Welcome to the 15th post for Street Fighter D&D 5E!

If you dig this please comment or share it about or like it or what have you, check out last week’s character (Vega!), 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!

Requests have poured in so we’ve got a bit of a queue worked up–Ibuki, Dan, Abel, T. Hawk, and Necali are on the way. After that though who gets built can be up to you so tell me what to make in a comment somewhere!

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

PS: If you are down for some evil D&D 5E the Book of Exalted Darkness Kickstarter went live 3 days ago, has funded over 60% with more than $3,000 in pledges from 77 nefarious backers, and there are 2 downloadable PDFs on the project page.

Take a look! Worst case scenario you walk away with a free evil adventure module and some vile character options. 😀

PPS: I statted out Aku and Samurai Jack for fun earlier this week!

EDIT: A Redditor and Cody-fan (HandicapableShopper) pointed out his lack of knife skills. Fixed! 😀

Cody

Medium humanoid (soburi), chaotic neutral rogue 8 (thief) / fighter 6 (champion) / barbarian 1

Armor Class 18 (martial arts stance, unarmored defense)

Hit Points 135 (8d8+6d10+1d12+60)

Speed 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

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. On his turn, Cody can take an additional action on top of his regul

r action and a possible bonus action. Once he uses this feature, he must finish a short or long rest before he can use it again.

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.

Dagger Fighter. Cody is particularly dangerous with a knife in hand, dealing 1d4 extra damage on any attack made with a dagger.

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.

Expertise. Cody gains double his proficiency bonus on Athletics, Deception, Sleight of Hand, and Stealth checks.

Fighting Style: Great Weapon Fighting. When Cody 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.

Rage. 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: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll, and he has resistance to bludgeoning, piercing, and slashing damage. His rage lasts for 1 minute. It ends early if Cody is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Blanka can also end his rage on his turn as a bonus action. Once Cody has raged twice he must finish a long rest before he can rage again.

Second-Story Work. Climbing no longer costs Cody extra movement. In addition, when he makes a running jump, the distance he covers increases by 5 feet.

Second Wind. On his turn, Cody can use a bonus action to regain 1d10+6 hit points. Once he uses this feature, he must finish a short or long rest before he can use it again.

Sneak Attack 4d6 (1/turn). Cody 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 Stout Boar (3). Cody’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.

Tavern Brawler. Cody is proficient with improvised weapons and unarmed strikes (which deal d4 for damage). When Cody hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.

Unarmored Defense. While he isn’t wearing any armor, Cody’s Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.

Unarmed Savant. Cody’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS

Multiattack. Cody makes two unarmed strikes, chain, or stone attacks when he attacks and can spend his bonus action to make an additional attack with his chains.

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.

Improved Critical. Cody’s weapon attacks score a critical hit on a roll of 19 or 20.

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.

Cody’s Chains

Cody has spent so much time in chains that he has become more dangerous with them than without them. When shackled in these chains (which count as a martial two-handed weapon that deals 1d8 bludgeoning damage), Cody can use his martial arts stance with them and spend his cunning action to make an extra attack with his chains, gaining a +1 magical bonus to attack and damage. While in chains 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 Cody has already dealt sneak attack damage that turn).

Wearing these chains also grants the following features:

Bad Spray. 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.

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.

——————— REDUCED STATBLOCK ———————–

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.

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 advantage on Strength checks and Strength saving throws and a +2 bonus to the damage roll when he makes a melee weapon attack using Strength. His rage lasts for 1 minute. It ends early if Cody 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. Cody 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 makes two unarmed strikes, chain, dagger, or stone attacks when he attacks 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.