Street Fighter D&D 5E: Dhalsim!

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Dhalsim MoA.png

Dhalsim

Medium humanoid (soburi), neutral good monk (way of the four elements) 15
Armor Class 21 (Wisdom, martial arts stance)
Hit Points 146 (15d8+75)
Speed 55 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 20 (+5) 13 (+1) 20 (+5) 13 (+1)

Saving Throws all (+5 proficiency bonus)
Skills Athletics +7, Insight +10, Medicine +10, Religion +6, Stealth +10
Damage Immunities poison, fire
Condition Immunities diseased, poisoned
Senses passive Perception 15
Languages Soburi (Common)
Challenge 12 (8,400 XP)

Background – Hermit. Feature: Discovery. Dhalsim is incredibly devout and perfectly in tune with the divine, allowing him to see a path of destiny that is obscured to all others–he goes exactly where he is meant to when he is meant to. By correctly fulfilling his fate Dhalsim has maximized his body’s agility, durability, and flexibility, and after many decades of mindfulness, his willpower as well.
Elemental Attunement: Flame. Dhalsim can use his action to briefly control elemental forces nearby, causing one of the following effects of his choice:

  • Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Chill or warm up to 1 pound of nonliving material for up to 1 hour.
  • Cause fire that can fit within a 1-foot cube to shape itself into a crude form he designates for 1 minute.

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

Ki (15 points). Dhalsim harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Diamond Soul. Whenever Dhalsim makes a saving throw and fails, he can spend 1 ki point to reroll it and take the second result.
  • Fangs of the Fire Snake. When Dhalsim uses the Attack action on his turn, he can spend 1 ki point to cause tendrils of flame to stretch out from his fists and feet. Dhalsim’s reach with his unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if he spends 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
  • Patient Defense. Dhalsim can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Ride the Wind. Dhalsim can spend 4 ki points to cast fly, targeting himself.
  • Step of the Wind. Dhalsim can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Dhalsim can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a 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.
  • Flurry of Blows. Immediately after Dhalsim takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.

Martial Arts. Dhalsim can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d10 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Dhalsim uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Dhalsim’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance of Fire’s Eternal Vengeance (3). Dhalsim’s strikes deal an additional 1d8 fire damage and he gains immunity to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 10d8 points of fire damage to all creatures and objects within 15 feet. A DC 18 Dexterity saving throw reduces this damage by half. Dhalsim cannot use this feature again until he has completed a long rest.
Stillness of Mind. Dhalsim can use his action to end one effect on himself that is causing him to be charmed or frightened.
Timeless Body. Dhalsim does not suffer the frailty of old age and he can’t be aged magically. He can still die of old age, however. In addition, he no longer needs food or water.
Tongue of the Sun and Moon. Dhalsim understands all spoken languages and any creature that can understand a language can understand what he says.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Dhalsim’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Dhalsim’s speed increases by 25 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Dhalsim’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Dhalsim makes two unarmed strikes when he takes the attack action (three as a bonus action or 4 by spending 1 ki).
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (1d10+8) magical bludgeoning damage plus 4 (1d8) fire damage.
Yoga Flame. Ranged Weapon Attack: +10 to hit, range (30/60), one target. Hit: 70 (10d12+5) fire damage and DC 18 Constitution saving throw or knocked prone.

REACTIONS
Deflect Missile. Dhalsim can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 18 (1d10+1d8+8).
Slow Fall. Dhalsim can use his reaction when he falls to reduce any falling damage he takes by 75.

 

Dhalsim’s Prayer Bracelets

Wondrous item, legendary (requires attunement)
Dhalsim has worn the same rings of bone around his wrists since he was a child and a consequence, they have absorbed his ki and transformed into enchanted items that complement his fighting style. While wearing his prayer bracelets, Dhalsim’s unarmed strikes deal an extra 3 damage and increase in reach by 5 feet. In addition he gains the following benefits and features:

  • Yoga Dive. When making his first attack in the round, Dhalsim may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage). After a successful hit he can make another Strength (Athletics) check and move up to 20 feet, using the check result as his AC against any opportunity attacks provoked by his movement before he lands.
  • Yoga Fire. When Dhalsim activates sweeping cinder strike it creates 1 free charge use of the feature. He can activate this use without spending an additional ki. Alternatively, a creature that fails its saving throw is knocked prone.
  • Yoga Flame. By spending 1 ki, Dhalsim can spit a balls of flame (range 30/60) that deals 10d12 plus his Wisdom modifier fire damage.
  • Yoga Strike. Dhalsim can spend an action to make an unarmed strike at a target within 30 feet, dealing double his normal damage on a successful hit. A creature hit by this attack makes a Constitution saving throw or is knocked prone.

—————– REDUCED STATBLOCK ————-

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
15 (+2) 20 (+5) 20 (+5) 13 (+1) 20 (+5) 13 (+1)

Saving Throws all (+5 proficiency bonus)
Skills Athletics +7, Insight +10, Medicine +10, Religion +6, Stealth +10
Damage Immunities poison, fire
Condition Immunities diseased, poisoned
Senses passive Perception 15
Languages Soburi (Common)
Challenge 12 (8,400 XP)

Background – Hermit. Feature: Discovery.
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.
  • Flurry of Blows. Immediately after Dhalsim takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • 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 balls of flame (range 30/60) that deals 10d12 plus his Wisdom modifier fire damage.

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.
Timeless Body.
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 makes two unarmed strikes when he takes the attack action (three as a bonus action or 4 by spending 1 ki).
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (1d10+8) magical bludgeoning damage plus 4 (1d8) fire damage.
Yoga Flame. Ranged Weapon Attack: +10 to hit, range (30/60), one target. Hit: 70 (10d12+5) fire damage and DC 18 Constitution saving throw or knocked prone.
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. When he does so, the damage he takes from the attack is reduced by 18 (1d10+1d8+8).
Slow Fall. Dhalsim can use his reaction when he falls to reduce any falling damage he takes by 75.

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