attack.
Danger Sense. M. Bison 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.
Evasion. If M. Bison 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.
Fast Movement. M. Bison’s speed increases by 10 feet while he isn’t wearing heavy armor.
Feral Instinct. M. Bison’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.
Frenzy. M. Bison can go into a frenzy when he rages. If he does so, for the duration of his rage he can make a single melee weapon attack as a bonus action on each of his turns after this one. When M. Bison’s rage ends, he suffers one level of exhaustion.
High Haitoku. M. Bison gains a +10 ft. bonus to speed in combat, but suffers disadvantage on Dignity ability checks. M. Bison’s voice has a predatorial timber that can be very unsettling and when his anger is raised psycho energy coruscates around his striking limbs in an intimidating display of raw power.

Ki (8 points). M. Bison harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after M. Bison takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. M. Bison can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. M. Bison 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. M. Bison 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 18 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. M. Bison can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when M. Bison 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.
Mindless Rage. M. Bison 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.
Rage. On his turn, M. Bison 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 +3 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 M. Bison 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. M. Bison can also end his rage on his turn as a bonus action. Once M. Bison has raged four times, he must finish a long rest before he can rage again.
Reckless Attack. When M. Bison 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 Clear Mind (3). M. Bison’s unarmed strikes deal an additional 1d8 psychic damage, he has telepathy 30 ft., and he is immune to psychic damage.
Stance of the Stout Boar (3). M. Bison’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stance Warrior. M. Bison has learned 2 martial arts stances from his monk training and is able to simultaneously utilize up to 2 at once.
Unarmored Defense. While M. Bison is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier.
Unarmored Movement. M. Bison’s speed increases by 10 feet while he is not wearing armor or wielding a shield.
Unarmed Savant. M. Bison’s unarmed strike damage increases by one step as shown in the Martial Arts column of the Monk table (to 1d8) and he is proficient in the Athletics skill.

ACTIONS
Multiattack. M. Bison makes any combination of three unarmed strikes and psycho cannon attacks when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage plus 4 (1d8) psychic damage. On a critical hit he deals 32 (6d8+5) bludgeoning damage plus 9 (2d8) psychic damage (this includes the brutal critical feature).
Psycho Cannon. Ranged Weapon Attack: +10 to hit, range 30/120, one target. Hit: 14 (2d8+5) bludgeoning damage plus 4 (1d8) psychic damage. On a critical hit he deals 14 (2d8+5) bludgeoning damage plus 9 (2d8) psychic damage.

REACTIONS
Deflect Missile. M. Bison 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 (3d8+5).
Slow Fall. M. Bison can use his reaction when he falls to reduce any falling damage he takes by 40.

 

PSYCHO DRIVE (Steampunk Item)

Legendary
This large and complex machine is used by M. Bison to charge and store psycho energy, a type of negative ki. For every week M. Bison spends at least 1 hour each day using the psycho drive, he takes a permanent cumulative -1 penalty to Constitution checks and saving throws. Using the psycho drive for 1 hour grants M. Bison 20 psycho points he can spend on the following abilities.

  • Bison Warp (2 points). As a reaction, M. Bison can teleport as misty step. He may use this feature after the results of an attack roll or spell are revealed, and before damage or saving throws are rolled.
  • Psycho Cannon (1 point). As above. M. Bison can use his flurry of blows feature with this attack.
  • Psycho Crusher (3 points). Bison charges his right hand with psycho power then surrounds himself with the energy while flying towards his opponents, similar to a torpedo. Activating this attack is a free action M. Bison takes during an attack action and he has advantage on the attack roll for it. He must move at least 10 feet before he is able to activate this feature* but this movement never provokes opportunity attacks.

The psycho drive takes up a 10 ft. by 10 ft. square, has an AC of 17, 200 hit points, and at the GM’s discretion M. Bison’s scientists may alter it to perform other feats such as body swapping (use the rules for magic jar except the container is another body) or brainwashing (use the rules for suggestion and/or dominate monster).

*Because of M. Bison’s mastery over the Stance of the Stout Boar, he ignores movement terrain costs and may effectively fly for up to 15 feet of movement when using psycho crusher.