Monk
Base Class: Monk

Few monks follow the path of balance. Even fewer of them dare to walk the path of the Satsui no Hado, a force born from the indomitable wish to transcend all limitations through combat.

Those who embrace this tradition see every encounter as a test of their will. Their movements lack hesitation, their strikes seem driven by supernatural violence and their mere presence is enough to disturb even the most experienced warriors.

Although many consider the Satsui no Hado a corruption of the soul, its practitioners understand it as the purest form of martial will. Only those who survive its path may contemplate the true face of the demon within them.

“Homebrew” by Rafael Salvador (RafaStyles). Based on Player’s Handbook (5e), Street Fighter Wiki | Fandom and Street Fighter D&D 5E: Akuma by MikeMyler

Level 3: Stance Scion

When you choose this monastic tradition at 3rd level, you learn to channel the Satsui no Hado through fighting stances.

You possess an amount of Stance Scions equal to your Wisdom modifier (minimum of 1). You regain 1 expended Stance Scion when you finish a short rest, or all expended Stance Scions when you finish a long rest.

Activating a stance requires a bonus action and each of them remains active for 1 minute, or until you become unconscious. You can only maintain one stance active at a time.

Beginning at 20th level, you can maintain more than once stance active at a time. Activating each stance still requires a bonus action.

Level 3: Stance of the Tiger's Claw

The first conscious manifestation of the Satsui no Hado is expressed through fierce aggression and movements impossible to contain.

At 3rd level, you learn the Stance of the Tiger’s Claw and can activate it by expending 1 Stance Scion. While it remains active:

  • Your unarmed strikes deal an additional 1d4 slashing damage per hit.
  • When you use Flurry of Blows, if you hit a creature at least once, it must succeed on a Strength saving throw or be pushed up to 15 feet to an unoccupied space of your choice that is farther from you.

Level 6: Gohadoken

The flow of the Satsui no Hado in your body allows you to project it through your palms and beyond your fists. The Gohadoken is one of the fundamental techniques of the Ansatsuken fighting style: a burst of concentrated power, born from the practitioner’s will.

At 6th level, you learn the cantrip Eldritch Blast. This counts as a Monk cantrip for you. When you cast it through this feature, it requires only a Somatic component, you can use Wisdom in place of Charisma as your spellcasting ability and you can add your Wisdom modifier to the spell's damage rolls. Regardless of the number of beams created by the spell, all beams must be directed at the same target.

If you already know Eldritch Blast, you may learn a different cantrip from the Warlock spell list. This will also count as a Monk cantrip and may use Wisdom as your spellcasting ability.

The cantrip you learn through this feature does not count towards the number of cantrips you know.

Level 6: Murderous Presence

The influence of the Satsui no Hado manifests not only in your strikes, but also in the way you perceive those around you, and vice versa. Your mere presence, gaze, posture and even the subtle scarlet flames that begin to surround your body show a killing intent that very few can stand against.

Beginning at 6th level, when you make an Intimidation check, you can use your Wisdom modifier in place of Charisma. You also gain proficiency in Intimidation, or Expertise in it if you are already proficient. Additionally:

  • Once on each of your turns, you can use the Influence action to intimidate creatures of your choice within 30 feet of you without expending an action. This intimidation can be communicated through your words, gaze, posture, or killing intent.
  • You have advantage on saving throws against being frightened.
  • You gain darkvision, with a range of 30 feet. If you already have darkvision, its range increases by 30 feet without exceeding 60. At 11th level, this feature’s range increases to exactly 60 feet.

Level 11: Stance of the Waning Moon

The Satsui no Hado has begun to slowly consume your body and spirit. Your strikes carry a dark energy capable of withering away the life of those who oppose you.

At 11th level, you learn the Stance of the Waning Moon and can activate it by expending 1 Stance Scion. While it remains active:

  • Your unarmed strikes deal an additional 1d6 necrotic damage per hit.
  • You gain resistance to necrotic damage.
  • When you deal necrotic damage to a creature with an unarmed strike, you can force that creature to make a Constitution saving throw. You can only do this once on each of your turns. On a failed save, that creature’s speed is reduced by 15 feet and it can't regain hit points until the start of your next turn.

Level 11: Ashura Senku

A monk that has accepted the Satsui no Hado this far no longer observes their own retreat as weakness, but as repositioning to dictate destruction. Their intent to kill their opponent burns deeper, enhancing their movement with a phantom-like essence to satisfy this purpose.

Beginning at 11th level, when you use Step of the Wind, you must choose Dash instead of Disengage. This use benefits from the following features for no additional ki cost:

  • If you move in a straight line along the ground, you can pass through nonmagical objects and creatures as though they were difficult terrain, ending your movement in an unoccupied space, and opportunity attack rolls against you are made with disadvantage. You can't take reactions during this movement, however. 
  • If you end this movement within 5 feet of a creature, your first attack roll against it before the end of your turn has advantage. Simultaneously, that creature’s first attack roll against you before the end of their next turn has disadvantage.

Level 11: Shakunetsu Hadoken

The Satsui no Hado corrupts even the energy you project. The Gohadoken is no longer just a burst of your will, but also an overwhelming torrent capable of consuming both body and soul.

Beginning at 11th level, when you cast Gohadoken (Eldritch Blast), you can expend 1 ki point to empower it with Shakunetsu Hadoken. When you do so:

  • You use Flurry of Blows as a bonus action to create two additional beams. All beams must be directed at the same target.
  • This feature deals fire and necrotic damage instead of force damage.
  • If at least three beams hit a creature, it must make a Constitution saving throw. On a failed save, until the end of your next turn, that creature can't take reactions, its speed is halved and it has disadvantage on the next Dexterity saving throw it makes.

Once you have used this feature, you can't use it again for the next 2 rounds of combat.

(In technological settings, the DM may replace the fire damage with lightning damage, as appropriate for the Bolt Hadoken.)

Level 17: Stance of the Wicked Oni

You have reached the culmination of the Satsui no Hado. For a brief moment, you strip away all remaining traces of your former self and allow the demonic force within you to take over.

At 17th level, you learn the Stance of the Wicked Oni. Activating this stance requires 2 Stance Scions and you can only do this once per long rest. While it remains active:

  • Your unarmed strikes deal an additional 1d8 force damage per hit.
  • You gain resistance to necrotic and psychic damage.
  • Your speed increases by 25 feet.
  • Whenever you are forced to make a saving throw against an effect that would cause you to be charmed or frightened, you automatically succeed on the save and gain advantage on your next attack roll before the end of your next turn.
  • Each creature within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you. Creatures that are traveling with you, fighting alongside you or that have magic resistance have advantage on this saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this save or removes this condition in any way is immune to this feature for the next 24 hours.

Beginning at 20th level, you can activate this stance more than once between long rests, provided you have enough Stance Scions to do so.

Level 17: 一瞬千撃 Shun Goku Satsu

The Shun Goku Satsu, known as the “Raging Demon”, represents the complete mastery of Ansatsuken and the pinnacle of the Satsui no Hado. Very few are the warriors ever capable of performing this feat without succumbing to the killing intent that feeds it.

When this technique is performed, the practitioner takes on a dark, ghostlike and deeply corrupted appearance before gliding towards their opponent and grabbing them. Then, during an eternal instant, both combatants disappear from the perception of those observing them. What follows appears not like a fight, but an impossible sequence of strikes escaping all comprehension. Ancient masters claimed that such destructive power comes not from the fists of the practitioner, but from the victim’s past actions: the Satsui no Hado turns their sins into an unavoidable punishment, striking not only the weakest points in their body, but also directly into their soul. Only when the final strike has been performed does the kanji 天 "heaven" (or, when performed by the supreme master of Ansatsuken, 神人 “divine human”) fleetingly appear, suspended between both combatants. By then, the opponent’s fate has already been decided.

Beginning at 17th level, while the Stance of the Wicked Oni is active, as an action, you can perform the Shun Goku Satsu by expending ki points according to your Monk level, as shown in the Shun Goku Satsu table. After using this feature, you can't move, take bonus actions nor take reactions until the start of your next turn, and you can't use this feature again until you finish a long rest.

The Dark Hado demands absolute dedication. If you have any levels in a class other than Monk, you lack the commitment required to wield this technique and can't use it. 

Creatures that lack a soul, such as constructs, automatons and certain artificial life forms, to be determined by the DM, can't suffer the spiritual judgment of the Shun Goku Satsu. Against such creatures, this technique manifests only as its devastating physical onslaught.

When you use this feature, you move toward a creature of your choice that you can see and reach with your speed, ending your movement in an unoccupied space adjacent to it. During this movement, you can pass through nonmagical objects and creatures, ignoring difficult terrain, and this movement can't be slowed, impeded, or interrupted by any feature, spell, or reaction. While moving, attack rolls against you automatically miss, you take no damage, and you are immune to all conditions and effects encountered along your path. You can't pass through magical barriers or total cover, however.

When you reach your target, you immediately attempt to grapple them with advantage, following the normal rules for grappling. 

If you fail the grapple attempt, or if you fail to reach your target, this feature fails. You deal no damage and attack rolls against you have advantage until the start of your next turn.

If you succeed on the grapple attempt, the target doesn't suffer the grappled condition. It instead must make a Constitution saving throw.

  • Failure. The target’s hit points are reduced to 0 and it dies, regardless of any trait or feature that would prevent either effect. If the creature that fails this saving throw lacks a soul, it instead takes damage according to your Monk level as shown in the Shun Goku Satsu table, ignoring resistance to that damage, it is stunned until the end of your next turn and knocked prone.
  • Success. The target takes damage according to your Monk level as shown in the Shun Goku Satsu table, ignoring resistance to that damage, they are also stunned until the end of your next turn and knocked prone. If the creature that succeeds on this saving throw lacks a soul, it instead takes half as much damage and is only knocked prone.

Table: Shun Goku Satsu

Monk level

Ki cost

Damage (necrotic)

17

8

10(1d10 + your Wisdom modifier)

18

9

12(1d10 + your Wisdom modifier)

19

9

14(1d10 + your Wisdom modifier)

20

10

15(1d10 + your Wisdom modifier)

If you roll a natural 20 on your Athletics check, or the target rolls a natural 1 on its Athletics or Acrobatics check as part of the grapple attempt, the target automatically fails their contesting roll and must make the Constitution saving throw with disadvantage.

After successfully resolving this feature and until the start of your next turn, your Armor Class is reduced by 2.

(In technological settings, the DM may replace any or all of the necrotic damage with lightning damage, as appropriate for the Shin Gou Shock.)

"The Raging Demon... its power is unequaled... it is not my fist but your past sins that will kill you... the more evil your past doings, the more painful your death..." — Akuma to M. Bison, Street Fighter Alpha 3

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