TEXT: 1
  Homebrew
  Homebrew
  
  2
  Street Fighter D&D 5E is (was?) a blog series featuring builds for characters from the Street Fighter 
  video games in 5th Edition built using rules* from Mists of Akuma, an eastern fantasy noir steampunk 
  campaign setting. Free PDFs from its Kickstarter campaign are located here and you can grab a copy 
  from Storm Bunny Studios. The statblocks in this unofficial fan product are all reduced versions—to 
  see the full PC builds check out my website (www.mikemyler.com). 
   
  Within are two dozen combatants from Street Fighter as well as several special challengers  
  for a total of 30 different NPCs as well as 20 magic items to boot. No company associated with  
  these various intellectual properties (or any publishers of books touched upon by this PDF) has  
  endorsed this product. It is purely for fun and because collecting all these posts was requested of  
  me several times by many different folks that saw the builds on my blog (mostly Redditors so if  
  anything, we can blame Reddit—thanks Redditors). 
   
  That said my thanks goes out to all of the artists, designers, and writers that created these 
  characters we are so fond of—you have my deepest gratitude for bringing them into being. I really 
  couldn’t tell you how many hours of my life have been spent playing Street Fighter. Now go deploy 
  these builds inside your Dungeons and alongside Dragons, harrowing adventurer’s with hadoukens 
  as they track down and acquire the Number #2 Headband! Thanks for checking out the PDF! :D
   
   
   
   
   
   
   
   
   
   
   
   
  —Mike Myler
  *Rules from Hypercorps 2099 5e (combat pistols for Cammy and Guile), 2099 Wasteland (the freak class for Blanka, Protoman’s stuff), and Book of Exalted Darkness (Necalli’s monk archetype) aside.
  STREET FIGHTERS
  Abel.......................6–7 
  Akuma...................8–9 
  Balrog.....................10 
  Blanka................12–13 
  Cammy...............14–15 
  Chun-Li..............16–17 
  Cody........................19 
  Dan....................20–21 
  Deejay................22–23 
  Dhalsim..............24–25 
  E. Honda............26–27 
  Fei Long...................29 
  Gouken..............30–31 
  Guile..................32–33 
  Ibuki.........................34 
  Ken...................36–37 
  M. Bison.............38–39 
   
  Necalli..........................40–41 
  Q.....................................42–43 
  Ryu.................................44–45 
  Sagat......................................46 
  T. Hawk....................................47 
  Vega........................................48 
  Zangief....................................49 
  SPECIAL CHALLENGERS
  Aku.................................50–51 
  Samurai Jack.................52–53 
  Someone Else’s Awesome
    Drunk Master Homebrew...54 
  Shun Di (Virtua Fighter 4)....55 
  Afro Samurai..................56–57 
  Jinno....................................58 
  Protoman.......................60–61 
  RELICS (Magic Items).....62–67
  NOTE This is a homebrew 
  product and not intended 
  for sale or profit. 
  It is not published under 
  the OGL and nothing 
  exclusively within it should 
  be considered publishable 
  material or viable for
  referencing via the OGL.
  It really is just for fun.
  Thank you for checking it 
  out! :)
  
  3
  Street Fighter D&D 5E and You
  All of the Street Fighter D&D 5E characters are built as PCs and for the most part aren’t quite as 
  beefy as your average monster–those are built with extra defenses and the resources of the system 
  keep most of those out of player’s hands. In some cases their magic items can bring things up to par 
  (and indeed, PCs do get some of those) but even then a few lucky critical hits or a round of ambush 
  with some concentrated fire can prove problematic.
   
  With that in mind here are a few tips for making the most out of this cadre of characters!
  Duels
  Facing a Street Fighter off against only one  
  character (or even two characters that are 
  given the option to tap in and out or fight in 
  succession) should result in a fairly even fight 
  between an adventurer of a level within 1 or 2 
  of the Street Fighter’s CR. In these cases in 
  particular make sure to offer interesting terrain 
  (like facing off on a battleship being bombarded) 
  and environmental effects (such as the fires of 
  the tea house the combat breaks out in) to keep 
  the game exciting, potentially offering something 
  for other party members to try and deal with.
  Double Trouble
  Two Street Fighters with Challenge Ratings 
  equal to 2 + the average party level should be a 
  formidable fight, especially if you fight dirty–and 
  you should. The PCs are probably going to take 
  one target down first and there’s no reason the 
  Street Fighters won’t do the same!
  Instinctive Fighters
  When only one Street Fighter is taking on an entire 
  party of PCs, the Street Fighter gains the following 
  feature:
  Instinctive Fighter. The Street Fighter gains 
  Uncanny Dodge (when an attacker they can 
  see hits them with an attack, they can use their 
  reaction to halve the attack’s damage against 
  them) and Evasion (when they are subjected to 
  an effect that allows them to make a Dexterity 
  saving throw to take only half damage, they 
  instead take no damage if they succeed on the 
  saving throw and only half damage if they fail) 
  if they do not already have them.
   
  In addition, each round the Street Fighter 
  gains a number of extra reactions equal to half 
  the number of foes it is facing. A foe is any 
  creature (PC, animal companion, intelligent 
  mount, conjured elemental, etc.) able to cast 
  a damaging spell or take the attack action 
  against the Street Fighter.
  It’s worth noting that if you need a handy dandy pre-generated 
  character that anything in here should be legit. ;) —MM
  
  4
  High Mobility
  Most every one of these builds clocks in at a 
  speed of 40 ft. or better, the ability to Dash as a 
  bonus action, and 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 most of them 
  aren’t 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 of their CR–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.
  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.
  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 
  the wearer invincible to anyone but the person 
  wearing the Number #2 Headband. 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 otherwise hit up 
  Hyper Score Marvel for big badasses for PCs to 
  fight after acquiring sacred video game relics!
  What about builds without a 
  signature magic item?
  In these cases, impart some of that defeated or 
  dying NPCs’ ki (or equivalent) into an item cher-
  ished by a PC that now grants a neat (hopefully 
  related) feature they can use between short or 
  long rests (depending on its potency).
  
  5
  Way too appropriate image by 
  Ganzoman on DeviantArt. 
  
  6
  Abel
  Medium humanoid (ropaeo), neutral fighter 7/monk  7
  Armor Class 17 (Wisdom, martial arts stance)
  Hit Points 123 (7d10+7d8+42)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  18 (+4)
  17 (+3)
  17 (+3) 14 (+2) 17 (+3)
  12 (+1)
  14 (+2)
  13 (+1)
  Saving Throws Str +9, Con +8
  Skills Acrobatics +8, Athletics +9, Insight +8, 
  Intimidation +6, Perception +8, Persuasion +6
  Damage Resistances acid
  Senses passive Perception 18
  Languages Ropa, Soburi (Common)
  Challenge 11 (7,200 XP)
  Background Feature: Never Stop (Roustabout). 
  Abel's Haitoku score does not increase when he 
  uses the attribute ability to avoid going unconscious.
  Evasion. When Abel is subjected to an effect that allows 
  him to make a Dexterity saving throw to take only half 
  damage, he instead takes no damage if he succeeds on 
  the saving throw, and only half damage if he fails.
  Feat: Grappler. Abel has advantage on attack rolls against 
  creatures he is grappling. In addition, he can use his action 
  to try to pin a creature grappled by him. To do so, Abel makes 
  another grapple check. If he succeeds, he and the creature are 
  both restrained until the grapple ends.
  Ki (7 points). Abel 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.
  • Patient Defense. Abel can spend 1 ki point to take the Dodge  
  action as a bonus action on his turn.
  • Step of the Wind. Abel can spend 1 ki point to take the  
  Disengage or Dash action as a bonus action on his turn, his jump  
  distance is doubled for the turn, he may travel through the  
  squares of other creatures, and he does not treat squares  
  occupied by a creature as difficult terrain.
  • Stunning Attack. Abel can spend 1 ki point to attempt to  
  stun a creature he hits with a melee weapon attack. The target  
  must succeed on a DC 16 Constitution saving throw or be  
  stunned until the end of his next turn.
  Martial Archetype: Combat Superiority (5d10). Abel can use only  
  one maneuver per attack. A superiority die is expended when Abel uses  
  a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.
  • Feinting Attack. Abel can expend one superiority die and use a bonus action on his turn to feint, choosing 
  one creature within 5 feet of him as his target. He has advantage on his next attack roll against that  
  creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to 
  attempt to goad the target into attacking him. Abel adds the superiority die to the attack’s damage roll, and 
  the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all 
  attack rolls against targets other Abel you until the end of his next turn.
  • Lunging Attack. When Abel makes a melee weapon attack on his turn, he can expend one superiority die 
  to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage 
  roll.
  • Maneuvering Attack. When Abel 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 him. That creature can use its 
  reaction to move up to half its speed without provoking opportunity attacks from the target of Abel’s attack.
  
  7
  • Riposte. When a creature misses Abel with a melee attack, he can use his reaction and expend one supe-
  riority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to the 
  attack's damage roll.
  • Sweeping Attack. When Abel hits a creature with a melee weapon attack, he can expend one superiori-
  ty die to attempt to damage another creature with the same attack. Abel 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 Abel rolls on his superiority die. The damage is of the same type dealt 
  by the original attack.
  • Trip Attack. When Abel hits a creature with a weapon attack, he can expend one superiority die to attempt 
  to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large 
  or smaller, it must make a DC 17 Strength saving throw. On a failed save, Abel knocks the target prone.
  Open Hand Technique.  Whenever Abel hits a creature with one of the attacks granted by his Flurry of Blows, 
  he can impose one of the following effects on that target:
  • It must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Abel can push it up to 15 feet away from him.
  • It can’t take reactions until the end of Abel’s next turn.
  Second Wind. On his turn, Abel can use a bonus action to regain 1d10+7 hit points. Once he uses this fea-
  ture, he must finish a short or long rest before he can use it again.
  Stance of Breaking Stone (2). Abel has advantage on checks made to grapple a foe or to avoid being grap-
  pled.
  Stillness of Mind. Abel can use his action to end one effect on himself that is causing him to be charmed or 
  frightened.
  Wholeness of Body (1/long rest). As an action, Abel can regain 21 hit points.
  ACTIONS
  Multiattack. Abel attacks three times (if attacking unarmed, he can spend his bonus action to attack a fourth 
  time or his bonus action and 1 ki to flurry of blows, attacking a fourth and fifth time).
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+6) bludgeoning damage 
  plus 3 (1d6) acid damage. When Abel 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.
  Tornado Throw. Abel may use his action to throw a creature he is grappling. The target is thrown 1d4 times 10 
  feet and lands prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) blud-
  geoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must 
  succeed on a DC 16 Dexterity saving throw or takes the same damage and is knocked prone. If the saving 
  throw is successful, the second target takes half the bludgeoning damage and isn’t knocked prone.
  REACTIONS
  Deflect Missile. Abel can spend his reaction to strike a missile when he is hit by a ranged weapon attack, 
  reducing its damage by 13 (2d6+6).
  Slow Fall. Abel can use his reaction when he falls to reduce any falling damage he takes by 35.
  Sky Fall. When a creature is in the air (either jumping or flying) and within Abel’s reach, he may spend his 
  reaction to make an unarmed strike against them, grappling the target on a successful hit.
  Originally
  this entire
  PDF was 
  supposed to
  have moving
  images with
  Street 
  Fighters
  doing their 
  moves and
  such, but
  turns out
  that’d make 
  the file
  pretty much
  useless. :(
  
  8
  Akuma
  Medium humanoid (oni-touched), lawful evil monk 16
  Armor Class 19 (Wisdom, martial arts stances, prayer beads)
  Hit Points 105 (16d8+32)
  Speed 70 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  20 (+5)
  16 (+3) 14 (+2)
  8 (-1)
  15 (+2) 15 (+2)
  2 (-4)
  24 (+7)
  Saving Throws Str +10, Dex +8, Con +7, Int +4, Wis +7, Cha +7, Dignity +1, Haitoku +12
  Skills Athletics +10, Deception +7, Insight +7, Intimidation +7, Stealth +8
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities disease, poison, mists of akuma
  Senses darkvision 60 ft., passive Perception 12
  Languages Adeddo, Common (Soburi), Undercommon
  Challenge 16 (15,000 XP)
  Background Feature: Never Stop (Roustabout). 
  Akuma’s Haitoku score does not increase when he 
  uses the attribute ability to avoid going unconscious.
  Evasion. If Akuma 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.
  Hated. Akuma is at disadvantage when making 
  Wisdom or Charisma checks against any humanoid 
  that doesn’t also have the hated condition but he 
  cannot suffer disadvantage on Intimidation checks.
  High Haitoku. Akuma ignores the first 3 points of damage 
  from attacks and spells but suffers disadvantage 
  on Dignity ability checks and saving throws.
  Ki (16 points).
  • Diamond Soul. Whenever Akuma makes a saving  
  throw and fails, he can spend 1 ki point to reroll it  
  and take the second result.
  • Patient Defense. Akuma can spend 1 ki point  
  to take the Dodge action as a bonus action  
  on his turn.
  • Step of the Wind. Akuma 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. Akuma can spend 1 ki  
  point to attempt to stun a creature she hits  
  with a melee weapon attack. The target must  
  succeed on a DC 15 Constitution saving throw or be  
  stunned until the end of his next turn.
  Magic Talent. Akuma is able to cast the eldritch blast cantrip with only  
  somatic components and the chill touch cantrips (Charisma spellcasting attribute).
  Stance of the Tiger’s Claw. Akuma’s strikes deal an additional 1d4 slashing  
  damage (this damage is not multiplied on a critical hit.) He gains advantage on  
  Intimidation checks and may roar as a bonus action to give enemies within 20 feet  
  of him the frightened condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the  
  effect. After using this feature, Akuma cannot do so again until he has completed a long rest.
  Stance of the Wicked Oni (3). By spending a bonus action, Akuma can grant a creature that can see him  
  the frightened condition for 5 rounds. A creature that succeeds on a DC 20 Wisdom saving throw made at the 
  end of each of its turns negates this condition. Once a creature has been frightened by Akuma’s oni stance, it 
  cannot be frightened by it again for 24 hours. In addition, he gains advantage on saving throws made to resist 
  the abilities and spells of oni and by spending an action, Akuma may use his Haitoku score in place of any 
  other one score of his choice for 5 rounds. Once he has used this feature he cannot do so again until he has 
  finished a long rest.
  
  9
  Stillness of Mind. As an action, Akuma can end one effect on 
  himself that is causing him to be charmed or frightened.
  Tongue of the Sun and Moon. Akuma understands all spoken 
  languages and any creature that can 
  understand a language can understand what he says.
  Unarmored Movement. Akuma is able to move along vertical 
  surfaces and across liquids on his turn without falling during 
  the move.
  ACTIONS
  Multiattack. Attacks twice with his unarmed strikes (he can spend 
  his bonus action to attack a third time or his bonus action and 1 
  ki to attack a third and fourth time). By spending his bonus action 
  and 1 ki Akuma can fire 5 beams with his eldritch blast.
  Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 17 (1d8+1d6+1d4+7) magical bludgeoning necrotic 
  slashing damage plus 4 (1d8) damage to humanoids.
  Eldritch Blast. Ranged Weapon Attack: +7 to hit with 3 beams, 
  range 120 feet, up to three targets. Hit: 5 (1d10) force damage 
  per beam.
  Shakunetsu Hadoken (Scorching Heat Surge Fist). Akuma is 
  able to use his Fury of Blows monk feature 
  in conjunction with eldritch blast (gaining two additional eldritch 
  blasts as a bonus action) though when doing so all of his beams 
  must target the same creature and he deals fire and necrotic dam-
  age instead of force 
  damage. Once Akuma has used this feature, he cannot do so 
  again for 1 minute or until he is reduced to 
  20 hp or less.
  Shun Goku Satsu (Raging Demon; 1/long rest). As an action, 
  Akuma may spend 6 ki points to become incorporeal and move 
  towards a target enemy spending movement speed as part of this 
  action. This movement does not provoke opportunity attacks and 
  ignores difficult terrain. If this puts him within melee range of an 
  enemy, a grapple attempt is made with advantage. On a success, 
  the opponent makes a DC 15 Constitution saving throw. On a 
  failed save, the opponent is reduced to 0 hp and knocked prone. 
  On a successful save, the target takes 10d10 necrotic damage 
  and is knocked prone. Akuma’s remaining movement for the 
  turn is reduced to 0 and he cannot take reactions until the start 
  of his next turn.
  REACTIONS
  Deflect Missile. Akuma can spend his reaction to strike a missile when he is hit by a ranged weapon attack, 
  reducing its damage by 17 (1d8+1d6+1d4+7).
  Slow Fall. Akuma can use his reaction when he falls to reduce any falling damage he takes by 80.
  
  10
  Balrog
  Medium humanoid (human), neutral evil barbarian 5/fighter 11
  Armor Class 20 (Constitution, martial arts stance)
  Hit Points 178 (5d12+11d10+80)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  20 (+5)
  18 (+4)
  20 (+5) 13 (+1) 15 (+2) 15 (+2) 13 (+1)
  16 (+3)
  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 (1/short rest). On his turn, Balrog can take one additional 
  action on top of his regular action and a possible bonus action.
  Background Feature: Criminal Contact. 
  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.
  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).
  Stance of the Stout Boar (3). Balrog may ignore nonmagical difficult 
  terrain or terrain movement costs (such as from climbing or swimming) so 
  long as all his movement is in a straight line and ends with him making a 
  melee weapon attack, and he has advantage on saving throws against 
  effects or spells that would cause him to move.
  Feat: Tavern Brawler. When Balrog hits a creature with an unarmed strike 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 (1/long rest). Balrog can reroll a saving throw that he fails. 
  If he does so, he must use the new roll.
  Rage (3/long rest). 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.
  Reckless Attack. When Balrog makes his first attack on his turn, he can gain  
  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 (1/short rest). On his turn, Balrog can use a bonus action to regain 1d10+11 hit points. 
  ACTIONS
  Multiattack. Balrog attacks four times (and can spend his bonus action to attack a fifth time).
  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. Balrog 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.
  
  11
  
  12
  Blanka
  Medium humanoid (soburi), neutral good barbarian 8/freak 8
  Armor Class 23 (Constitution, natural, 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; charmed (while raging)
  Senses passive Perception 16
  Languages Common (Soburi), Undercommon
  Challenge 13 (10,000 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 carrying capacity doubles and 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.
  Feat: Tavern Brawler. 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.
  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 +3 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.
  Indomitable (1/short rest). Blanka can reroll a saving throw that he fails, but he must use the new roll.
  Radiation Tolerance. Blanka has advantage on saving throws against radiation and treats any radiation level 
  at half value.
  Rage (3/long rest). 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:
  • 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.
   
  Blanka’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.
  Reckless Attack. When Blanka makes his first attack on his turn, he can gain 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.
  
  13
  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).
  ACTIONS
  Multiattack. Blanka attacks three times.
  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.
  Electric Thunder. While raging, when attacked Blanka can spend his reaction generating electrical charge. 
  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 he pushes the target up to 10 feet 
  away from him.
  
  14
  Cammy
  Medium humanoid (human), lawful good monk 5/fighter 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 (advantage), 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 10 (5,900 XP)
  Action Surge (1/short rest). On her turn, Cammy can take an  
  additional action on top of her regular action and a possible  
  bonus action.
  Indomitable (1/long rest). Cammy can reroll a saving throw 
  that she fails. If she does so, she must use the new roll.
  Ki (5 points).
  • 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 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.  
  CENSORED
  BY ESPN
  
  15
  • 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.
  Second Wind (1/short rest). On her turn, Cammy can use a bonus  
  action to regain 1d10+10 hit points.
  Stance of the Striking Serpent (3). Cammy has advantage on 
  Acrobatics checks, advantage on checks and saves to avoid the prone 
  condition, and creatures are at disadvantage to resist her attempts to 
  grant them the prone condition.
  ACTIONS
  Multiattack. Cammy attacks twice (if attacking unarmed, she can 
  spend her bonus action to attack a third time or her bonus action and 1 
  ki to attack a third and fourth time).
  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, reducing its damage by 
  14 (2d8+5).
  Slow Fall. Cammy can use her reaction when she falls to reduce 
  any falling damage she takes by 25.
  CENSORED
  BY ESPN
  
  16
  Chun-Li
  Medium humanoid (human soburi), lawful good monk 12/rogue 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 (advantage), 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 11 (7,200 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.
  Investigative Nature (5 points). Chun-Li 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). 
  • 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.
  • 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.
  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 of the Inner Force (3). Chun-Li 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 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.
  
  17
  Unarmored Movement. Chun-Li is able to move along vertical 
  surfaces and across liquids on her turn without falling during 
  the move.
  ACTIONS
  Multiattack. Chun-Li attacks twice with her unarmed strike 
  (if attacking unarmed, she can spend 
  her bonus action to attack a third 
  time or her bonus action and 1 ki 
  to attack a third and fourth time).
  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.
  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.
  REACTIONS
  Deflect Missile. Chun-Li can spend 
  her reaction to strike a missile 
  when she is hit by a ranged 
  weapon attack, reducing its 
  damage 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.
  
  18
  
  19
  Cody
  Medium humanoid, chaotic neutral rogue 8/fighter 6/barbarian 1
  Armor Class 18 (martial arts stance, unarmored defense)
  Hit Points 135 (8d8+6d10+1d12+60)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  17 (+3)
  16 (+3) 19 (+4) 13 (+1) 14 (+2) 14 (+2) 8 (-1)
  12 (+1)
  Saving Throws Dexterity +8, Intelligence +4
  Skills Athletics +13, Deception +13, Insight +7, Intimidation +7, 
  Investigation +6, Perception +7, Sleight of Hand +13, Stealth +13
  Tools gaming set, disguise kit, thieves’ tools
  Damage Resistances bludgeoning; piercing and slashing while raging
  Senses passive Perception 17
  Languages Ropa, Soburi (Common)
  Challenge 10 (5,900 XP)
  Background Feature: Never Stop (Roustabout). Cody’s Haitoku score does 
  not increase when he uses the attribute ability to avoid going unconscious.
  Action Surge (1/short rest). On his turn, Cody can take an additional action on 
  top of his regular action and a possible bonus action.
  Cunning Action. Cody can take a bonus action on each of his turns in combat 
  to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) check, use his thieves’ tools 
  to disarm a trap or open a lock, or take the Use an Object action. Cody can also spend his cunning action to 
  make a Charisma (Deception) check opposed by the Wisdom (Insight) check of a creature within 15 feet. If he 
  succeeds, he gains advantage against the target and may deal sneak attack damage to it (even if Cody has 
  already dealt sneak attack damage that turn).
  Alternatively, Cody can spend his cunning action to gather grit, dust, sand, dirt, or other material off the ground 
  with his chains, flinging them at his opponent and forcing them to make a DC 16 Constitution saving throw or 
  be blinded for 1 round.
  Evasion. If Cody is subjected to an effect that allows him to make a Dexterity saving throw to take only half 
  damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
  Feat: Tavern Brawler. When Cody hits a creature with an unarmed strike, improvised weapon, or chain on his 
  turn, he can use a bonus action to attempt to grapple the target.
  Fighting Style: Great Weapon Fighting. When Cody rolls a 1 or 2 on a damage die for an attack he makes 
  with his chain, he can reroll the die and must use the new roll.
  Rage (2/long rest). On his turn, Cody 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.
  Cody’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.
  Second-Story Work. When Cody makes a running jump, the distance he covers increases by 5 feet.
  Second Wind (1/short rest). On his turn, Cody can use a bonus action to regain 1d10+6 hit points.
  Sneak Attack 4d6 (1/turn). Cody deals an extra 14 (4d6) damage when he hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated 
  and he doesn’t have disadvantage on the attack roll.
  Stance of the Stout Boar (3). Cody may ignore nonmagical difficult terrain or terrain movement costs (such 
  as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a 
  melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him 
  to move.
  ACTIONS
  Multiattack. Cody attacks twice and can spend his bonus action to make an additional attack with his chains. 
  Cody’s weapon attacks score a critical hit on a roll of 19 or 20.
  Chain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) magical bludgeoning damage.
  Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. (range 20/40), one target. Hit: 8 (2d4+3) piercing damage.
  Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6+1d8+3) bludgeoning damage.
  Stone. Ranged Weapon Attack: +8 to hit, range 20/40, one target. Hit: 5 (1d4+3) bludgeoning damage.
  Zonk Knuckle (Recharge 6). Using the momentum granted by pounds of heavy metal, Cody delivers a 
  powerful blow. On a successful hit, he deals 21 (6d6) extra damage with either a chain or unarmed attack.
  REACTIONS
  Uncanny Dodge. When an attacker that Cody can see hits him with an attack, he can use his reaction to halve 
  the attack’s damage against him.
  
  20
  Dan
  Medium humanoid (soburi), neutral rogue 5/fighter 8
  Armor Class 17 (martial arts stance)
  Hit Points 118 (5d8+8d10+52)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  13 (+1) 18 (+4)
  18 (+4) 9 (-1) 10 (+0) 19 (+4) 16 (+3)
  14 (+2)
  Saving Throws Dex +9, Int +4
  Skills Athletics +11, Deception +9, Perception +5, 
  Performance +14, Persuasion +9, Stealth +9
  Tools calligraphy kit, thieves’ tools
  Senses passive Perception 15
  Languages Ceram, Soburi (Common)
  Challenge 6 (2,300 XP)
  Background Feature: Never Stop (Roustabout). Dan’s 
  Haitoku score does not increase when he uses the 
  attribute ability to avoid going unconscious.
  Action Surge (1/short rest). On his turn, Dan can 
  take an additional action on top of his regular action 
  and a possible bonus action.
  Cunning Action. Dan can take a bonus action on 
  each of his turns in combat to take the Dash, 
  Disengage, or Hide action, to make a Dexterity 
  (Sleight of Hand) check, use his thieves’ tools to 
  disarm a trap or open a lock, or take the Use an 
  Object action.
  Feat: Shameless Combatant (5/long rest). Dan may 
  insult and dishonor one opponent who can hear him as a 
  bonus action, forcing them to make a DC 15 Dignity saving 
  throw. If the target fails, they must approach Dan or one of 
  his allies on their next turn and attack to the best of their abilities.
  Feat: Tavern Brawler. When Dan hits a creature with an 
  unarmed strike or an improvised weapon on his turn, he can 
  use a bonus action to attempt to grapple the target.
  Fighting Style: Dueling. Dan gains a +2 bonus to damage with 
  his unarmed strikes or when wielding a weapon in only one hand.
  Know Your Enemy. If Dan spends at least 1 minute observing or interacting with another creature outside 
  combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the 
  creature is his equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength 
  score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class 
  levels (if any).
  Martial Archetype: Combat Superiority (5d10). Dan can use only one maneuver per attack. A superiority die 
  is expended when Dan uses a maneuver. He regains all of his expended superiority dice when he finishes a 
  short or long rest.
  • Distracting Strike. When Dan hits a creature with a weapon attack, he can expend one superiority die to 
  distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. 
  The next attack roll against the target by an attacker other than him has advantage if the attack is made 
  before the start of Dan’s next turn.
  • Evasive Footwork. When Dan moves, he can expend one superiority die, rolling the die and adding the 
  number rolled to your AC until he stops moving.
  • Feinting Attack. Dan can expend one superiority die and use a bonus action on his turn to feint,  
  choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against 
  that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to 
  attempt to goad the target into attacking him. Dan adds the superiority die to the attack’s damage roll, and 
  the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on all 
  attack rolls against targets other Dan you until the end of his next turn.
  • Trip Attack. When Dan hits a creature with a weapon attack, he can expend one superiority die to attempt 
  to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large 
  or smaller, it must make a DC 18 Strength saving throw. On a failed save, Dan knocks the target prone.
  
  21
  NEW MARTIAL ARTS STANCE
  Strongest Stance
  Prerequisites: Cha 13, Dignity 13
  You believe that (despite being told that a “self-
  taught” discipline is ridiculous) the best style of 
  martial arts is learned from your own body and 
  you take that confidence into the ring whenever 
  you fight. You gain the following benefits:
  • You may use Charisma when calculating your 
  bonuses to attack and damage with unarmed 
  strikes.
  • You are able to throw any object that fits into 
  your hand with impeccable skill, turning it into 
  a thrown weapon (range 20/40) that deals 
  1d4 damage. You may use Charisma when 
  calculating your bonuses to attack and  
  damage rolls with such improvised weapons.
  • Your armor class becomes 10 + your  
  Dexterity modifier + half your Charisma  
  modifier (+1 from this martial arts stance).
  • You are able to use the Fighting Style:  
  Dueling feature with unarmed strikes.
  Unlike other Martial Arts Stances, this feat may 
  only be selected once, you cannot use it in  
  conjunction with other martial arts stances, and 
  after learning this martial arts stance you cannot 
  learn any new ones.
  Second-Story Work. When Dan makes a running 
  jump, the distance he covers increases by 5 feet.
  Second Wind (1/short rest). On his turn, Dan can 
  use a bonus action to regain 1d10+8 hit points. 
  Sneak Attack 3d6 (1/turn). Dan deals an extra 10 
  (3d6) damage when he hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of his that isn’t 
  incapacitated and he doesn’t have disadvantage on 
  the attack roll.
  ACTIONS
  Multiattack. Dan attacks twice when he takes the 
  attack action.
  Unarmed Strike. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target.  
  Hit: 8 (1d4+6) bludgeoning damage.
  Thrown Object. Ranged Weapon Attack: +9 to hit, 
  range (20/40), one target.  
  Hit: 6 (1d4+4) bludgeoning, piercing, or slashing 
  damage (depending on the type of object).
  REACTIONS
  Uncanny Dodge. When an attacker that Dan can 
  see hits him with an attack, he can use his reaction 
  to halve the attack’s damage against him.
  
  22
  Deejay
  Medium humanoid (soburi), neutral good monk 8 / fighter 7
  Armor Class 19 (Wisdom, martial arts stances)
  Hit Points 123 (8d8+7d10+45)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  17 (+3)
  19 (+4) 16 (+3)
  12 (+1) 16 (+3) 15 (+2) 16 (+3)
  12 (+1)
  Saving Throws Str +8, Dex +9
  Skills Acrobatics +9, Athletics +8, Insight +8, Performance +7, Stealth +9
  Tools guitar, maracas
  Damage Resistances bludgeoning, thunder
  Condition Immunities diseases, poisoned
  Senses passive Perception 13
  Languages Ceramian, Soburi (Common)
  Challenge 12 (8,400 XP)
  Evasion. If Deejay is subjected to an effect that 
  allows him to make a Dexterity saving throw to 
  take only half damage, he instead takes no 
  damage if he succeeds on the saving throw, 
  and only half damage if he fails.
  Feat: Sentinel. When Deejay hits a creature 
  with an opportunity attack, the creature’s 
  speed becomes 0 for the rest of the turn. 
  Creatures provoke opportunity attacks from 
  Deejay even if they take the Disengage 
  action before leaving his reach. 
  Ki (8 points). 
  • Patient Defense. Deejay can spend 1 ki point  
  to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Deejay can spend 1 ki point to take the  
  Disengage or Dash action as a bonus action on his turn, and  
  his jump distance is doubled for the turn.
  • Stunning Attack. Deejay can spend 1 ki point to attempt to  
  stun a creature he hits with a melee weapon attack. The  
  target must succeed on a DC 16 Constitution saving throw  
  or be stunned until the end of his next turn.
  Know Your Enemy. If Deejay spends at least 1 minute  
  observing or interacting with another creature outside  
  combat, he can learn certain information about its  
  capabilities compared to his own. The GM reveals if the  
  creature is his equal, superior, or inferior in regard to two  
  of the following characteristics of his choice:  
  Strength score, Dexterity score, Constitution score,  
  armor class, current hit points, total class levels  
  (if any), fighter class levels (if any).
  Martial Archetype: Combat Superiority (5d10).  
  Deejay can use only one maneuver per attack. A  
  superiority die is expended when Deejay uses a maneuver.  
  He regains all of his expended superiority dice when he finishes a short or long rest.
  • Evasive Footwork. When Deejay moves, he can expend one superiority die, rolling the die and adding the 
  number rolled to his AC until he stops moving.
  • Feinting Attack. Deejay can expend one superiority die and use a bonus action on his turn to feint,  
  choosing one creature within 5 feet of him as his target. He has advantage on his next attack roll against 
  that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack. When Deejay hits a creature with a weapon attack, he can expend one superiority die to 
  attempt to goad the target into attacking him. Deejay adds the superiority die to the attack’s damage roll, 
  and the target must make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on 
  all attack rolls against targets other Deejay you until the end of his next turn.
  • Jackknife Maximum. Deejay can expend one superiority die and use a bonus action to make a melee  
  attack against any number of creatures within 10 feet of him, with a separate attack roll for each target.
  • Lunging Attack. When Deejay makes a melee weapon attack on his turn, he can expend one superiority 
  die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s  
  damage roll.
  
  23
  • Riposte. When a creature misses Deejay with a melee attack, he can use his reaction and expend one 
  superiority die to make a melee weapon attack against the creature. If he hits, he adds the superiority die to 
  the attack’s damage roll.
  • Sweeping Attack. When Deejay hits a creature with a melee weapon attack, he can expend one superiority 
  die to attempt to damage another creature with the same attack. Deejay chooses another creature within 5 
  feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes 
  damage equal to the number Deejay rolls on his superiority die. The damage is of the same type dealt by 
  the original attack.
  • Trip Attack. When Deejay hits a creature with a weapon attack, he can expend one superiority die to  
  attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is 
  Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Deejay knocks the target 
  prone.
  Second Wind (1/short rest). On his turn, Deejay can use a bonus action to regain 1d10+7 hit points. 
  Stance of the Bellowing Gale (2). Once per turn Deejay may move a target he hits with a melee attack up to 
  10 feet directly away from him (regardless of the target’s size).
  Stance of the Stout Boar (3). Deejay may ignore nonmagical difficult terrain or terrain movement costs (such 
  as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a 
  melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him 
  to move.
  ACTIONS
  Multiattack. Deejay attacks 3 times. If using unarmed 
  strikes he can spend a bonus action to attack a fourth 
  time, or a bonus action and 1 ki to attack a fourth and 
  fifth time.
  Unarmed. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 15 (2d8+6) magical bludgeoning 
  damage plus 3 (1d6) thunder damage.
  Air Slasher. Deejay can spend a bonus action 
  gathering his power, storing it. On his next turn as 
  long as he has not been stunned, Deejay can unleash
  a sonic boom that travels 100 feet in a 5-ft.-line. 
  Any creature in the path of the sonic boom takes 
  88 (16d10) thunder damage. A DC 17 Dexterity 
  saving throw halves this damage.
  REACTIONS
  Deflect Missile. Deejay can spend his reaction to 
  strike a missile when he is hit by a ranged weapon 
  attack, reducing its damage by 18 (2d8+1d6+6).
  Slow Fall. Deejay can use his reaction when he falls 
  to reduce any falling damage he takes by 40.
  Sentinel Feat. When a creature within 5 feet of 
  Deejay makes an attack against a target other than 
  him (and that target doesn’t have this feat), Deejay 
  can use his reaction to make a melee weapon attack 
  against the attacking creature.
  
  24
  Dhalsim
  Medium humanoid (soburi), neutral good monk 15
  Armor Class 21 (Wisdom, martial arts stance)
  Hit Points 146 (15d8+75)
  Speed 55 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  15 (+2)
  20 (+5)
  20 (+5)
  13 (+1) 20 (+5)
  13 (+1) 13 (+1) 8 (-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 12 (8,400 XP)
  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). 
  • 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 DC 18 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.
  • 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 ball of flame (range 30/60) that deals  
  70 (10d12+5) fire damage.
  
  25
  Stance of Fire’s Eternal Vengeance (3). As an action, Dhalsim 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.
  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 Movement. Dhalsim is able to move along vertical surfaces and across liquids on his turn without 
  falling during the move.
  ACTIONS
  Multiattack. Dhalsim attacks twice with his unarmed strike (he can spend his bonus action to attack a third 
  time or his bonus action and 1 ki to attack a third and fourth time).
  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.
  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 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.
  REACTIONS
  Deflect Missile. Dhalsim can spend his reaction to strike a missile when he is hit by a ranged weapon attack, 
  reducing its damage by 18 (1d10+1d8+8).
  Slow Fall. Dhalsim can use his reaction when he falls to reduce any falling damage he takes by 75.
  
  26
  E. Honda
  Medium humanoid (soburi), lawful good monk (martial artist) 3/fighter (battlemaster) 13 
  Armor Class 16 (Wisdom, martial arts stances)
  Hit Points 159 (3d8+13d10+64)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  19 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 13 (+1) 18 (+4)
  9 (-1)
  Saving Throws Str +9, Dex +7
  Skills Athletics +9, History +5, Insight +8
  Damage Resistances bludgeoning
  Senses passive Perception 13
  Languages Soburi (Common)
  Challenge 11 (7,200 XP)
  Action Surge (1/short rest). On his turn,  
  E. Honda can take one additional action on  
  top of his regular action and a possible  
  bonus action. 
  Indomitable (2/long rest). E. Honda can reroll  
  a saving throw that he fails. If he does so, he  
  must use the new roll.
  Ki (3 points). 
  • Patient Defense. E. Honda can spend 1 ki point to  
  take the Dodge action as a bonus action on his turn.
  • Step of the Wind. E. Honda 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.
  Know Your Enemy. If E. Honda spends at  
  least 1 minute observing or interacting with  
  another creature outside combat, he can  
  learn certain information about its capabilities  
  compared to his own. The GM reveals if the  
  creature is his equal, superior, or inferior in regard to  
  two of the following characteristics of his choice:  
  Strength score, Dexterity score, Constitution score,  
  armor class, current hit points, total class levels  
  (if any), fighter class levels (if any).
  Martial Archetype: Combat Superiority (6d10).  
  E. Honda can use only one maneuver per attack.  
  A superiority die is expended when E. Honda uses  
  a maneuver. He regains all of his expended superiority  
  dice when he finishes a short or long rest.
  • Disarming Attack. When E. Honda 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 E. Honda 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 E. Honda’s next turn.
  • Goading Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to 
  attempt to goad the target into attacking him. E. Honda 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 E. Honda you until the end of his next turn.
  • Lunging Attack. When E. Honda makes a melee weapon attack on his turn, he can expend one  
  superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the 
  attack’s damage roll.
  • Maneuvering Attack. When E. Honda 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 E. Honda’s attack.
  
  27
  • Menacing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die 
  to attempt to frighten the target. He adds the superiority die to the attack’s damage roll, and the target must 
  make a DC 17 Wisdom saving throw. On a failed save, it is frightened of E. Honda until the end of his next 
  turn.
  • Pushing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to 
  attempt to drive the target back. He adds the superiority die to the attack's damage roll, and if the target is 
  Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda pushes the target 
  up to 15 feet away from him.
  • Sweeping Attack. When E. Honda 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 E. Honda hits a creature with a weapon attack, he can expend one superiority die to 
  attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is 
  Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda knocks the target 
  prone.
  Relentless. When E. Honda rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
  Second Wind (1/short rest). On his turn, E. Honda can use a bonus action to regain 1d10+13 hit points.
  Stance of the Stout Boar (3). E. Honda may ignore nonmagical difficult terrain or terrain movement costs 
  (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making 
  a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him 
  to move.
  ACTIONS
  Multiattack. E. Honda attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a 
  fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
  Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (1d8+1d6+6) bludgeoning damage.
  Hundred Hand Slap. E. Honda spends an action 
  throwing his arms forward in strikes so rapid that 
  they move too quickly for the eye to follow. Until 
  the beginning of his next turn, any creature that 
  enters or starts its turn  
  in the area (any squares in a 180 degree arc in 
  the direction E. Honda is facing and within his 
  reach) takes 28 (2d8+2d6+12) bludgeoning 
  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. Until the beginning of 
  his next turn, E. Honda’s speed 
  is reduced to 5 feet. E. Honda 
  may spend superiority dice 
  when a creature is damaged 
  by Hundred Hand Slap.
  Sumo Headbutt. When making 
  his first attack in the round, 
  E. Honda may make a Strength 
  (Athletics) check against a target 
  creature’s AC as long as he 
  moves at least 5 feet. On a 
  success, he gains advantage on 
  his first attack roll and if he hits, it 
  becomes a critical hit (if it would be 
  a natural critical hit it deals 10 extra 
  damage).
  REACTIONS
  Deflect Missile. E. Honda can 
  spend his reaction to strike a 
  missile when he is hit by a ranged 
  weapon attack, reducing its 
  damage by 14 (1d8+1d6+6).
  
  28
  
  29
  Fei Long
  Medium humanoid (soburi), neutral good monk 12
  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 (advantage), 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 10 (5,900 XP)
  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).
  • 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.
  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). 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 Movement. Fei Long is able to move along vertical surfaces and across liquids on his turn without 
  falling during the move.
  ACTIONS
  Multiattack. Fei Long attacks twice (he can spend his bonus action to attack a third time or his bonus action 
  and 1 ki to attack a third and fourth time).
  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, reducing it 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.
  
  30
  Gouken
  Medium humanoid (soburi), lawful good monk 19
  Armor Class 21 (Wisdom, martial arts stances)
  Hit Points 184 (19d8+95)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  20 (+5) 17 (+3) 20 (+5)
  15 (+2) 20 (+5) 15 (+2)
  21 (+5)
  10 (+0)
  Saving Throws all (proficiency bonus +6)
  Skills Arcana +8, Athletics +11, History +8, Insight +11, Perception +11, Stealth +9
  Damage Resistances bludgeoning
  Damage Immunities force, radiant
  Condition Immunities diseases, poisoned
  Senses passive Perception 21
  Languages Soburi (Common)
  Challenge 21 (33,000 XP)
  Evasion. If Gouken is subjected to an effect that allows 
  him to make a Dexterity saving throw to take only 
  half damage, he instead takes no damage if he 
  succeeds on the saving throw, and only 
  half damage if he fails.
  Feat: Martial Adept (1d6, 1/short rest). 
  Gouken has martial training that allows 
  him to perform special combat 
  maneuvers. His superiority die is 
  expended when he uses a maneuver. 
  • Rally. On his turn, Gouken can use a  
  bonus action to choose a friendly creature  
  who can see or hear him. That creature  
  gains 1d6+2 temporary hit points.
  • Riposte. When a creature misses  
  Gouken with a melee attack, he can  
  use his reaction and expend one  
  superiority die to make a melee  
  weapon attack against the creature.  
  If he hits, he adds 1d6 to the  
  attack's damage roll.
  Ki (19 points). 
  • Diamond Soul. Whenever Gouken  
  makes a saving throw and fails, he can  
  spend 1 ki point to reroll it and take the  
  second result.
  • Empty Body. Gouken can use his action  
  to spend 4 ki points to become invisible  
  for 1 minute. During that time, he also  
  has resistance to all damage but force  
  damage. Additionally, he can spend 8 ki  
  points to cast the astral projection spell, without needing material components.  
  When he does so, he can’t take any other creatures with him.
  • Hurricane Kick! By spending 1 ki as a bonus action, Gouken can make a melee attack against any number 
  of creatures within 15 feet of him, with a separate attack roll for each target.
  • Patient Defense. Gouken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Shinko-Hadouken! By spending 3 ki as well as his action and bonus action, Gouken can unleash an  
  intense beam of energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a  
  DC 19 Dexterity saving throw, taking 123 (19d12) force damage on a failed save, or half as much damage 
  on a successful one. Creatures that fail their saving throw are also pushed back a number of feet equal  
  to half the damage they take (round up). 
  • Step of the Wind. Gouken can spend 1 ki point to take the Disengage or Dash action as a bonus action on 
  his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Gouken can spend 1 ki point to attempt to stun a creature he hits with a melee weapon 
  attack. The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of his 
  next turn.
  
  31
  Stance of the Evanescent Sun (3). Gouken knows the dancing lights cantrip and can cast it without the need 
  for material components or concentration.
  Stance of the Inner Force (3). Gouken has advantage on saving throws to avoid taking force damage. He 
  knows the mage hand cantrip and can cast it without the need for verbal components, and he only requires a 
  bonus action to control the hand.
  Stance of the Stout Boar (3). Gouken may ignore nonmagical difficult terrain or terrain movement costs (such 
  as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a 
  melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him 
  to move.
  Stillness of Mind. As an action, Gouken can end one effect on himself that is causing him to be charmed or 
  frightened.
  Unarmored Movement. Gouken is able to move along vertical surfaces and across liquids on his turn without 
  falling during the move.
  ACTIONS
  Multiattack. When Gouken takes the attack action he attacks twice, spending 1 ki if using hadouken! He can 
  spend a bonus action to make a third unarmed strike or a bonus action and 1 ki to make a third and fourth 
  unarmed strike. Alternatively he can spend a bonus action and an additional 1 ki to make a third and fourth 
  hadouken!
  Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (1d12+1d8+8) magical 
  bludgeoning, 4 (1d8) force damage, and 4 (1d8) radiant damage.
  Hadouken! Ranged Weapon Attack: +11 to hit, range 40/100, one target. Hit: 24 (3d12+5) force damage.
  REACTIONS
  Deflect Missile. Gouken can spend his reaction to 
  strike a missile when he is hit by a ranged weapon 
  attack, reducing its damage by 28 (1d12+3d8+8).
  Slow Fall. Gouken can use his reaction when he 
  falls to reduce any falling damage he takes by 90.
   
  
  32
  Guile
  Medium humanoid (human, soburi), lawful good fighter 16
  Armor Class 18 (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 12 (8,400 XP)
  Action Surge (1/short rest). On his turn, Guile can take 
  an additional action on top of his regular action and a 
  possible bonus action.
  Feat: Tavern Brawler. 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.
  Indomitable (2/long rest). Guile can reroll a saving throw that 
  he fails. If he does so, he must use the new roll.
  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 his equal, superior, or inferior in 
  regard to two of the following characteristics of his choice: Strength 
  score, Dexterity score, Constitution score, armor class, current hit 
  points, total class levels (if any), fighter class levels (if any).
  Martial Archetype: Combat Superiority (6d10). Guile 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.
  
  33
  • 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 (1/short rest). On his turn, Guile can use a  
  bonus action to regain 1d10+15 hit points.
  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) 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 may ignore  
  nonmagical difficult terrain or terrain movement costs  
  (such as from climbing or swimming) so long as all his  
  movement is in a straight line and ends with him making  
  a melee weapon attack, and he has advantage on saving  
  throws against effects or spells that would cause him to  
  move.
  ACTIONS
  Multiattack. 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  
  ability modifier 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. 
  Combat Pistol*. Ranged Weapon Attack: +11 to hit, range 100/400, one target.  
  Hit: 11 (2d6+4) bludgeoning and piercing damage.
  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.
  
  34
  Ibuki
  Medium humanoid (soburi), neutral rogue 14 / monk 1
  Armor Class 18 (Wisdom, martial arts stance)
  Hit Points 97 (15d8+30)
  Speed 40 ft. (triple jump distance)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  13 (+1) 19 (+4) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 13 (+1)
  12 (+1)
  Saving Throws Dex +9, Int +7
  Skills Acrobatics +14 (advantage), Athletics +6, Deception +12, Insight +8, Perception +8 (advantage), Sleight 
  of Hand +14, Stealth +14 (advantage); minimum d20 roll of 10
  Tools disguise kit (advantage; Passive 22), poisoner’s kit, thieves’ tools; 
  minimum d20 roll of 10
  Damage Resistances piercing
  Senses blindsight 10 ft., passive Perception 23, 
  passive Acrobatics 29, passive Stealth 29
  Languages Ceram, Ropa, Soburi (Common)
  Challenge 9 (5,000 XP)
  Background Feature: Shinobi – Blend In. Ibuki is able to craft a disguise 
  in 1 minute so long as suitable materials are available. This disguise 
  allows her to blend in with her surroundings like camouflage, allowing 
  her to hide without cover in a specific 5 foot square chosen at the time 
  she creates the disguise. Ibuki must be familiar with the location and 
  have appropriate materials on hand (foliage, paint, canvas, etc.) to 
  create this disguise. Once created the disguise weighs 5 lbs. and 
  can be donned as an action or removed as a bonus action.
  Cunning Action. Ibuki can take a bonus action 
  on each of her turns in combat to take the Dash, 
  Disengage, or Hide action.
  Evasion. If Ibuki is subjected to an effect that allows 
  her to make a Dexterity saving throw to take only half 
  damage, she instead takes no damage if she succeeds on the 
  saving throw, and only half damage if she fails.
  Mobile. When Ibuki uses the Dash action difficult terrain 
  doesn’t cost her extra movement on that turn and when 
  she makes a melee attack against a creature she 
  doesn’t provoke opportunity attacks from that creature 
  for the rest of the turn (whether she hits or not).
  Ninjutsu Novice. Ibuki is able to run across any surface 
  regardless of whether or not it would support her 
  weight so long as she ends on a square that she is 
  able to stand on.
  Sneak Attack 7d6 (1/turn). Ibuki deals an extra 
  24 (7d6) damage when she hits a target with a 
  weapon attack and has advantage on the attack 
  roll, or when the target is within 5 feet of an ally 
  of hers that isn’t incapacitated and she doesn’t 
  have disadvantage on the attack roll.
  Stance of the Striking Serpent (3). Ibuki gains 
  advantage on checks and saves to avoid the prone 
  condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
  ACTIONS
  Multiattack. Ibuki attacks twice with her unarmed strikes (if attacking unarmed she can spend her bonus 
  action to attack a third time), six times with kunai, or six times with shuriken.
  Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage 
  plus 3 (1d6) piercing damage.
  Kunai. Ranged Weapon Attack: +9 to hit, range 30/80, one target. Hit: 6 piercing damage.
  Shuriken. Ranged Weapon Attack: +9 to hit, range 20/50, one target. Hit: 5 slashing damage.
  REACTIONS
  Uncanny Dodge. When an attacker that Ibuki can see hits her with an attack, she can use her reaction to 
  halve the attack’s damage against her.
  
  35
  
  36
  Ken
  Medium humanoid (human), chaotic good monk 11/fighter 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 Soburi (Common)
  Challenge 14 (11,500 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 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.
  Ki (11 points).
  • 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.
  
  37
  • Flaming 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.
  • 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.
  Stance of Fire’s Eternal Vengeance (3). As an action, Ken 
  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 may ignore 
  nonmagical difficult terrain or terrain movement 
  costs (such as from climbing or swimming) so long 
  as all his movement is in a straight line and 
  ends with him making a melee weapon attack, 
  and he has advantage on saving throws against 
  effects or spells that would cause him to move.
  Unarmored Movement. Ken is able to move 
  along vertical surfaces and across liquids on 
  his turn without falling during the move.
  ACTIONS
  Multiattack. Ken attacks three times (if 
  attacking with unarmed strikes he can 
  spend his bonus action to attack a fourth 
  time or his bonus action and 1 ki to attack 
  a fourth and fifth time).
  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, 
  reducing its damage by 19 (1d10+2d8+5).
  Slow Fall. Ken can use his reaction when he falls to 
  reduce any falling damage he takes by 55.
  
  38
  M. Bison
  Medium humanoid, neutral evil barbarian 9/monk 8
  Armor Class 21 (Constitution, stances)
  Hit Points 179 (9d12+8d8+85)
  Speed 60 ft.
  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.
  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 suffers disadvantage on Dignity ability checks. 
  Ki (8 points).
  • 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.
  
  39
  Rage (4/long rest). 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:
  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gain a +3 bonus to the damage roll.
  • He has resistance to all damage except psychic damage.
   
  M. Bison’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.
  Reckless Attack. When M. Bison makes his first attack on his turn, he can decide to gain 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). 
  Stance of the Stout Boar (3). M. Bison  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. In addition he has advantage on saving throws against effects or spells that 
  would cause him to move.
  ACTIONS
  Multiattack. M. Bison attacks three times (if attacking unarmed he can spend his bonus action to attack a 
  fourth time or his bonus action and 1 ki to attack a fourth and fifth time). When in a frenzied rage, M. Bison 
  uses his bonus action to make a fourth melee attack.
  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, 
  reducing its damage by 18 (3d8+5).
  Slow Fall. M. Bison can use his reaction when he falls to reduce any falling damage he takes by 40.
  SPECIAL ACTIONS
  Psycho Points (20)
  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 grants him advantage on the attack 
  roll. He must move at least 10 feet before he is able to 
  activate this feature but this movement never provokes 
  opportunity attacks.
  
  40
  Necalli
  Medium humanoid (oni-touched), neutral evil barbarian 14 / monk 5
  Armor Class 20 (Constitution, martial arts stance)
  Hit Points 195 (14d12+5d8+76)
  Speed 65 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  19 (+4)
  20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3)
  24 (+7)
  Saving Throws Str +10, Con +10
  Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
  Damage Immunities necrotic
  Condition Immunities fear, Mists of Akuma
  Senses darkvision 60 ft., passive Perception 13
  Languages Adeddo, Deep Speech, Soburi (Common)
  Challenge 18 (20,000 XP)
  Danger Sense. Necalli 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.
  Dark Chi (5 points). 
  • Patient Defense. Necalli can spend  
  1 chi point to take the Dodge action as  
  a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi  
  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 Strike. Necalli can spend 1 chi  
  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 Necalli’s next turn.
  Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks 
  granted by his Flurry of Blows, he can impose one of the following effects:
  • The target must succeed on a DC 16 Wisdom saving throw or be poisoned by  
  Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of  
  Necalli’s choice.
  Faded. While raging, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature 
  takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to 
  the misted condition). 
  Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action 
  to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and 
  the creature are both restrained until the grapple ends.
  Feral Instinct. Necalli 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.
  High Haitoku. Necalli ignores the first 3 points of damage from attacks and spells, but has disadvantage on 
  Dignity ability checks and saving throws.
  Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components 
  (spell attack +8, spell save DC 16).
  Rage (5/long rest). On his turn, Necalli 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 gains a +3 bonus to the damage roll
  • Hee has resistance to bludgeoning, piercing, and slashing damage
  • He chooses an ability score other than Dignity, using his Haitoku score instead for the duration of the rage
  • The damage of his melee weapon attacks increases by 6 (he cannot withhold any damage when damaging 
  a creature below 0 hit points),
  • The reach of his unarmed strikes increases by 5 feet.
  
  41
   
  His rage lasts for 1 minute. It ends early if Necalli 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. Necalli can also end his rage 
  on his turn as a bonus action.
  Reckless Attack. When 
  Necalli make his first 
  attack on his turn, he can 
  decide to attack reck-
  lessly. 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.
  Relentless Rage. If Ne-
  calli drops to 0 hit points 
  while he’s raging and 
  doesn’t die outright, he 
  can make a DC 10  
  Constitution saving throw. 
  If he 
  succeeds, he drops to 1 
  hit point 
  instead. Each time he 
  uses this feature after the 
  first, the DC increases 
  by 5. When he finishes a 
  short or long rest, the DC 
  resets to 10.
  Valiant Rebellion. By 
  spending a bonus action 
  Necalli chooses one crea-
  ture within reach, stomp-
  ing in front of the target 
  and forcing it to make a 
  DC 18 Strength saving 
  throw or go prone.
  ACTIONS
  Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth 
  time or a bonus action and 1 ki to use flurry of blows, attacking a fourth and fifth time. Necalli can roll two addi-
  tional weapon damage die when determining the extra damage for a critical hit with a melee attack.
  Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d6+5) bludgeoning damage plus 
  4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit (this includes 
  rage damage and path features). Instead of dealing damage Necalli can choose to grab the face of his op-
  ponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone 
  condition and dealing his unarmed strike damage.
  Soul Offering. As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent 
  into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until 
  the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic 
  damage. Once Necalli has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp 
  or less.
  The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a 
  creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw 
  or is knocked prone.
  REACTIONS
  Deflect Missile. Necalli 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 13 (1d8+1d6+5).
  Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.
  Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make 
  an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength 
  saving throw or is knocked prone.
  
  42
  Q
  Medium humanoid (steametic), neutral monk 6 / rogue 10
  Armor Class 19
  Hit Points 136 (16d8+64)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  20 (+5)
  16 (+3)
  18 (+4)
  19 (+4)
  18 (+4)
  13 (+1)
  15 (+2)
  10 (+0)
  Saving Throws Dex +8, Int +9
  Skills Acrobatics +8 (advantage), Athletics +15, Insight +14, 
  Investigation +14, Perception +14, Stealth +13, Survival +14
  Tools thieves’ tools
  Damage Vulnerabilities lightning
  Damage Resistances bludgeoning, poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Investigation 29, passive Perception 29
  Languages Ceramian, Ropa, Soburi, Thieves’ Cant
  Challenge 9 (5,000 XP)
  Automated. Q does not need to eat or breathe. It still needs to 
  drink and requires a resting period that emulates sleep in order 
  to recharge its inner workings.
  Background Feature: Wanderer (Outlander). Q can always 
  recall the general layout of terrain, settlements, and other 
  features around it.
  Cunning Action. Q can take a bonus action on each 
  of its turns in combat to take the Dash, Disengage, or 
  Hide action.
  Deductive Mind (Feat). When making an Intelligence 
  (Investigation) check, Q may also choose to make a 
  Sleuth check. After making a Sleuth check, Q cannot 
  make another until he has taken a long rest. A Sleuth 
  check reveals any information an equivalent Intelligence 
  (Investigation) check would uncover, but it always 
  reveals something that can proceed Q’s goals. The 
  quality of the information it deduces depends on its 
  check and the location it is in—a GM can always 
  decide there is no information in the current location 
  relevant to Q, and provide only a clue leading to a more 
  relevant location.
   
  Q also gains double its proficiency bonus to its Insight 
  and Investigation scores.
  Evasion. If Q is subjected to an effect that allows it to make a Dexterity 
  saving throw to take only half damage, it instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it fails.
  Investigative Nature and Gumption. Q has 5 investigation points. 
  Q may spend an investigation point as a reaction to add +1d6 to a skill 
  check chosen from the following list: Acrobatics, Athletics, Arcana, 
  Deception, History, Insight, Intimidation, Investigation, Nature, 
  Persuasion, Religion, Stealth, or Survival. Q may choose to spend 
  an investigation point after the die has been rolled and regains any 
  expended investigation points when it finishes a short or long rest.
  Ki (6 points).
  • Patient Defense. Q can spend 1 ki point to take the Dodge action as a bonus action on its turn.
  • Step of the Wind. Q can spend 1 ki point to double its jump distance for the turn.
  • Stunning Strike. Q 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 14 Constitution saving throw or be stunned until the end of its next turn.
  Observant (Feat). If Q can see a creature’s mouth while it is speaking a language Q understands, it can 
  interpret what is being said by reading lips.
  Sneak Attack 5d6 (1/turn). Q deals an extra 18 (5d6) 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 Q that isn’t incapacitated and Q 
  doesn’t have disadvantage on the attack roll.
  
  43
  Stance of the Stout Boar (3). Q may ignore 
  nonmagical difficult terrain or terrain movement 
  costs (such as from climbing or swimming) so 
  long as all its movement is in a straight line and 
  ends with it making a melee weapon attack. 
  Q gains advantage on saving throws against 
  effects or spells that would cause it to move and 
  resistance to bludgeoning damage.
  Stance of the Striking Serpent. Q’s strikes deal 
  an additional 1d4 piercing damage. This damage 
  is not multiplied on a critical hit.
  ACTIONS
  Multiattack. Q attacks twice (if attacking 
  unarmed he can spend his bonus action to 
  attack a third time or his bonus action and 
  1 ki to attack a third and fourth time).
  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) magical bludgeoning 
  damage plus 2 (1d4) piercing damage.
  REACTIONS
  Deflect Missile. Q can spend its reaction to strike a missile when it is hit by a ranged weapon attack, reducing 
  its damage by 16 (2d8+1d4+5).
  Slow Fall. Q can use its reaction when it falls to reduce any falling damage he takes by 30.
  Uncanny Dodge. When an attacker that Q can see hits it with an attack, Q can use its reaction to halve the 
  attack’s damage against it.
  
  44
  Ryu
  Medium humanoid (human), chaotic good monk 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.
  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). 
  • Diamond Soul. Whenever Ryu makes  
  a saving throw and fails, he can spend  
  1 ki point to reroll it and take the  
  second result.
  • 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.
  • 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 Blows, 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).
  Stance of the Evanescent Sun (3). Ryu knows the dancing lights cantrip and can cast it without the need for 
  material components or concentration.
  Stance of the Inner Force (3). Ryu 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.
  
  45
  Stance of the Stout Boar (3). Ryu may ignore nonmagical difficult terrain or terrain movement costs (such 
  as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a 
  melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him 
  to move.
  Stillness of Mind. As an action, Ryu can end one effect on himself that is causing him to be charmed or 
  frightened.
  Tongue of the Sun and Moon. Ryu understands all spoken languages and any creature that can understand 
  a language can understand what he says.
  Unarmored Movement. Ryu is able to move along vertical surfaces and across liquids on his turn without 
  falling during the move.
  ACTIONS
  Multiattack. Ryu attacks twice (if attacking unarmed he can spend his bonus action to attack a third time or his 
  bonus action and 1 ki to attack a third and fourth time).
  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, 
  reducing its damage by 24 (1d12+3d8+4).
  Slow Fall. Ryu can use his reaction when he falls to reduce any falling damage he takes by 85.
  
  46
  Sagat
  Medium humanoid (soburi), neutral evil monk (martial artist) 16
  Armor Class 19 (Wisdom, martial arts stances)
  Hit Points 147 (16d8+64)
  Speed 55 ft. (65 ft. in combat)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  19 (+4)
  18 (+4) 19 (+4) 14 (+2) 15 (+2) 13 (+1) 11 (+0)
  17 (+3)
  Saving Throws Str +9, Dex +9
  Skills Acrobatics + 9, Athletics +9, Deception +6, Insight +7, Stealth +9
  Tools thieves’ tools
  Damage Resistances bludgeoning, slashing
  Condition Immunities diseases, poisoned
  Senses passive Perception 12
  Languages Ceramian, Ropa, Soburi (Common)
  Challenge 13 (10,000 XP)
  Evasion. If Sagat is subjected to an effect that allows him to make a Dexterity 
  saving throw to take only half damage, he instead takes no damage if he 
  succeeds on the saving throw, and only half damage if he fails.
  Ki (16 points). 
  • Diamond Soul. Whenever Sagat makes a saving throw and fails, he can spend  
  1 ki point to reroll it and take the second result.
  • Patient Defense. Sagat can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Sagat can spend 1 ki point to take the Disengage or Dash action as a bonus action on 
  his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Sagat can spend 1 ki point to attempt to stun a creature she hits with a melee weapon 
  attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her 
  next turn.
  • Tiger Shot. By spending 1 ki, Sagat can unleash up to two balls of energy (range 40/100) instead of  
  unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 
  plus his Strength modifier force damage.
  Stance of the Stout Boar (3). Sagat may ignore nonmagical difficult terrain or terrain movement costs (such 
  as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a 
  melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him 
  to move.
  Stance of the Tiger’s Claw (3). Sagat has advantage on Intimidation checks and may roar as a bonus action 
  to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 15 Wisdom saving throw 
  resists the effect. After using this feature, Sagat cannot do so again until he has completed a long rest.
  Stance of the Wicked Oni (1). By spending a bonus action, Sagat can grant a creature that can see him the 
  frightened condition for 5 rounds. A creature that succeeds on a DC 15 Wisdom saving throw made at the end 
  of each of its turns negates this condition. Once a creature has been frightened by Sagat’s oni stance, it cannot 
  be frightened by this feature again for 24 hours. 
  Stillness of Mind. As an action, Sagat can end one effect on himself that is causing him to be charmed or 
  frightened.
  Unarmored Movement. Sagat is able to move along vertical surfaces and across liquids on his turn without 
  falling during the move.
  ACTIONS
  Multiattack. When Sagat takes the attack action he makes two unarmed strikes. By spending his bonus action 
  he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10+1d8+4) magical  
  bludgeoning damage plus 3 (1d6) damage to humanoids and 4 (1d8) slashing damage.
  Tiger Shot. Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.
  Tiger Knee Crush. When making his first attack in the round, Sagat may make a Strength (Athletics) check 
  against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on 
  his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra 
  damage). 
  REACTIONS
  Deflect Missile. Sagat can spend his reaction to strike a missile when he is hit by a ranged weapon attack, 
  reducing its damage by 18 (1d10+2d8+4).
  Slow Fall. Sagat can use his reaction when he falls to reduce any falling damage he takes by 80.
  Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make 
  an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 17 Strength 
  saving throw or is knocked prone.
  
  47
  T. Hawk
  Medium humanoid (soburi), lawful good fighter 6 /monk 10
  Armor Class 17 (Wisdom, martial arts stances)
  Hit Points 159 (6d10+10d8+64)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  20 (+5)
  14 (+2) 19 (+4)
  13 (+1)
  17 (+3) 12 (+1) 15 (+2)
  8 (-1)
  Saving Throws Str +10, Con +9
  Skills Athletics +10, Intimidation +6, Perception +8, Survival +8
  Damage Resistances bludgeoning, piercing
  Damage Immunities poison
  Condition Immunities disease, poisoned
  Senses passive Perception 18
  Languages Soburi (Common)
  Challenge 12 (8,400 XP)
  Action Surge (1/short rest). On his turn, T. Hawk can take an additional 
  action on top of his regular action and a possible bonus action.
  Ki (10 points). 
  Patient Defense. T. Hawk can spend 1 ki point to take the Dodge 
  action as a bonus action on his turn.
  Step of the Wind. T. Hawk 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. T. Hawk can spend 1 ki point to attempt 
  to stun a creature he hits with a melee weapon attack. The 
  target must succeed on a DC 16 Constitution saving throw or be stunned until the 
  end of his next turn.
  Second Wind (1/short rest). T. Hawk can use a bonus action to regain 1d10+6 hit points.
  Stance of the Stout Boar (3). T. Hawk may ignore nonmagical difficult terrain or terrain 
  movement costs (such as from climbing or swimming) so long as all his movement is in a 
  straight line and ends with him making a melee weapon attack, and he has advantage on 
  saving throws against effects or spells that would cause him to move.
  Stance of the Striking Serpent (3). T. Hawk’s has advantage on Acrobatics checks and saves to avoid the 
  prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
  Unarmored Movement. T. Hawk is able to move along vertical surfaces and across liquids on his turn without 
  falling during the move.
  ACTIONS
  Improved Critical. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.
  Multiattack. T. Hawk attacks three times. If using unarmed strikes, he may spend a bonus action to attack a 
  fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
  Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage plus 
  4 (1d8) piercing damage.
  Tomahawk (4). Ranged Weapon Attack: +10 to hit, range 20/60, one target. Hit: 8 (1d6+5) slashing damage.
  Condor Spire. By spending a bonus action, T. Hawk spreads his arms like wings and dashes towards his 
  opponent, screaming like an eagle to startle them. If he moves at least 10 feet in a straight line immediately be-
  fore taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a me-
  lee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
  REACTIONS
  Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s move-
  ment brings him within reach of a creature he can spend his reaction to make an opportunity attack, rapidly 
  switching his momentum downward in mid-air and diving towards his opponent with his arms spread back-
  wards like wings. 
  Deflect Missile. T. Hawk 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 20 (3d8+7).
  Slow Fall. T. Hawk can use his reaction when he falls to reduce any falling damage he takes by 50.
  Tomahawk Buster. When a creature within 10 feet makes a check to jump, T. Hawk can spend his reaction to 
  make an opportunity attack, ducking down and crossing his fists in front of his face before rapidly stretching his 
  arms out behind himself and leaping upward, ramming his opponent with a headbutt.
  
  48
  Vega
  Medium humanoid (soburi), neutral rogue 5/monk 11
  Armor Class 20 (Wisdom, stances)
  Hit Points 120 (16d8+48)
  Speed 50 ft., climb 50 ft., jump +5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  15 (+2)
  20 (+5)
  17 (+3)
  13 (+1)
  16 (+3)
  18 (+4)
  17 (+3)
  16 (+3)
  Saving Throws Dex +10, Int +6
  Skills Acrobatics +15 (advantage), Athletics +7, Deception +14, 
  Insight +8, Intimidation +4 (advantage), Perception +8, 
  Performance +9, Stealth +10
  Tools disguise kit, poisoner’s kit, thieves’ tools
  Damage Resistances acid, bludgeoning, piercing, slashing
  Condition Immunities disease, poisoned
  Senses passive Perception 18
  Languages Ropa, Soburi (Common)
  Challenge 13 (10,000 XP)
  Background Feature: Shinobi – Blend In. Vega is able to 
  craft a disguise in 1 minute so long as suitable materials are 
  available. Spending an hour or more crafting a disguise grants 
  him advantage on the check. This disguise allows Vega to blend in 
  with his surroundings like camouflage, allowing him to hide without cover in 
  a specific 5 foot square chosen at the time he creates the disguise. Vega must 
  be familiar with the location and have appropriate materials on hand (foliage, 
  paint, canvas, etc.) to create this disguise. Once created the disguise weighs 
  5 lbs. and can be donned as an action or removed as a bonus action.
  Cunning Action. Vega can take a bonus action on each of his turns in combat 
  to take the Dash, Disengage, or Hide action, to make a Dexterity (Sleight of Hand) 
  check, use his thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
   
  While wearing his mask he is able to use his Cunning Action to make a Charisma (Deception) check 
  opposed by the Wisdom (Insight) check of a creature within 15 feet. If he succeeds, he gains advantage 
  against the target and may deal sneak attack damage to it (even if Vega has already dealt sneak attack 
  damage that turn).
  Evasion. If Vega 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 (11 points). 
  • Patient Defense. Vega can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Vega can spend 1 ki point as a bonus action on his turn to double his jump distance for 
  the turn.
  • Stunning Attack. Vega can spend 1 ki point to attempt to stun a creature he hits with a melee weapon  
  attack (DC 16 Constitution saving throw or be stunned until the end of his next turn).
  Sneak Attack 3d6 (1/turn). Vega deals an extra 10 (3d6) damage when he hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated 
  and he doesn’t have disadvantage on the attack roll.
  Stance of the Tiger’s Claw (3). Vega gains advantage on checks made to disarm a foe or avoid being 
  disarmed. In addition, he may roar as a bonus action to give enemies within 20 feet of him the frightened 
  condition for 1d4 rounds; a DC 16 Wisdom saving throw resists the effect. He cannot use this feature again 
  until he has completed a long rest.
  Stance of the Striking Serpent (3). Vega has advantage on saves to avoid the prone condition and creatures 
  are at disadvantage to resist his attempts to grant them the prone condition.
  Unarmored Movement. Vega is able to move along vertical surfaces and across liquids on his turn without 
  falling during the move.
  ACTIONS
  Multiattack. Vega attacks twice (if attacking unarmed he can spend his bonus action to attack a third time 
  or his bonus action and 1 ki to attack a third and fourth time).
  Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (1d10+2d8+10) magical 
  bludgeoning, piercing, and slashing damage.
  REACTIONS
  Deflect Missile. Vega can spend his reaction to strike a missile when he is hit by a ranged weapon attack, 
  reducing its damage by 24 (1d10+2d8+10).
  Uncanny Dodge. When an attacker that Vega can see hits him with an attack, he can use his reaction to halve 
  the attack’s damage against him.
  
  49
  Zangief
  Large humanoid (ropaoe), neutral barbarian 16
  Armor Class 16 (Constitution, enormous, martial arts stance)
  Hit Points 182 (16d12+80)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  20 (+5)
  15 (+2) 20 (+5) 11 (+0) 14 (+2)
  13 (+1) 9 (-1)
  15 (+2)
  Saving Throws Str +10, Con +10
  Skills Athletics +10 (advantage to grapple), Deception +6 (never 
  disadvantage), Insight +7, Intimidation +6 (never disadvantage), 
  Perception +7 
  Damage Resistances acid; bludgeoning, piercing, slashing (when raging)
  Condition Immunities charmed, frightened (when raging)
  Senses passive Perception 17
  Languages Ropaeo, Soburin (Common)
  Challenge 13 (10,000 XP)
  Danger Sense. Zangief 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.
  Feat: Tavern Brawler. When Zangief 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.
  Feral Instinct. Zangief 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.
  Intimidating Presence. Zangief can use his action to frighten someone with his menacing presence. When 
  he does so, he chooses one creature within 30 feet that he can see. If the creature can see or hear Zangief, it 
  must succeed on a DC 15 Wisdom saving throw or be frightened of Zangief until the end of his next turn. On 
  subsequent turns, Zangief can use his action to extend the duration of this effect on the frightened creature 
  until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 
  feet away from Zangief. If the creature succeeds on its saving throw, Zangief can’t use this feature on that 
  creature again for 24 hours.
  Rage (5/long rest). On his turn, Zangief 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. 
  • He can make a single melee weapon attack as a bonus action on each of his turns.
  • When he makes a melee weapon attack using Strength, he gains a +4 bonus to the damage roll.
   
  His rage lasts for 1 minute after which he gains 1 level of exhaustion. It ends early if Zangief 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. Zangief can also end his rage on his turn as a bonus action.
  Reckless Attack. When Zangief make 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.
  Relentless Rage. If Zangief drops to 0 hit points while he’s raging and doesn’t die outright, he can make a 
  DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature 
  after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
  Stance of Breaking Stone (2).
  ACTIONS
  Multiattack. Zangief attacks twice. He can roll two additional weapon damage die when determining the extra 
  damage for a critical hit with a melee attack. 
  Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 
  3 (1d6) acid damage. When raging, Zangief deals 4 additional damage on each successful hit.
  Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 
  5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this 
  feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the 
  damage he deals to each target.
  Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a 
  dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage 
  and is prone. A DC 18 Strength saving throw reduces this damage by half.
  REACTIONS
  Retaliation. When Zangief takes damage from a creature that is within 5 feet of him, he can use his reaction to 
  make a melee weapon attack against that creature.
  
  50
  SPECIAL CHALLENGER: Aku
  Colossal fiend, neutral evil
  Armor Class 19 (natural)
  Hit Points 247 (15d20+110)
  Speed 50 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity Haitoku
  22 (+6) 22 (+6) 22 (+6) 21 (+5) 19 (+4) 19 (+4) 4 (-3)
  24 (+7)
  Skills Arcana +12, Deception +11, History +12, Insight +11, Intimidation +11, Perception +11, 
  Persuasion +11, Religion +11, Stealth +13
  Damage Vulnerabilities bludgeoning, piercing, 
  and slashing from divine magical weapons
  Damage Resistances acid, cold, fire, 
  lightning, thunder; bludgeoning, piercing, 
  and slashing from non-divine magical weapons
  Damage Immunities bludgeoning, piercing, 
  and slashing from nonmagical weapons or 
  non-divine magical weapons
  Condition Immunities Mists of Akuma
  Senses darkvision 300 ft., passive Perception 21
  Languages any seven languages
  Challenge 24 (62,000 XP)
  Amorphous. Aku can move through a space as 
  narrow as 1 inch wide without squeezing.
  Color Scheme. Aku typically uses 
  polymorph to change into the following 
  forms: amorphous darkness (as darkness 
  and gaseous form), bird, cannonball, 
  cloud, doppelganger, dragon, frog, fish, 
  giant beetle, giant spider, goat, gorilla, 
  human, imperial dragon, kraken, manta ray, 
  mouse, pacman, praying mantis, scorpion, 
  snake, spiked tubeworm, squid, swarm of 
  humanoids. Whatever form he takes, he 
  always remains red, black, and green, and 
  his reflection always shows his true form.
  Corruption. Aku may spend an action to transform 
  up to 3 creatures he can see, forcing them to make a 
  DC 20 Constitution saving throw or be changed. The creatures 
  gain the adeddo-oni templateMoA and increase up to 3 categories 
  in size, gaining both a +4 bonus to Strength and Constitution as 
  well as a +1d4 bonus to damage for its natural attacks for every 
  size increase (to a maximum ability score of 22 and +4d4 damage).
  When a corrupted creature dies, it transforms back to its original 
  form. In addition, Aku can spend 1 hour creating a contagion, 
  device, or song able to utilize this feature.
  Immortality. Aku is immune to the effects of 
  aging and requires no sustenance. Aku 
  is also able to spend an action to 
  impart immortality on a creature. 
  After using this feature 3 times, 
  Aku requires a long rest before 
  he can use it again.
  Interstellar Travel. Aku is capable 
  of interstellar travel, well beyond 
  the speed of light.
  This dope
  illustration
  of aku by
  Dark337!
  
  51
  Magic Resistance. Aku has advantage on saving throws against arcane spells and other arcane 
  magical effects.
  Mimicry. Aku can mimic animal sounds and humanoid voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 21 Wisdom (Insight) check.
  Object Creation. When Aku casts creation he may use it to make gold and other objects of 
  exceptional value.
  Possession (Recharge 6). Aku can spit on a creature within 40 feet, forcing it to make a DC 19 
  Charisma saving throw or be possessed by Aku, taking on his appearance and personality as the 
  target becomes incapacitated and loses control of its body. Aku now controls the body but doesn’t 
  deprive the target of awareness. Aku gains access to the target’s class features and proficiencies 
  but not knowledge. Creatures that were begat by Aku receive no saving throw.
   
  The possession lasts until the body drops to 0 hit points, Aku ends it as a bonus action, or Aku 
  is turned or forced out by an effect like the dispel evil and good spell. The target is immune to Aku’s 
  Possession for 24 hours after succeeding on the saving throw or after the possession ends.
  Precognitive Dreams. Aku sometimes receives premonitions of his future through dreams.
  Reducing Form. Aku reduces in size by one category for every 50 points of damage he takes, 
  reducing his reach by 5 feet each time.
  Spellcasting. Aku is a 24th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, 
  +12 to hit with spell attacks). Aku can cast animate dead, creation, polymorph, scrying, and 
  telekinesis at will and he has the following wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
  1st level (4 slots): detect magic, magic missile, primal burstMoA, thunderwave
  2nd level (4 slots): detect thoughts, flame blade, mirror image, misty step
  3rd level (4 slots): counterspell, fear, fireball, lightning bolt
  4th level (4 slots): banishment, ice storm, stone shape, wall of fire
  5th level (4 slots): cone of cold, cloudkill, sphere of seasonsMoA, wall of force
  6th level (3 slots): chain lightning, globe of invulnerability, move earth
  7th level (3 slots): force cage, reverse gravity, teleport
  8th level (3 slot): control weather, earthquake, incendiary cloud
  9th level (2 slot): storm of vengeance, time stop
  Time Portal (1/long rest). Aku can spend an action to create a portal that sends any objects or 
  creatures thrown into it forward through time by 3d100 years. 
  A time portal created by Aku remains open for 5 minutes 
  unless he expends an additional action fortifying it (in which 
  case it can last indefinitely and also allow for creatures to 
  return to the point in time that the portal was created).
  ACTIONS
  Multiattack. Aku casts one spell and attacks with his eye 
  beams or makes four unarmed strikes and attacks with 
  his eye beams.
  Unarmed Strike. Melee Weapon Attack: +13 to hit, 
  reach 50 ft., one target. Hit: 18 (4d6+6) magical 
  bludgeoning, necrotic, piercing, or slashing damage.
  Eye Beams. Ranged Weapon Attack: +13 to hit, 
  range 500 ft., two eye beams that can each target 
  one creature. Hit: 65 (10d12) fire, force, lightning, 
  or slashing damage. Instead of dealing damage, 
  Aku can cause a target to make a DC 19 Wisdom 
  saving throw or be harmlessly teleported to a point
   within his sight. Alternatively Aku can restore 
  12d6+5 hit points to a creature.
  REACTIONS
  Concentrated Regeneration. Aku can spend a 
  reaction to regain 30 hit points at the start of his turn. 
  If Aku takes damage from a divine source, he cannot 
  activate this feature at the start of his next turn. Aku 
  dies only if he starts his turn with 0 hit points and 
  doesn’t regenerate.
  
  52
  SPECIAL CHALLENGER: Samurai Jack
  Medium humanoid (Soburi), lawful good paladin (samurai) 20
  Armor Class 20 (haramaki, martial arts stance, swordmaster)
  Hit Points 170 (20d8+80)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  19 (+4)
  20 (+5)
  19 (+4)
  18 (+4)
  21 (+5)
  20 (+5)
  20 (+5)
  5 (-3)
  Saving Throws Wisdom +17, Charisma +11 (+5 to all while conscious)
  Skills Acrobatics +11 (advantage), Athletics +10 (advantage to jump), Culture +11, Insight +11, Medicine +11, 
  Persuasion +11
  Tools gaming set, herbalism kit
  Damage Resistances piercing
  Condition Immunities disease, exhaustion, frightened
  Senses passive Perception 15
  Languages Common (Soburi), Ceram, Ropa
  Challenge 17 (18,000 XP)
  Ancestral Weapon: Katana. Samurai Jack treats his katana with the same reverence he would a holy book 
  or symbol. Accordingly, he never willingly parts with his ancestral weapon—he may not sell it, lend it to others, 
  or otherwise abandon it. If for any reason his ancestral weapon is taken from him, he must do everything in his 
  power to recover it.
  • Samurai Jack’s katana grants a +3 bonus to attack and damage. It is a divine magical weapon.
  • The first time he attacks with his ancestral weapon on each of his turns, Samurai Jack can transfer some or 
  all of his weapon’s bonus to attack and damage to his Armor Class instead.
  • When Samurai Jack scores a critical hit with his ancestral weapon, his bonus to damage is doubled.
  • Samurai Jack’s katana deals an additional 1d4 psychic damage. This damage multiplies on a critical hit.
  Aura of Protection. Whenever Samurai Jack or a friendly creature within 30 feet of him must make a saving 
  throw, the creature gains a +5 bonus to the saving throw. He must be conscious to grant this bonus.
  Aura of Courage. Samurai Jack and friendly creatures within 30 feet of him can’t be frightened while he is 
  conscious.
  Cleansing Touch (5/long rest). Samurai Jack can use his action to end one spell on himself or on one willing 
  creature that he touches.
  Divine Sense (6/long rest). As an action, until the 
  end of his next turn Samurai Jack knows the location 
  of any celestial, fiend, or undead within 60 feet 
  of her that is not behind total cover. He 
  knows the type (celestial, fiend, or undead) 
  of any being whose presence 
  he senses, but not its identity. Within the 
  same radius, he also detects the 
  presence of any place or object 
  that has been consecrated or 
  desecrated, as with the hallow spell.
  Enjin Leaper. Samurai Jack’s training 
  with a tribe of ape people granted him 
  their incredible ability for leaping. He 
  gains advantage on Athletics checks 
  made to jump and doubles the distance 
  of any jumps he makes.
  Fighting Style: Great Weapon Fighting. 
  When Samurai Jack rolls a 1 or 2 on a 
  damage die for an attack he makes 
  with a melee weapon that he is 
  wielding with two hands, he 
  can reroll the die and 
  must use the 
  new roll. The weapon must 
  have the two-handed or 
  versatile property for him 
  to gain this benefit.
  Awesome 
  samurai Jack
  art by 
  Broneill95!
  
  53
  Honor Challenge (1/short rest). As 
  a bonus action, Samurai Jack can 
  shout out an Honor Challenge against 
  an enemy creature he can see. Until 
  combat ends or either he or his target 
  gains the incapacitated condition, he 
  receives immunity to all damage from 
  attacks and spells made by creatures 
  other than the target of his Honor 
  Challenge, and resistance to damage 
  from attacks and spells made by the 
  target of his Honor Challenge. Any 
  attacks Samurai Jack makes against 
  creatures other than the target of his 
  Honor Challenge deal half damage 
  and are made at disadvantage.
  Improved Divine Smite. When 
  Samurai Jack hits a creature with a 
  melee weapon attack, he can expend 
  one spell slot to deal radiant damage 
  to the target (3d8 if a fiend or 
  undead), in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for 
  each spell level higher than 1st, to a maximum of 5d8. 
  Lay on Hands (100 points). As an action, Samurai Jack can touch a creature and restore a number of hit 
  points to that creature, up to the maximum amount remaining in this pool. Alternatively, he can expend 5 hit 
  points to cure the target of one disease or neutralize one poison affecting it.
  Spellcasting. Samurai Jack is a 20th-level spellcaster that uses Charisma as his spellcasting ability (spell 
  save DC 19; +11 to hit with spell attacks). Samurai Jack has the following spells prepared from the paladin 
  spell list:
  1st-level (4 slots): bless, cure wounds, expeditious retreat, heroism, protection from evil and good, purify 
  food and drink, shield of faith
  2nd-level (3 slots): aid, blade attraction, protection from poison, strike within & without, zone of truth
  3rd-level (3 slots): daylight, dispel magic, ghost needle, haste, remove curse
  4th-level (3 slots): banishment, death ward, locate creature, resilient sphere
  5th-level (2 slots): dispel evil and good, geas, legend lore, raise dead
  Stance of the Striking Serpent (3). Samurai Jack’s unarmed strikes deal an additional 1d8 piercing damage, 
  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.
  Unarmed Savant. Samurai Jack’s unarmed strike damage increases by one step (to 1d4) due to his soburi 
  heritage and he gains proficiency in the Athletics skill.
  ACTIONS
  Multiattack. Samurai Jack makes two attacks.
  Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d4+1d8+4) bludgeoning 
  and piercing damage.
  Ancestral Katana. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) magical 
  slashing damage plus 4 (1d8) radiant damage and 2 (1d4) psychic damage. When Samurai Jack scores a 
  critical hit that kills his opponent, he may make another attack against a target within his reach as part of the 
  same action.
  Dashing Strike (5/long rest). As an action, Samurai Jack may make a single attack against a foe in between 
  using his movement. This movement must be in a straight line, and take Samurai Jack through the space of 
  the target of their attack. Regardless of if the attack hits, this movement doesn’t provoke opportunity attacks. If 
  Samurai Jack’s attack hits and their movement both begins and ends outside of the target’s reach, this attack 
  is a critical hit.
  Iaijutsu Strike (1/short rest). As an action, Samurai Jack can draw his weapon and attack with it. This attack 
  deals 27 (6d8) additional damage.
  REACTIONS
  Swordmaster (Feat). When an enemy would provoke an opportunity attack, Samurai Jack may spend his 
  reaction to move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
  Swordmaster (Feat). While wielding a katana, Samurai Jack can use his reaction to cut a missile in twain 
  when he is hit by a ranged weapon attack, reducing its damage by 19 (1d12+1d8+1d4+6).
  
  54
  After stumbling into this awesome homebrew...
  
  55
  SPECIAL CHALLENGER: Shun Di (Virtua Fighter 4)
  Medium humanoid (human, soburi), neutral good monk 15
  Armor Class 22 (Wisdom, martial arts stance)
  Hit Points 127 (15d8+60)
  Speed 55 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  12 (+1)
  20 (+5)
  19 (+4)
  13 (+1)
  19 (+4)
  14 (+2)
  8 (-1)
  13 (+1)
  Saving Throws Str +6, Dex +10
  Skills Athletics +6, History +6, Insight +9, Survival +9 
  Tools brewer’s supplies
  Damage Resistances bludgeoning
  Senses passive Perception 14
  Languages Soburi (Common), Ropa
  Challenge 11 (7,200 XP)
  Outlander Background Feature: Wanderer. 
  Shun Di can always recall the general layout of 
  terrain, settlements, and other features around 
  him.
  Bonus Proficiencies. Shun Di treats improvised 
  weapons as monk weapons.
  Down in the Dirt. While prone Shun Di’s melee 
  attacks don’t have disadvantage and enemy 
  melee attacks against him don’t have advantage. 
  In addition, standing up costs him 10 feet of 
  movement.
  Drunken Technique: Teetering Monkey Rush. 
  As an action, Shun Di gains the ability to move 
  through the space of other creatures until the end 
  of his turn. When he moves through the space 
  of a Large or smaller creature in this manner he 
  may choose to spend 1 ki point. That creature 
  must then succeed on a Strength saving throw or 
  take 1d10 magical bludgeoning damage and be 
  knocked prone. On a successful save the creature 
  takes half damage and is not knocked prone. Shun 
  Di may choose to spend ki in this way for each 
  creature he passes through. He cannot end his 
  move in another creature’s space.
  Evasion. If Shun Di is subjected to an effect that 
  allows him to make a Dexterity saving throw to 
  take only half damage, he instead takes no 
  damage if he succeeds on the saving throw, and 
  only half damage if he fails.
  Hollow Body, Sloshing Belly. As a bonus action 
  on his turn, Shun Di can spend 1 ki point to induce 
  a drunk-like state in himself and begin sloshing. 
  His sloshing lasts for 5 minutes, ending early if he 
  is knocked unconscious. Once Shun Di has used 
  this feature 3 times, he cannot use it again until he 
  finishes a short or long rest. While sloshing, he 
  gains the following effects:
  • When he starts sloshing, he gains 11 temporary 
  hit points.
  • Shun Di has advantage on Dexterity saving 
  throws.
  • Shun Di has advantage on advantage on  
  opportunity attacks and opportunity attacks 
  against him have disadvantage.
  • Shun Di makes Wisdom checks and saving 
  throws with disadvantage.
  • Shun Di is able to perform drunken techniques 
  only while sloshing.
  Ki (15 points). 
  • Diamond Soul. Whenever Shun Di makes a saving 
  throw and fails, he can spend 1 ki point to reroll it and 
  take the second result.
  • Drunken Technique: Spill the Cup. When Shun Di 
  would take damage he can use his reaction and spend 
  1 ki point to half the damage and fall prone. This  
  technique cannot reduce psychic damage, and  
  cannot be used if he is already prone.
  • Patient Defense. Shun Di can spend 1 ki point to take 
  the Dodge action as a bonus action on his turn.
  • Step of the Wind. Shun Di can spend 1 ki point to 
  take the Disengage or Dash action as a bonus action 
  on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Shun Di can spend 1 ki point to 
  attempt to stun a creature she hits with a melee  
  weapon attack. The target must succeed on a  
  DC 18 Constitution saving throw or be stunned  
  until the end of his next turn.
  Stance of the Stout Boar (3). Shun Di may ignore 
  nonmagical difficult terrain or terrain movement costs 
  (such as from climbing or swimming) so long as all his 
  movement is in a straight line and ends with him making 
  a melee weapon attack, and he has advantage on saving 
  throws against effects or spells that would cause him to 
  move.
  Stillness of Mind. As an action, Shun Di can end one 
  effect on himself that is causing him to be charmed or 
  frightened.
  Tongue of the Sun and Moon. Shun Di understands 
  all spoken languages. Moreover, any creature that can 
  understand a language can understand what he says.
  Unarmored Movement. Shun Di is able to move along 
  vertical surfaces and across liquids on his turn without 
  falling during the move.
  ACTIONS
  Multiattack. Shun-Di attacks twice on his turn (if  
  attacking unarmed he can spend his bonus action to  
  attack a third time or his bonus action and 1 ki to attack  
  a third and fourth time).
  Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 15 (1d10+1d8+5) magical bludgeoning 
  damage.
  REACTIONS
  Deflect Missile. Shun Di can spend his reaction to strike 
  a missile when he is hit by a ranged weapon attack,  
  reducing its damage by 15 (1d10+1d8+5).
  Drunken Technique: Grasshopper Rises Early. While 
  prone Shun Di can use his reaction and spend 1 ki point 
  to immediately stand up. Each creature within 5 feet of 
  him must make a Dexterity saving throw or be knocked 
  prone. If he would hit a creature that is already prone,  
  it takes damage equal to 2d10 magical bludgeoning  
  damage.
  Slow Fall. Shun Di can use his reaction when he falls 
  to reduce any falling damage he takes by 75.
  
  56
  SPECIAL CHALLENGER: Afro Samurai
  Medium humanoid, lawful good 
  Armor Class 19
  Hit Points 116 (7d8+6d10+52)
  Speed 50 ft., triple jump distance
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  18 (+4)
  20 (+5)
  19 (+4)
  15 (+2)
  18 (+4)
  11 (+0)
  20 (+5)
  18 (+4)
  Saving Throws Wisdom +9, Charisma +5 (+1 to all while conscious)
  Skills Acrobatics +10, Athletics +9, Insight +9, Perception +9, Stealth +10
  Condition Immunities disease
  Senses passive Perception 19
  Challenge 17 (18,000 XP)
  Action Surge (1/short rest). On his turn, Afro Samurai can take an additional action on top of his regular 
  action and a possible bonus action.
  Ancestral Weapon: Katana. The first time Afro Samurai attacks with his ancestral weapon on each of his 
  turns, he can transfer 2 points from attack and damage to his Armor Class instead.
  Divine Smite. When Afro Samurai hits a creature with a melee weapon attack, he can expend one spell slot 
  to deal radiant damage to the target (3d8 if a fiend or undead), in addition to the weapon’s damage. The extra 
  damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
  Feat: Mobility. When Afro Samurai uses the Dash action difficult terrain doesn’t cost him extra movement on 
  that turn and when he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from 
  that creature for the rest of the turn (whether he hits or not).
  Feat: Sentinel. When Afro Samurai hits a creature with an opportunity attack, the creature’s speed becomes 
  0 for the rest of the turn. Creatures within 5 feet of Afro Samurai provoke opportunity attacks from him even if 
  they take the Disengage action before leaving his reach. Finally, when a creature within 5 feet of Afro Samurai 
  makes an attack against a target other than him (and that target doesn’t have this feat), he can use his reaction 
  to make a melee weapon attack against the attacking creature.
  Fighting Spirit. As a bonus action on Afro Samurai’s turn he can gain advantage on all attack rolls and 
  resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of his next turn.
  Lay on Hands (35 points). As an action, Afro Samurai can touch a 
  creature and restore a number of hit points 
  to that creature, up to the maximum amount 
  remaining in this pool. Alternatively, he can 
  expend 5 hit points to cure the target of 
  one disease or neutralize one poison 
  affecting it. 
   
  In addition, once during combat 
  he may regain 1d10+6 hit points as a 
  bonus action.
  Number #2 Headband. Afro 
  Samurai can cast feather 
  fall and jump at will and 
  gains 2 additional 
  reactions each turn.
  Relentless Endurance. 
  When Afro Samurai is 
  reduced to 0 hit points but 
  not killed outright, he can drop to 
  1 hit point instead. He can’t use 
  this feature again until he 
  finishes a long rest.
  
  57
  Spellcasting. Afro Samurai is a 7th-level spellcaster that uses Charisma as his spellcasting ability (spell save 
  DC 14; +6 to hit with spell attacks). Afro Samurai has the following spells prepared from the paladin spell list:
  1st-level (4 slots): bless, expeditious retreat, heroism, shield of faith
  2nd-level (3 slots): aid, blade attraction, strike within & without, zone of truth
  ACTIONS
  Multiattack. Afro Samurai makes three attacks.
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
  Ancestral Katana. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (1d12+2d6+6) magical 
  slashing damage. Afro Samurai can choose to attack with only a +6 bonus to deal +10 damage.
  Critical Hits. Afro Samurai has a variety of abilities that activate when he scores a critical hit (which occurs on 
  a roll of 15-20 while he is wielding a sword):
  • On Afro Samurai’s turn, when he scores a critical hit with a melee weapon or reduce a creature to 0 hit 
  points with one, he can make one melee weapon attack as a bonus action.
  • When Afro Samurai scores a critical hit that kills his opponent, he may make another attack against a target 
  within his reach as part of the same action.
  • Each time Afro Samurai scores a critical hit with his ancestral weapon, his target takes 2 damage at the start 
  of his turn every round until the wound is stanched with a successful DC 13 Wisdom (Medicine) check or the 
  target receives magical healing.
  Dashing Strike. Afro Samurai can Dash as a bonus action. If he moves in a straight line (taking him through 
  the space of the target of his attack) and attacks once in between using his movement, as long as his 
  movement begins and ends outside of the target's reach and he would normally hit the attack becomes a 
  critical hit. 
  Iaijutsu Strike. If Afro Samurai scores a hit on his initial attack in the same turn he first draws his weapon in a 
  combat, the attack deals 23 (5d8) additional damage.
  Feat: Charger. When Afro Samurai 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, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack 
  and hit) or pushes the target up to 10 feet away from him (if he chose to shove and succeeds).
  REACTIONS
  Feat: Swordmaster. When an enemy would provoke an opportunity attack, Afro Samurai may spend his 
  reaction to move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
   
  In addition while wielding a katana, Afro Samurai can use his reaction to cut a missile in twain when he 
  is hit by a ranged weapon attack, reducing its damage by 19 (1d12+2d6+6).
  
  58
  SPECIAL CHALLENGER: Jinno
  Medium humanoid (soburi), lawful evil fighter 18
  Armor Class 18 (plating augmetic, Dual Wielder)
  Hit Points 202 (18d10+90)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  Dignity
  Haitoku
  20 (+5)
  20 (+5)
  20 (+5)
  13 (+1)
  11 (+0)
  11 (+0)
  5 (-3)
  20 (+5)
  Saving Throws Str +11, Con +11
  Skills Athletics +11, Insight +6, Intimidation +11, Survival +6
  Condition Immunities exhaustion
  Senses darkvision 90 ft., passive Perception 10
  Languages Soburi
  Challenge 14 (11,500 XP)
  Action Surge (2/short rest). On his turn, Jinno can take one additional 
  action on top of his regular action and a possible bonus action, but only 
  once on the same turn.
  Augmetic Overcharge (1/long rest). Jinno may spend a bonus action 
  to overcharge all of his augmetics. Any abilities or bonuses they 
  grant have their effects doubled for 6 rounds (as follows):
  • Electrolenses. Darkvision 180 ft.
  • Energized Pylon. +18 temporary hit points, +1 to Constitution modifier
  • Plating. AC +2
  • Steam Arm. +1 to attack, damage, Strength checks,  
  Strength saving throws
  • Steam Leg. AC +1, speed +10 ft., +1 to Dexterity checks,  
  +1 to Dexterity saving throws
  • Telescopic Arm. Reach 15 ft.
  Feat: Charger. When Jinno 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, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or 
  pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
  Feat: Dual Wielder. Jinno gains a +1 bonus to AC while he is wielding a separate melee weapon in each 
  hand, he can use two-weapon fighting even when the one handed melee weapons he is wielding aren’t light, 
  and he can draw or stow two one-handed weapons when he would normally be able to draw or stow only one.
  Feat: Mobile. When Jinno uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. 
  When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature 
  for the rest of the turn, whether he hits or not.
  High Haitoku. Jinno ignores the first 3 points of damage from attacks and spells.
  Indomitable (3/long rest). Jinno can reroll a saving throw that he fails. If he does so, he must use the new roll. 
  Second Wind (1/short rest). On Jinno’s turn, he can use a bonus action to regain 1d10 + 18 hit points. 
  ACTIONS
  Multiattack. Jinno attacks three times (four times with a bonus action).
  Katanas. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) slashing damage.
  Unarmed. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) bludgeoning damage.
  Feat: Swordmaster. When Jinno is wielding a katana and scores a critical hit that kills his opponent, he may 
  make another attack against a target within his reach as part of the same action.
  REACTIONS
  Feat: Duelist. Jinno can use his reaction to add +6 to his AC for that attack, potentially causing the attack to 
  miss him.
  Feat: Swordmaster. When an enemy would provoke an opportunity attack, Jinno may spend his reaction to 
  move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
  In addition while wielding a katana, Jinno can use his reaction to cut a missile in twain when he is hit by a 
  ranged weapon attack, reducing its damage by 11 (1d10+5).
  AUGMETICS (can be targeted by attacks, all AC 24)
  Electrolens Augmetic (2; 20 hp each). Darkvision 90 feet.
  Energized Pylon Augmetic (30 hp). Constitution +2.
  Plating Augmetic (30 hp). AC +2.
  Steam Arm Augmetic (30 hp). Strength +2. 
  Steam Leg Augmetic (30 hp). Dexterity +2, speed +10 ft., unarmed strike 1d8 bludgeoning damage.
  Telescopic Arm Augmetic (30 hp). Reach +5 ft., unarmed strike 1d8 bludgeoning damage.
  
  59
  
  60
  SPECIAL CHALLENGER: Protoman
  Medium humanoid (android, hyper), chaotic neutral fighter 6 / rogue 3 [HS 4; hypernaut 1/meganaut 1]
  Armor Class 18 (studded leather, shield)
  Hit Points 96 (7d10+3d8+35)
  Speed 45 ft., climb 45 ft. (running jump +5 ft.)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 19 (+4) 17 (+3) 18 (+4) 14 (+2) 12 (+1)
  Saving Throws Dex +10, Int +10
  Skills Acrobatics +12, Athletics +12, Perception +6, 
  Survival +6, Technology +6
  Damage Vulnerabilities lightning
  Damage Resistances poison, psychic
  Condition Immunities charmed, deafened, frightened, 
  poisoned, radiation, stunned
  Senses darkvision 60 ft., passive Perception 16
  Languages Binary, Common
  Challenge 11 (7,200 XP)
  Action Surge (1/short rest). On his turn, Protoman 
  can take an additional action on top of his regular 
  action and a possible bonus action.
  Cunning Action. Protoman can take a bonus action 
  on each of his turns in combat to take the Dash, 
  Disengage, or Hide action, to make a Dexterity 
  (Sleight of Hand) check, use his thieves’ tools to 
  disarm a trap or open a lock, or take the Use an Object action.
  Cybertech. Protoman has advantage on Strength checks 
  using his arms.
  Feat: Mobile. When Protoman uses the Dash action, 
  difficult terrain doesn’t cost him extra movement on that turn. 
  When he makes a melee attack against a creature, he doesn’t 
  provoke opportunity attacks from that creature for the rest of 
  the turn, whether he hits or not.
  Hypernaut Power: Variable Weapon System. Protoman 
  may copy the weapon schematics of defeated constructs 
  and androids, able to utilize a copied feature 6 times 
  before running out of charges (for copied attacks, these 
  are 1 round increments). To copy a defeated enemy’s 
  weapon schematics, Protoman must spend an action 
  and succeed on a DC 12 Hyper check (he has a 
  +2 bonus). He may store up to 4 different copied 
  features at a time, each with its own set of charges. Switching between weapons is a bonus 
  action. Protoman regains expended charges after completing a long rest. Below are some examples 
  of copied weapons (as a rule of thumb, a copied weapon should deal 1d6 per point of proficiency bonus for 
  energy plus a condition effect, 1d8 per point of proficiency bonus for energy, or 2d6 per point of proficiency 
  bonus for weapon damage):
  • Cutting Blades. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 
  feet. On a successful hit, the target takes 49 (12d6+7) slashing damage.
  • Flame Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 
  feet. On a successful hit, the target takes 34 (6d8+7) fire damage.
  • Ice Blast. As an action, Protoman makes one ranged weapon attack (+9) against a target within 200 feet. 
  On a successful hit, the target takes 28 (6d6+7) cold damage and makes a DC 18 Constitution saving throw 
  or is stunned for 1 round.
  • Leaf Shield. As a reaction, Protoman can create a shield of leaves that encircle him. These leaves have  
  12 hit points and any damage he would take before the end of his next turn is subtracted first from this  
  pool of hit points. 
  • Strong Throw. As an action, Protoman rips out a huge chunk of rock from the ground and makes  
  one ranged weapon attack (+9) against a target within 100 feet. On a successful hit, the target takes  
  49 (12d6+7) bludgeoning damage.
  • Tornado Slide. As an action, Protoman moves his Speed. During this movement Protoman is able to travel 
  through the squares of creatures as if they were not difficult terrain and he does not provoke opportunity
  
  61
  attacks. Any creature in a square he travels through must make a DC 18 Strength saving throw. On a 
  failure, a target takes 21 (6d6) bludgeoning damage and is flung up 20 feet away in a random direction 
  and is knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) 
  bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature 
  must succeed on a DC 18 Dexterity saving throw or takes the same damage and be knocked prone. If the 
  saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked 
  prone.
  Hyper Initiative. Protoman has advantage on Initiative checks.
  Hyper Mortality. Protoman has advantage on Death saves.
  Hyper Vitality (1/short rest). When Protoman is reduced to 0 HP, he regains 10 hit points as a reaction.
  Second Wind (1/short rest). On his turn, Protoman can use a bonus action to regain 1d10+6 hit points.
  Sneak Attack 2d6 (1/turn). Protoman deals an extra 7 (2d6) damage when he hits a target with a weapon 
  attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t 
  incapacitated and he doesn’t have disadvantage on the attack roll.
  ACTIONS
  Multiattack. Protoman attacks three times (and can autofire with a bonus action to attack with his plasma 
  cannon again with disadvantage).
  Unarmed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
  Plasma Cannon. Ranged Weapon Attack: +14 to hit, range 50/200, one target. Hit: 14 (2d6+7) force damage. 
  Plasma Cannon (Overcharge all attacks for 1 round). Ranged Weapon Attack: +9 to hit, range 50/200, one 
  target. Hit: 24 (2d6+17) force damage. 
  Big Bang Strike. As an action, Protoman charges up his plasma cannon. At the end of the round he 
  makes one ranged weapon attack (+9) against a target within 400 feet. On a successful hit, the target takes 
  70 (8d6+38) force damage. Regardless of whether or not the attack hits, Protoman takes 18 (6d4) damage.
  Feat: Sharpshooter. Protoman doesn’t have disadvantage when attacking at long range, and his ranged 
  weapon attacks ignore half cover and three-quarters cover. 
  Improved Critical. Protoman’s weapon attacks score a critical hit on a roll of 19 or 20.
  
  62
  ABEL’S SAMBO GI
  Wondrous item, legendary
  Abel’s attire has gradually absorbed some of 
  his spent ki, granting whomever dons it the 
  knowledge of potent combat techniques. While 
  wearing Abel’s sambo gi, you are able to use 
  fighting style features with your unarmed strike. 
  You also gain the following benefits:
  Marseiyu Rolling. If you spend 1 ki to Dash 
  as a bonus action, you may travel through the 
  squares of other creatures and do not treat 
  squares occupied by a creature as difficult 
  terrain.
  Sky Fall. When a creature is in the air (either 
  jumping or flying) and within your reach, you 
  may spend your reaction to make an unarmed 
  strike against them, grappling the target on a 
  successful hit.
  Tornado Throw. You may use your action to 
  throw a creature grappled by you. The target 
  is thrown 1d4 times 10 feet and lands prone. 
  If a thrown target strikes an object, such 
  as a wall or floor, the target takes 1d6
  bludgeoning damage for every 10 feet it was 
  thrown. If the target is thrown at another 
  creature, that creature must succeed on a 
  Dexterity saving throw (DC 8 + your proficiency 
  bonus + your Strength modifier) or takes the 
  same damage and be knocked prone. If the 
  saving throw is successful, the second target 
  takes half the bludgeoning damage and isn’t 
  knocked prone.
  AKUMA’S HAITOKU BEADS
  Wondrous item, legendary (requires attunement)
  These dark wooden beads have been used by 
  Akuma to focus prayers and spiritual energy 
  for decades, rapidly instilled with fell power by 
  the shed blood of his enemies. Haitoku prayer 
  beads have 8 prayer points; Akuma has attuned 
  them to grant sacred armor (2 points), sacred 
  skill Perception (2 points), and sacred strike x2 
  (4 points). In addition, a creature wearing this 
  item gains the following features:
  Shakunetsu Hadoken (Scorching Heat 
  Surge Fist). If you know the eldritch blasts 
  cantrip, you are able to use it in conjunction 
  with the Fury of Blows monk feature (gaining 
  two additional eldritch blasts as a bonus 
  action) though when doing so all of your 
  beams must target the same creature and 
  you deal fire and necrotic damage instead 
  of force damage. Once you have used this 
  feature, you cannot do so again for 1 minute 
  or until you are reduced to 20 hp or less.
  RELICS
  Shun Goku Satsu (Raging Demon). As an 
  action, you may spend 6 ki points to become 
  incorporeal and move towards a target 
  enemy spending movement speed as part 
  of this action. This movement does not 
  provoke opportunity attacks and ignores 
  difficult terrain. If this puts you within melee 
  range of an enemy, a grapple attempt is made 
  with advantage. On a success, the opponent 
  makes a Constitution saving throw (DC 8 + 
  your Proficiency bonus + your Wisdom 
  modifier). On a failed save, the opponent is
  reduced to 0 hp and knocked prone. On a 
  successful save, the target takes 10d10 
  necrotic damage and is knocked prone. Your 
  remaining movement for the turn is reduced to 0 
  and you cannot take reactions until the start of 
  your next turn. Once you have used this feature, 
  you cannot do so again until you have finished a 
  long rest. 
  BALROG’S BOXING GLOVES
  Wondrous item, legendary (require attunement)
  While wearing these boxing gloves you gain a +2 
  magical bonus to attack and damage rolls with 
  unarmed strikes, are able to use fighting style 
  features with your unarmed strike as though it 
  were one-handed weapon, and if you have the 
  Charger feat you are able to use both options of 
  the feat in the same attack (causing a creature 
  shoved away with the maneuver to provoke an 
  opportunity attack). At the start of your turn you 
  can mark one enemy as your target, increasing the 
  reach of your unarmed strike by 5 feet against the 
  target until the start of your next turn.
  BLANKA’S SHACKLES
  Wondrous item, legendary
  Blanka still wears the manacles that imprisoned 
  him during the experimentation that changed him 
  into the freakish monster he is now. Wearing this 
  magic item grants you the following benefits:
  Electric Charge. If you have the Faded 
  feature (from the Faded Warrior Primal Path) its 
  damage changes from necrotic to lightning.
  Electric Thunder. If you can Rage, while raging 
  you can spend your reaction when attacked to 
  curl to your knees and focus your biomechanical 
  energies, roiling with a surge of powerful 
  electricity. Until the start of your next turn, 
  attacks made against you have advantage but 
  all creatures and objects that start their turn 
  within 5 feet of you or pass within 5 feet of you 
  take 5d8 lightning damage.
  Rolling Attack. When you move at least 10 feet 
  
  63
  in a straight line immediately before attacking 
  a creature, you gain a +5 bonus to the attack’s 
  damage roll and you push the target up to 10 
  feet away from you (provoking an opportunity 
  attack).
  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 whomever wears them great power. While 
  wearing Chun-Li’s spiked bracelets you gain 
  these features:
  Headstomp. When making your first attack 
  in the round, you may make a Dexterity 
  (Acrobatics) check against a target creature’s 
  AC as long as you move at least 5 feet. On a
  success, you gain advantage on your first 
  attack roll and if you hit, it becomes a critical 
  hit (dealing your Sneak Attack damage 
  because of advantage, if you have Sneak 
  Attack). After a successful hit you can make 
  another Dexterity (Acrobatics) check and move 
  up to 20 feet, using the check result as your 
  AC against any opportunity attacks provoked 
  by your movement before you land.
  Hyakuretsu Kyaku. You can spend 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 your next turn, any creature 
  that enters or starts its turn in the area (any 
  squares in a 180 degree arc in the direction 
  you are facing and within your reach) takes 
  2d10+4d8 bludgeoning, piercing, and force 
  damage plus either you Dexterity or Strength 
  modifier. A Dexterity saving throw made with 
  disadvantage (DC 8 + your Proficiency bonus 
  + your Strength or Dexterity modifier) reduces 
  this damage by half, but failure by 5 or more 
  causes a creature to take double damage.
  Kikkoken. You can spend 1 ki and focus your 
  power as an action, unleashing a lethal ball of 
  energy with a range of 50/100, dealing 3d10 
  force damage per point of proficiency bonus 
  you possess plus your Wisdom modifier on 
  a successful hit and forcing the target to 
  make a Constitution saving throw (DC 8 + your 
  Proficiency bonus + your Strength or Dexterity 
  modifier) or be knocked prone and stunned for 
  1 round.
  CODY’S CHAINS
  Magic weapon, legendary (requires attunement)
  Cody has spent so much time in chains that he 
  has become more dangerous with them than 
  without them--anyone that can prize the 
  shackles he’s kept around the longest out of his 
  hands gains a powerful weapon indeed. When 
  shackled in these chains (which count as a 
  martial two-handed weapon that deal 1d8 
  bludgeoning damage and grant a +1 magical 
  bonus to attack and damage), you can use any 
  martial arts stance feats or fighting styles you 
  have in conjunction with Cody’s chains. If you 
  have Cunning Action, you can use it to make 
  an extra attack with the chains. While in Cody’s 
  chains you are able to use your Cunning Action 
  to make a Charisma (Deception) check opposed 
  by the Wisdom (Insight) check of a creature 
  within 15 feet. If you succeed, you gain 
  advantage against the target and may deal 
  Sneak Attack damage to it (even if you have 
  already dealt Sneak Attack damage that turn). 
  Wearing these chains also grants you the 
  following features:
  Bad Spray. You can spend your Cunning 
  Action gathering dust, sand, dirt, or other 
  material off the ground with Cody’s chains, 
  flinging the grit at your opponent and forcing 
  the target to make a Constitution saving throw 
  (DC 8 + your Proficiency bonus + your Strength 
  or Dexterity modifier) or be blinded for 1 round.
  Zonk Knuckle (Recharge 6). Using the 
  momentum granted by pounds of heavy metal, 
  you deliver a powerful blow with Cody’s chains 
  or an unarmed strike as an action. On a hit the 
  attack deals 6d6 extra damage.
  DEEJAY’S SPARRING GLOVES
  The sparring gloves Deejay first wore during 
  training have become an indispensable 
  accessory, the beats and rhythms of his musical 
  fighting style imbued within them. While wearing 
  his sparring gloves, Deejay may use his fighting 
  style feature with his unarmed strikes. In addition 
  he gains the following features:
  Air Slasher. You can spend a bonus action 
  gathering and storing your power. On your next 
  turn as long as you have not been stunned, you 
  can unleash a sonic boom that travels 100 feet 
  in a 5-ft.-line. Any creature in the path of the 
  sonic boom takes 3d10 thunder damage per 
  point of proficiency bonus you possess. A DC 
  17 Dexterity saving throw halves this damage.
  Jackknife Maximum. You gain one superiority 
  die. You can expend one superiority die and 
  use a bonus action to make a melee attack 
  against any number of creatures within 10 
  feet of you, with a separate attack roll for each 
  target.
  
  64
  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; they 
  have absorbed his ki and transformed into 
  enchanted items that complement his fighting 
  style. While wearing Dhalsim’s prayer bracelets, 
  your unarmed strikes deal an extra 3 damage 
  and increase in reach by 5 feet. In addition 
  you gain the following benefits and features:
  Yoga Dive. When making your first attack in 
  the round, you may make a Strength (Athletics) 
  check against a target creature’s AC as long 
  as you move at least 5 feet. On a success, you 
  gain advantage on your first attack roll and if 
  you hit, it becomes a critical hit (if it would be 
  a natural critical hit it deals 10 extra damage). 
  After a successful hit you can make another 
  Strength (Athletics) check and move up to 20 
  feet, using the check result as your AC against 
  any opportunity attacks provoked by your 
  movement before you land.
  Yoga Fire. If you have taken the Stance of 
  Fire’s Eternal Vengeance martial arts feat, 
  when you activate its area attack feature 
  Dhalsim’s prayer bracelets create 1 free charge 
  use of the feature. This use can be activated 
  without spending an additional ki. Alternatively, 
  by spending 1 ki when using the martial arts 
  stance’s feature, any creature that fails its 
  saving throw against it is knocked prone.
  Yoga Flame. By spending 1 ki, you can spit 
  a ball of flame (range 30/60) that deals fire 
  damage equal to 2d12 per point of proficiency 
  bonus you possess plus your Wisdom modifier.
  Yoga Strike. You can spend an action to make 
  an unarmed strike at a target within 30 feet, 
  dealing double your normal damage on a 
  successful hit. A creature hit by this attack 
  makes a Constitution saving throw (DC 8 + 
  your Proficiency bonus + your Strength or 
  Dexterity modifier) or is knocked prone.
  E. HONDA’S MAWASHI
  Wondrous item, legendary
  As a celebrated sumo wrestler, any mawashi that 
  E. Honda wears into battle has been carefully 
  prepared by attendants, anointed with incense, 
  oils, and prayers that unlock his greater power. 
  While wearing this mawashi, you are able to use 
  fighting style feature with unarmed strikes. In 
  addition, you gain the following two features:
  Hundred Hand Slap. You spend an action 
  throwing your arms forward in strikes so rapid 
  that they move too quickly for the eye to 
  follow. Until the beginning of your next turn, 
  any creature that enters or starts its turn in the 
  area (any squares in a 180 degree arc in the 
  direction you are facing and within your reach) 
  takes 2d8+2d6 bludgeoning and force damage 
  plus triple your Strength modifier. A Dexterity 
  saving throw (DC 8 + your Proficiency bonus + 
  your Strength Modifier) made with disadvantage 
  reduces this damage by half, but failure by 5 
  or more causes a creature to take double 
  damage. Until the beginning of your next turn, 
  your speed is reduced to 5 feet. You may 
  spend superiority dice when a creature is 
  damaged by Hundred Hand Slap.
  Sumo Headbutt. When making your first 
  attack in a round, you may make a Strength 
  (Athletics) check against a target creature’s 
  AC as long as you move at least 5 feet. On a 
  success, you have advantage on his first attack 
  roll and if you hit, it becomes a critical hit (if it 
  would be a natural critical hit it deals 10 extra 
  damage). 
  GOUKEN’S SONGEN PRAYER BEADS
  Wondrous item, legendary (requires attunement)
  These worn wooden beads have been worn by 
  Gouken for years, gradually gathering up the 
  spiritual energy condensed by his meditation. 
  Songen prayer beads have 8 prayer points; 
  Gouken has attuned them to grant sacred skills 
  Acrobatics and Perception (proficiency; 2 points) 
  and sacred strike x3 (+3 atk/dmg; 6 points). In 
  addition, while wearing this item you gain the 
  following features:
  Hadouken! By spending 1 ki as an action, you 
  unleash up to two balls of energy as ranged 
  attacks (range 40/100) that deal 3d12+ your 
  Wisdom modifier force damage. These are 
  otherwise treated as unarmed strikes (and can 
  be used with Flurry of Blows and features like 
  it) that use your Wisdom modifier on the attack 
  roll.
  Hurricane Kick! By spending 1 ki as a bonus 
  action, you can make a melee attack against 
  any number of creatures within 15 feet of you, 
  with a separate attack roll for each target.
  Shinko-Hadouken! By spending 3 ki as well 
  as your action and bonus action, you can 
  unleash an intense beam of energy in a 60-
  foot line that is 10 feet wide. Each creature in 
  that line must make a DC 19 Dexterity saving 
  throw, taking 3d12 per point of proficiency 
  bonus you possess in 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).
  
  65
  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. Wearing 
  Guile’s boots grants you the following features:
  Flash Kick. You can spend a bonus action to 
  go to a knee. Once you have taken a knee, the 
  next attack you make is a flash kick maneuver 
  that adds one superiority dice (minimum +1d6) 
  to both attack and damage (without expending 
  any of the your superiority dice, if the you have 
  any). On a successful hit, the target makes a 
  Strength saving throw (DC 8 + your Proficiency 
  bonus + your Strength or Dexterity modifier) or 
  is pushed away 10 feet and knocked prone.
  Sonic BOOM! You can spend a bonus action 
  gathering your power, storing it. On your next 
  turn as long as you have not been stunned, 
  you can unleash a sonic boom that travels 
  100 feet in a 5-ft.-line. Any creature in the path 
  of the sonic boom takes 3d10 thunder damage 
  per point of proficiency bonus you possess. 
  A Dexterity saving throw (DC 8 + your 
  Proficiency bonus + your Strength or 
  Dexterity modifier) halves this damage.
  KEN’S FIGHTING GLOVES
  Wondrous item, legendary
  Ken uses the same gloves he wore throughout 
  training and they have absorbed his ki. While 
  wearing Ken’s fighting gloves, you can use 
  fighting styles with your unarmed strike. In 
  addition, you gain the following two features:
  Hadouken! By spending 1 ki as an action, 
  you can unleash up to two balls of energy as 
  ranged attacks (range 40/100) that deal an 
  amount of force damage equal to 5d12 plus 
  your Wisdom modifier. These are otherwise 
  treated as unarmed strikes (and can be used 
  with Flurry of Blows and features like it).
  Flaming Shoryuken! By spending 2 ki, you 
  can use the special attack feature from the 
  Stance of Fire’s Eternal Vengeance martial 
  arts feat by spending 2 ki, although you only 
  deal 5d8 fire damage when doing so.
  NECALLI’S COZCATL
  Wondrous item, legendary (requires attunement)
  Records of Necalli are spurious at best and 
  it is unknown how long he has stalked the 
  Earth seeking out the souls of warriors, 
  extinguishing countless foes in his relentless 
  search for ever more power. The various ringlets 
  arrayed throughout his dreadlocks have 
  gradually siphoned away some of each dead 
  opponent’s lifeforce, further imbuing Necalli. 
  Only evil creatures are able to gain any benefit 
  from wearing Necalli’s Cozcatl. While wearing 
  these hair ringlets, you gain the following 
  benefits:
  Mask of Tlalli (1/turn). When you hit with an 
  unarmed strike, instead of dealing damage you 
  can choose to grab the face of your opponent 
  in a grapple. As a bonus action, you can then 
  slam the target onto the ground, giving them 
  the prone condition and dealing your unarmed 
  strike damage.
  Shoryuken. When a creature within 10 feet 
  makes a check to jump, you can spend your 
  reaction to make an opportunity attack, leaping 
  into a vicious uppercut. On a successful hit, 
  the target makes a Strength saving throw (DC 
  8 + your proficiency bonus + your Strength 
  modifier) or is knocked prone.
  Soul Offering. As a bonus action, you take 
  a grappled foe and dash forward, slamming 
  your opponent into something before clawing 
  at them furiously (changing your unarmed 
  strikes’ damage to slashing until the end of 
  your turn) or if enraged, striking them with 
  a potent blast of dark energy that deals 2d8 
  necrotic damage per point of proficiency bonus 
  you possess. Once you have used this feature, 
  you cannot do so again for 1 minute or until 
  you are reduced to 1/10th your total hit points.
  The Disc’s Guidance. When you move at 
  least 10 feet in a straight line immediately 
  before attacking a creature, you gain a +5 
  bonus to the attack’s damage roll and the 
  target makes a Strength saving throw (DC 8 + 
  your proficiency bonus + your Strength 
  modifier) or is knocked prone.
  Valiant Rebellion. By spending a bonus 
  action you slam your foot into the ground, 
  the power of your stomp sending the earth 
  beneath your opponents popping upwards. 
  Choose one creature within reach, forcing it 
  to make a Strength saving throw (DC 8 + your 
  proficiency bonus + your Strength modifier) or 
  go prone.
  Writhing Power. While raging, you increase 
  the reach of your unarmed strikes by 5 feet.
  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 you spend at 
  least 1 hour each day using the Psycho Drive, 
  you take a permanent cumulative -1 penalty to
  
  66
  Constitution checks and saving throws. Using 
  the Psycho Drive for 1 hour grants you 20 
  psycho points you can spend on the following 
  features:
  Psycho Cannon (1 point). You unleash a 
  blast of energy as a ranged attack (range 
  30/120) that deals 2d8 bludgeoning damage
  plus your Strength modifier and 1d8 psychic 
  damage on a successful hit. Treat these as 
  unarmed strikes (which can be used with
  Flurry of Blows and features like it).
  Psycho Crusher (3 points). You charge your 
  right hand with psycho power then surrounds 
  you with the energy while flying towards your 
  opponents, similar to a torpedo. Activating 
  this attack is a free action you take during an 
  attack action and you gain advantage on the 
  attack roll. You must move at least 10 feet 
  before you are able to activate this feature but 
  this movement never provokes opportunity 
  attacks.
  Psycho Warp (2 points). As a reaction, you 
  can teleport as misty step. You may use this 
  feature after the results of an attack roll or spell 
  are revealed and before damage or saving 
  throws are rolled.
   
  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, geas, and/or dominate 
  monster).
  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 Ryu’s bandana you gain the 
  following features:
  Hadouken! By spending 1 ki as an action, 
  you can unleash up to two balls of energy as 
  ranged attacks (range 40/100) that deal an 
  amount of force damage equal to 5d12 plus 
  your Wisdom modifier. These are otherwise 
  treated as unarmed strikes (and can be used 
  with Flurry of Blows and features like it).
  Hurricane Kick! By spending 1 ki as a bonus 
  action, you can make a melee attack against 
  any number of creatures within 15 feet of you, 
  with a separate attack roll for each target.
  Shinko-Hadouken! By spending 3 ki as well 
  as your action and bonus action, you unleash 
  an intense beam of energy in a 60-foot line 
  that is 10 feet wide. Each creature in that line 
  must make a Dexterity saving throw (DC 8 + 
  your Proficiency bonus + your Wisdom 
  modifier), taking 1d12 force damage per monk 
  level you have 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).
  SAGAT’S FIGHTING SHORTS
  Wondrous item, legendary
  Given his large stature it can be difficult for 
  Sagat to find appropriate fighting wear and 
  although he is not sentimental, he’s worn the 
  same durable piece of clothing for many years. 
  While wearing these fighting shorts, you gain 
  the following features: 
  Tiger Knee Crush. When making your first 
  attack in the round, you may make a Strength 
  (Athletics) check against a target creature’s 
  AC as long as you move at least 5 feet. On 
  a success, you gain advantage on your first 
  attack roll and if you hit, it becomes a critical 
  hit (if it would be a natural critical hit it deals 
  10 extra damage). 
  Tiger Shot. By spending 1 ki, you can
  unleash up to two balls of energy (range 
  40/100) instead of unarmed strikes (and if you 
  use Flurry of Blow, four balls of energy). On a 
  hit, a ball of energy deals force damage equal 
  to 5d12 + your Strength modifier.
  Tiger Uppercut. When a creature within 
  10 feet makes a check to jump, you can 
  spend your reaction to make an opportunity 
  attack, leaping into a vicious uppercut. On a 
  successful hit, the target makes a Strength 
  saving throw (DC 8 + your proficiency bonus + 
  your Strength modifier) or is knocked prone.
  T. HAWK’S WARRIOR HEADBAND
  Wondrous item, legendary
  T. Hawk earned his warrior headband long ago 
  when he proved himself to the Thunderfoot Clan 
  and he never fights without it. While wearing this 
  headband, you are able to use a fighting style 
  feature with your unarmed strike. In addition, you 
  gains the following features:
  Condor Dive. When you make a Strength 
  (Athletics) check to jump, if the beginning of 
  your jump’s movement brings you within reach 
  of a creature you can spend your reaction 
  to make an opportunity attack, rapidly 
  switching your momentum downward in mid-
  air and diving towards your opponent with 
  your arms spread backwards like wings. 
  Condor Spire. By spending a bonus action, 
  
  67
  you spread your arms like wings and dash 
  towards your opponent, screaming like an 
  eagle to startle them. If you move at least 
  10 feet in a straight line immediately before 
  taking this bonus action, you either gain a +5 
  bonus to the attack’s damage roll (if you chose 
  to make a melee attack and hit) or pushes 
  the target up to 10 feet away from you (if you 
  chose to shove and you succeed).
  Tomahawk Buster. When a creature within 
  10 feet makes a check to jump, you can spend 
  your reaction to make an opportunity 
  attack, ducking down and crossing 
  your fists in front of your face before 
  rapidly stretching your arms out behind 
  yourself and leaping upward, ramming 
  your opponent with a headbutt.
  VEGA’S CLAW
  Wondrous item, legendary
  The weapon Vega wears strapped to his arm 
  has been there for years and the ki that has 
  accrued inside it has made its blades all the 
  more deadly. When wearing this item, you 
  cannot wield another item in that hand but gain 
  a climb speed equal to your speed, are able to 
  climb any surface, and you deal 1 additional 
  slashing damage with your unarmed strikes per 
  point of proficiency bonus you possess.
  VEGA’S MASK
  Wondrous item, legendary
  Vega has worn this mask since his youth, ever 
  protective of letting battle damage mar his 
  beautiful face. While wearing this mask you 
  gain resistance to acid and bludgeoning. In 
  addition, you are able to use a bonus action to 
  make a Charisma (Deception) check opposed 
  by the Wisdom (Insight) check of a creature 
  within 15 feet. If you succeed, you gain 
  advantage against the target and may deal 
  Sneak Attack damage to it (even if you have 
  already dealt Sneak Attack damage that turn).
  ZANGIEF’S TIGHTS
  Wondrous item, rare
  The feel of spandex reminds Zangief of the 
  many victories in his past, daring him to be 
  bolder when he fights. While wearing these 
  tights, you gain the following features:
  Double Lariat. You can use your action to 
  make a melee attack against any number of 
  creatures within 5 feet of you, with a separate 
  attack roll for each target. If you are grappling 
  a creature, you may use this feature as if you 
  had a reach of 10 feet, dealing an amount of
  damage to the grappled creature equal to the 
  damage you deal to each target. 
  Spinning Piledriver. You can use your action 
  to take a creature you have restrained, leap 
  into the air in a dizzying spin, and slam your 
  foe into the ground head first. The target takes 
  2d12 bludgeoning damage per point of 
  proficiency bonus you possess + your Strength 
  modifier and is prone. A Strength saving 
  throw (DC 8 + your proficiency bonus + your 
  Strength modifier) reduces this damage by 
  half.
  NUMBER #2 HEADBAND
  Wondrous item, legendary
  This is one of the most sought after items in 
  the world, granting whomever wears it the 
  ability to damage the possessor of the even 
  more powerful Number #1 Headband. He who 
  wears that most sacred of sacred relics, well, 
  many say he rules the world. While the Number 
  #2 Headband‘s potency can’t be questioned, it 
  is also highly sought after and death follows the 
  warrior that wears it as legions of lesser fighters 
  attempt to take it for themselves.
   
  While wearing this item, you gain the 
  following bonuses when attacking creatures not 
  wearing the Number #1 Headband:
  • Your weapon attacks score a critical hit on a 
  roll of 15 or 20.
  • When wielding a sword, you deal 7 (2d6)  
  additional damage on a successful hit.
   
  The Number #2 Headband always grants 
  you these benefits:
  • Your Strength, Dexterity, Constitution, and 
  Wisdom increase by 1.
  • While you are not wearing any armor or  
  wielding a shield, your AC equals 10 + your 
  Dexterity modifier + your Wisdom modifier.
  • You can cast feather fall and jump at will.
  • Your jump distance triples.
  • You gain 2 additional reactions each turn.
  • You gain the Mobility and Sentinel feats. If you 
  already have these feats, you may choose 
  two other combat-oriented non-magical feats.
  That’s it! If you liked it, check out www.mike
  myler.com for my next blog series starting
  in August 2017: Warhammer 40k D&D 5E!
  
SOURCE: textdata/thevault/Deduped  Shit/Street Fighter/D&D5e - Street Fighter Homebrew.pdf