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View Full Version : D&D 5e/Next Kind of tongue in cheek Monk - Way of the Streetfighter - PEACH



nickl_2000
2018-09-07, 01:44 PM
I've had this running around in my head for awhile. You play a character whose moves in combat are based on the memories of playing the old 2d arcade and sega game Street Fighter 2. So, I present you with Monk - Way of the Street Fighter.

Feel free to rip it apart, comment on abilities, or suggest other moves that would make sense.

(if you prefer homebrewery link, here you go http://homebrewery.naturalcrit.com/share/H1a0mBe_7)

Monk - Way of the Street Fighter
You grew up in the streets and learned to fight there, you have faced many adversaries and trained under some of the greatest warriors of all time. They have taught you a few of their secrets, but no martial arts master gives away all of their secrets, after all, they never know when you will level up to get to them.

That is the way of the street fighters

Trained Fingers
At level 3, you learn the three special moves from the list on the bottom. You may trade out one special move for another when you level. You gain an additionl ability at level 6, 11, and 17

Button Masher
At level 6, proficiency in athletics and intimidation.

Flip kick
At level 11, you may do a flipkick from a prone position to stand back up immediately without expending movement.

Additionally, as a reaction to being knocked prone. You stand back up without expending any movement. This action also cancels out any ability riders that happen after a creature knocks you prone.

Round 2
At level 17, once per long rest when you are knocked out, you may spend up to 1/2 your hit dice (minimum 1, and you must have them available) immediately to heal and regain consciousness.


Special Moves
Uppercut
Use your bonus action to set yourself up for an uppercut. When an opponent comes within your threat range, you can use a reaction to make a special unarmed strike.

Leg Sweep
You may make a leg sweep in place of one of your attacks. If you hit, the opponent must make strength save or be knocked prone.

Jump Kick
You may make a flying kicked against your opponents as a replacement for one of your attacks. This attack deal 2 martials art dice in damage instead of 1. However, after attempting a jump kick, you must regain your balanace and lose all remaining movement on your turn.

Block
Replace an attack with a block that allows you to gain resistance against the first non-magicals slashing, piercing, and bludgeoning damage you take until the start of your next turn.

Throw
When you make a successful shove or prone attack against an opponent, you also do dex modifier damage against them.

Stretch Attack
Use a bonus action to give yourself an additional reach of 5 feet for unarmed melee attacks until the end of your turn.

Dash attack
When you use a dash action, you make a melee attack if you move 15 feet in the same direction

Hundred Hand Slap
You may sped 1 ki to make a special rapid attack against an opponent. When you do, you gain 2 additional attacks against the eneyy and you also add your widsom modifier to damage. However, all attacks are made at disadvantage.

Hadoken
As one of your attacks, you may spend 1 ki throw a ball of force to make a ranged attack (dex based ranged attack) against an opponent with the range of 20/40. Your damage is your martial arts die + Wisdom Mod and it does force damage. Additionally, the target must make a strength save or be knocked back 15 feet.

Sumo Torpedo
Spend 1 ki to throw your body into a flying headbutt against your opponent as an bonus action. You move up to 20 feet, without provoking attacks of opportunity and make a melee attack at the end. On hit, you push you opponent back 5 feet.

Electric Body attack
As a bonus action, spend 1 Ki to cause electrical energy to encompass your body. Anyone who touches you or makes a melee attack against you until the start of your next turn takes you wisdom modifier in lightning damage.

Sonic Boom
As an action, you may spend 1 ki make a ranged attack against an opponent with the range of 40/80. You deal yours martial arts die rolled twice + Wisdom Mod in thunder damage. Additionally, on hit there is a boom that can be heard up to 150 feet away. All creatures within 5 feet of the target must make a constitution save or be deafened for 2 rounds.

Spinning Bird Kick
As an action, you may spend 1 ki, to launch yourself into special flying kick. Make the first attack, if you hit, you may make a second attack against the same target. If you hit the second, you may make a third attack against the same target, up to a maximum of five total attacks.

Spinning punch
As an action, you may spend 1 Ki to make whirlwind attack with your fists, making an unarmed melee attack against all creatures within reach.

Teleport Attack
As a bonus action, you may spend 2 ki to teleport up to 30 feet and make a single attack at advantage.

Sky High Claw
Spend 1 ki to run up a wall and spring off to make a special flying attack as one of your attacks. This attack does 2 extra martial arts die of damage on hit. The target must be 10 feet or less away from the wall to hit with this attack.

Tiger Upper Cut
As the last attack in a flurry of blows, you may spend 1 extra ki make a special uppercut attack. If it hits, the opponent takes your wisdom modifier in damage must make a strength saving throw or be knocked prone (8+prof+wisdom).

Spinning attacks
Make an acrobatics check to move through a single opponents opponents space, as you do you channel your Ki to make a special burning attack against the opponent. For each Ki spent you do 1 martial arts damage to a max of 5 Ki.









Monk - Way of the Street Fighter
You grew up in the streets and learned to fight there, you have faced many adversaries and trained under some of the greatest warriors of all time. They have taught you a few of their secrets, but no martial arts master gives away all of their secrets, after all, they never know when you will level up to get to them.

That is the way of the street fighters

Trained Fingers
At level 3, you learn the three special moves from the list on the bottom. You may trade out one special move for another when you level. You gain an additionl ability at level 6, 11, and 17

Button Masher
At level 6, proficiency in athletics and intimidation.

Flip kick
At level 11, you may do a flipkick from a prone position to stand back up immediately without expending movement.

Additionally, as a reaction to being knocked prone. You stand back up without expending any movement. This action also cancels out any ability riders that happen after a creature knocks you prone.

Round 2
At level 17, once per long rest when you are knocked out, you may spend up to 1/2 your hit dice (minimum 1, and you must have them available) immediately to heal and regain consciousness.




Special Moves
Hadoken
As one of your attacks, you may throw a ball of force to make a ranged attack against an opponent with the range of 20/40. Your damage is your martial arts die + Wisdom Mod. Additionally, the target must make a strength save or be knocked back 15 feet.

Sumo Torpedo
You throw your body into a flying headbutt against your opponent. You move up to 20 feet, without provoking attacks of opportunity and make a melee attack at the end. One hit, you push you opponent back 5 feet.

Electric Body attack
As a bonus Action, spend 1 Ki to cause Lightning to encompass your body. Anyone who touches you or make a melee attack against you until the start of your next turn takes you wisdom modifier in lightning damage.

Sonic Boom
As an action, you may make a thunder ranged attack against an opponent with the range of 40/80. Your damage is your martial arts die rolled twice + Wisdom Mod.

Spinning Bird Kick
Use your action to launch yourself into special flying kick. Make the first attack, if you hit, you may make a second attack against the same target. If you hit the second, you may make a third attack against the same target, up to a maximum of five total attacks.

Spinning punch
You may spend 2 Ki to make whirlwind attack with your fists, making an unarmed melee attack against all creatures within reach.

Stretch Attack
Use a bonus action to give yourself an additional reach of 5 feet for unarmed melee attacks until the end of your turn.

Dash attack
When you use a dash action, you make a melee attack if you move 15 feet in the same direction

Sky High Claw
Spend 1 ki to run up a wall and spring off to make a special flying attack as one of your attacks. This attack does an extra martial arts die of damage.

Tiger Upper Cut
As the last attack in a flurry of blows, you may make a special uppercut attack. If it hits, the opponent must make a strength saving throw or be knocked prone (8+prof+wisdom).

Spinning attacks
Make an acrobatics check to move through a single opponents opponents space, as you do you channel your Ki to make a special burning attack against the opponent. For each Ki spent you do 1 martial arts damage to a max of 5 Ki.

Lalliman
2018-09-08, 09:10 AM
I love mix and matching special moves, but the options are kind of slim right now. Some problems:

Hadouken: What's the attack roll? I assume it's a Wis-based spell attack, but it doesn't say that.

Sumo Torpedo: Action cost is unclear.

Sonic Boom: Attack roll is unclear. It's also terrible compared to Hadouken. Two Hadoukens beat one Sonic Boom unless the greater range is absolutely necessary (which it probably isn't, you have monk speed). Because there's no need to disengage while fighting at range, you'll always have at least two attacks (main and bonus) to use on Hadouken. Sonic Boom is not the Attack action and therefor doesn't facilitate bonus attacks, so it'll always be the only attack you make that turn. So Hadouken is practically always better than Sonic Boom. Even if Sonic Boom counted as the Attack action, it wouldn't help because you're not in melee range. It needs to be overhauled into something else entirely.

Spinning Punch: Action cost is unclear. If it's your action, it's terrible. You can make four attacks with FoB, so you'd need five adjacent enemies for this to be worth considering. That never happens.

Sky High Claw: This has about half the ki-efficiency of FoB, while also requiring a conveniently-placed wall. I feel like you could just offer this as a once-per-turn without ki cost. It also needs elaboration on how far away from the wall the target can be.

Stretch Attack: Why would you ever use this instead of Hadouken? Your Dex bonus is likely to be higher than your Wis, but even so this cuts your offence in half by costing your bonus action and enforcing the use of unarmed strikes.

nickl_2000
2018-09-08, 11:44 AM
Thanks for the comments. I'll touch up the moves from your comments a little later today

Are there are other iconic moves that you can think of from the old games?

nickl_2000
2018-09-10, 09:54 AM
Massive update to the subclass. Added in 5 non-ki based attacks, and then made all the other items ki based. The original is in quotes for backup purposes.


Also, do you have thoughts on what I could add/modify to give more non-combat utility to the class? I know it's almost all combat focused and would like to see something outside of that.