Welcome to the 19th post for Street Fighter D&D 5E!

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I’m finally getting on top of requests for these builds—Necali is next but after that who gets statted up can be up to you so tell me what to make in a comment somewhere! Otherwise it’ll probably be…Zangief maybe? Possibly E. Honda and then whoever else to round out the original cast? We’ll see!

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T. Hawk

Medium humanoid (soburi), lawful good fighter (champion) 6 / monk (martial artist) 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)

Background Feature (Outlander): Wanderer. T. Hawk can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

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.

Fighting Style: Dueling. When T. Hawk is wielding a melee weapon in one hand and no other weapons (or wearing his fighting gloves), he gains a +2 bonus to damage rolls with that weapon (or unarmed strike).

Ki (10 points). T. Hawk harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

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

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.

Martial Arts. T. Hawk can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when T. Hawk uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.

Purity of Body. T. Hawk’s mastery of the ki flowing through him makes him immune to disease and poison.

Second Wind (1/short rest). T. Hawk can use a bonus action to regain 1d10+6 hit points.

Stance Scion. T. Hawk has mastered 2 martial arts stances through his monk training and is able to simultaneously utilize up to 2 at once.

Stance of the Stout Boar (3). T. Hawk’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 Striking Serpent (3). T. Hawk’s unarmed strikes deal an additional 1d8 piercing damage, he gains 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 Defense. While he is wearing no armor and not wielding a shield, T. Hawk’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.

Unarmored Movement. T. Hawk’s speed increases by 20 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.

Unarmed Savant. T. Hawk’s unarmed strike damage increases by one step (to 1d8) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS

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.

Improved Critical. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.

REACTIONS

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.

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 his headband, T. Hawk is able to use his fighting style feature with his unarmed strike. In addition, he gains the following features:

Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s movement 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 backwards like wings.

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 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).

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.

———————— REDUCED STATBLOCK ———————-

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

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. T. Hawk’s weapon attacks score a critical hit on a roll of 19 or 20.

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 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).

REACTIONS

Condor Dive. When T. Hawk makes a Strength (Athletics) check to jump, if the beginning of his jump’s movement 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 backwards 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.