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

Check out last week’s character (Zangief!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

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

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

Sagat

Medium humanoid (soburi), neutral evil monk (martial artist) 16

Armor Class 19 (Wisdom, martial arts stances)

Hit Points 147(16d8+64)

Speed 55 ft. (65 ft. in combat)

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

Saving Throws Str +9, Dex +9

Skills Acrobatics + 9, Athletics +9, Deception +6, Insight +7, Stealth +9

Tools thieves’ tools

Damage Resistances bludgeoning, slashing

Condition Immunities diseases, poisoned

Senses passive Perception 12

Languages Ceramian, Ropa, Soburi (Common)

Challenge 13 (10,000 XP)

Background Feature (Criminal): Criminal Contact. Sagat reports directly to M. Bison through the Shadaloo Organization, doing as the commander bids.

Evasion. If Sagat is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Ki (16 points). Sagat harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

Diamond Soul. Whenever Sagat makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.

Flurry of Blows. Immediately after Sagat takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. Sagat can spend 1 ki point to take the Dodge action as a bonus action on his turn.

Step of the Wind. Sagat can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Stunning Attack. Sagat can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.

Tiger Shot. By spending 1 ki , Sagat can unleash up to two balls of energy (range 40/100) instead of unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 plus his Strength modifier force damage.

Martial Arts. Sagat can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Sagat uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.

Medium Haitoku. Sagat increases his speed by 10 feet during combat and he has disadvantage on Dignity saving throws. He is covered in scar tissue that seems to stretch and flex when Sagat is agitated, and sometimes when one looks into his eyes the predatory eye of a tiger gazes back.

Purity of Body. Sagat’s mastery of the ki flowing through him makes him immune to disease and poison.

Stance Scion. Sagat has learned 3 martial arts feats from his monk training and is able to simultaneously utilize up to 3 at once.

Stance of the Stout Boar (3). Sagat’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.

Stance of the Tiger’s Claw (3). Sagat’s strikes deal an additional 1d8 slashing damage. He has advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 15 Wisdom saving throw resists the effect. After using this feature, Sagat cannot do so again until he has completed a long rest.

Stance of the Wicked Oni (1). Sagat’s unarmed strikes deal an additional 1d6 damage to humanoids (this damage is not multiplied on a critical hit). By spending a bonus action, he can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 15 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Sagat’s oni stance, it cannot be frightened by this feature again for 24 hours.

Stillness of Mind. As an action, Sagat can end one effect on himself that is causing him to be charmed or frightened.

Timeless Body. Sagat’s ki sustains him so that he suffers none of the frailty of old age, and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.

Tongue of the Sun and Moon. Sagat can touch the ki of other minds so that he understands all spoken languages. Moreover, any creature that can understand a language can understand what he says.

Unarmored Defense. While he is wearing no armor and not wielding a shield, Sagat’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.

Unarmored Movement. Sagat’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.

Unarmed Savant. Sagat’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS

Multiattack. When Sagat takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10+1d8+4) magical bludgeoning damage plus 3 (1d6) damage to humanoids and 4 (1d8) slashing damage.

Tiger Shot. Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.

Tiger Knee Crush. When making his first attack in the round, Sagat may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS

Deflect Missile. Sagat can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 18 (1d10+2d8+4).

Slow Fall. Sagat can use his reaction when he falls to reduce any falling damage he takes by 80.

Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 17 Strength saving throw or is knocked prone.

SAGAT’S FIGHTING SHORTS

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

Tiger Knee Crush. When making his first attack in the round, Sagat may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

Tiger Shot. By spending 1 ki , Sagat can unleash up to two balls of energy (range 40/100) instead of unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 plus his Strength modifier force damage.

Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 16 Strength saving throw or is knocked prone.

————————- REDUCED STATBLOCK ————————

Sagat

Medium humanoid, neutral evil monk 16

Armor Class 19 (Wisdom, martial arts stances)

Hit Points 147 (16d8+64)

Speed 65 ft.

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

Saving Throws Str +9, Dex +9

Skills Acrobatics + 9, Athletics +9, Deception +6, Insight +7, Stealth +9

Tools thieves’ tools

Damage Resistances bludgeoning, slashing

Condition Immunities diseases, poisoned

Senses passive Perception 12

Languages Ceramian, Ropa, Soburi (Common)

Challenge 13 (10,000 XP)

Evasion. If Sagat is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Ki (16 points).

Diamond Soul. Whenever Sagat makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.

Patient Defense. Sagat can spend 1 ki point to take the Dodge action as a bonus action on his turn.

Step of the Wind. Sagat can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Stunning Attack. Sagat can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.

Tiger Shot. By spending 1 ki , Sagat can unleash up to two balls of energy (range 40/100) instead of unarmed strikes (and if he uses Flurry of Blow, four balls of energy). On a hit, a ball of energy deals 5d12 plus his Strength modifier force damage.

Stance of the Stout Boar (3). Sagat may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.

Stance of the Tiger’s Claw (3). Sagat has advantage on Intimidation checks and may roar as a bonus action to give enemies within 20 feet of him the frightened condition for 1d4 rounds; a DC 15 Wisdom saving throw resists the effect. After using this feature, Sagat cannot do so again until he has completed a long rest.

Stance of the Wicked Oni (1). By spending a bonus action, Sagat can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 15 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Sagat’s oni stance, it cannot be frightened by this feature again for 24 hours.

Stillness of Mind. As an action, Sagat can end one effect on himself that is causing him to be charmed or frightened.

Unarmored Movement. Sagat is able to move along vertical surfaces and across liquids on his turn without falling during the move.

ACTIONS

Multiattack. When Sagat takes the attack action he makes two unarmed strikes. By spending his bonus action he can attack a third time or a bonus action and 1 ki to make a fourth unarmed strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d10+1d8+4) magical bludgeoning damage plus 3 (1d6) damage to humanoids and 4 (1d8) slashing damage.

Tiger Shot. Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.

Tiger Knee Crush. When making his first attack in the round, Sagat may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS

Deflect Missile. Sagat can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 18 (1d10+2d8+4).

Slow Fall. Sagat can use his reaction when he falls to reduce any falling damage he takes by 80.

Tiger Uppercut. When a creature within 10 feet makes a check to jump, Sagat can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 17 Strength saving throw or is knocked prone.