Base Class: Monk
Few monks reach absolute harmony. Fewer still dare to walk the path of the Satsui no Hado—a dark force forged from an unyielding desire to transcend all mortal limits through battle.
Those who embrace this path view every encounter as a crucible of absolute will. Their movements carry no hesitation, their strikes explode with supernatural violence, and their oppressive presence unsettles even hardened veterans.
Though outsiders condemn the Satsui no Hado as a corruption of the soul, its practitioners revere it as the ultimate expression of martial intent. Only those who endure its brutality live to face the true demon within.
“Homebrew” by Rafael Salvador (RafaStyles). Based on Player’s Handbook (5e), roll20: D&D 5.5e, Street Fighter Wiki | Fandom and Street Fighter D&D 5E: Akuma by MikeMyler
Level 3: Stance Scion
You learn to channel the Satsui no Hado through fighting stances.
You have a number of Stance Scions equal to your Wisdom modifier (minimum of 1). You regain one 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 have the Incapacitated condition. You can only maintain one stance active at a time.
Stance Convergence. Beginning at 20th level, you can maintain more than one stance active at a time. Activating each stance still requires a Bonus Action.
Level 3: Stance of the Tiger's Claw
The initial awakening of the Satsui no Hado erupts in raw, unrelenting aggression—animating your strikes with a ferocity that cannot be contained.
You learn the Stance of the Tiger’s Claw and can activate it by expending one Stance Scion. You gain the following benefits while this stance remains active.
Rending Talons. Your Unarmed Strikes deal an extra 1d4 Slashing damage per hit.
Predator’s Impact. Each time you hit a creature with an attack granted by your Flurry of Blows, it must succeed on a Strength saving throw or be pushed up to 15 feet to an unoccupied space of your choice that increases its distance from you.
Level 6: Gohadoken
As the Satsui no Hado swells within you, its dark power surges beyond your fists. The Gohadoken is a cornerstone technique of the Ansatsuken martial art: a projectile of concentrated killing intent forged from the practitioner's relentless will.
You learn the Eldritch Blast cantrip. If you already know it, you learn another Warlock cantrip of your choice. Wisdom is your spellcasting ability for the cantrips mentioned in this feature, and they count as Monk cantrips for you without counting against the number of cantrips you know.
When you cast Eldritch Blast through this feature, it gains the following benefits.
Ki Projection. The spell requires only a Somatic component and, instead of a d10, each beam created by the spell deals damage equal to a roll of your Martial Arts die. You also add your Wisdom modifier to the spell’s damage rolls. Because this technique channels your internal ki rather than spellcasting magic, it cannot be suppressed or prevented by an Antimagic Field or similar antimagic effects.
Concentrated Stream. Regardless of the number of beams created when you cast the spell, all beams must target the same creature or object.
Kinetic Impact. Once per turn when you hit a creature or an object with at least one beam from this spell, you can push it straight away from you—up to 10 feet if it is Large or smaller, or up to 5 feet if it is Huge or Gargantuan.
Level 6: Murderous Presence
The Satsui no Hado distorts the air around you, projecting your deadly intent into the minds of all who draw near. Your cold gaze, fluid posture, and the faint, crimson ki flickering across your skin proclaim an aura of slaughter that few can endure without trembling.
Whenever you make an Intimidation check, you can use your Wisdom modifier instead of your Charisma modifier. You also gain proficiency in the Intimidation skill. If you already have proficiency in it, you gain Expertise in it instead.
In addition, you gain the following benefits.
Unspoken Menace. Once on each of your turns, you can take 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.
Unflinching Will. You have Advantage on saving throws against effects that would cause you to be Charmed or Frightened.
Dark Hado Vision. You gain Darkvision with a range of 30 feet. If you already have Darkvision, its range increases by 30 feet.
Level 11: Stance of the Waning Moon
The Satsui no Hado begins to rot and reshape your body and spirit. Each strike bleeds with necrotic malice, leeching the vitality from any foe foolish enough to stand against you.
You learn the Stance of the Waning Moon and can activate it by expending one Stance Scion. You gain the following benefits while this stance remains active.
Withering Strike. Your Unarmed Strikes deal an extra 1d6 Necrotic damage per hit.
Necrotic Resilience. You gain resistance to Necrotic damage.
Crippling Decay. Once per turn when you deal Necrotic damage to a creature with an Unarmed Strike, you can force it to make a Constitution saving throw. 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 practitioner who has embraced the Satsui no Hado this deeply no longer recognizes retreat—movement exists solely to dictate positioning for absolute destruction. By channeling your dark ki, you phase through reality in a ghostlike glide, reappearing wherever your prey is most vulnerable.
When you expend a Focus Point to use Step of the Wind, you do not gain the benefits of the Disengage action and can’t move another creature with you. Instead, you perform an Ashura Senku. You still gain the benefit of the Dash action and double your jump distance for that turn, and you gain the following additional benefits.
Intangible Glide. If you move in a straight line along the ground, you phase through nonmagical objects and creatures as though they were difficult terrain, ending your movement in an unoccupied space.
Evasive Frame. You gain the benefits of the Dodge action during this movement, though you can’t take Reactions while moving.
Disorienting Emergence. If your movement ends 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 its next turn has Disadvantage.
Shakunetsu Hadoken
The Satsui no Hado warps your projected ki into an infernal wave. Your Gohadoken expands into the terrifying Shakunetsu Hadoken—an overwhelming torrent of scorching, dark energy that chars both flesh and spirit.
When you cast Eldritch Blast through your Gohadoken feature, you can expend your Bonus Action and 1 Focus Point to empower it with Shakunetsu Hadoken, granting the following benefits.
Scorching Surge. All beams from this spell deal Fire and Necrotic damage instead of Force damage. Additionally, your Flurry of Blows creates two additional beams instead of making Unarmed Strikes, without expending an additional Focus Point.
Torrential Detonation. If at least three of the beams created by this spell hit the same creature or object, the push distance is doubled—up to 20 feet if the creature is Large or smaller, or up to 10 feet if it is Huge or Gargantuan. In addition, if the target is 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 do so again for the next 2 rounds of combat.
Level 17: Stance of the Wicked Oni
You reach the terrifying peak of the Satsui no Hado. Stripping away the last vestiges of the mortality of your former self, you unleash and harness the demonic force within, becoming an unstoppable harbinger of slaughter.
You learn the Stance of the Wicked Oni. Activating this stance requires two Stance Scions and you can do so only once per Long Rest. You gain the following benefits while this stance remains active.
Might of the Oni. Your Unarmed Strikes deal an extra 1d8 Force damage per hit.
Aegis of the Oni. You gain resistance to Necrotic and Psychic damage.
Stride of the Oni. Your speed increases by 25 feet.
Unbending Oni. 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.
Terror of the Oni. Each creature within 30 feet of you must succeed on a Wisdom saving throw or become Frightened of you. Creatures that are your allies 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.
Ascendant Oni. 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
Known as the “Raging Demon”, the Shun Goku Satsu is the pinnacle of Ansatsuken and the ultimate expression of the Satsui no Hado. Few martial artists ever attempt this forbidden execution without being irrevocably consumed by the killing intent that fuels it.
When invoked, you dissolve into a dark, ghostlike silhouette and glide inexorably toward your target to seize them. In that fleeting second, both combatants vanish from sight as an unseen, terrifying flurry of strikes erupts faster than mortal senses can comprehend. Ancient masters taught that this destruction does not spring from physical blows alone, but from the target's own wickedness: the Satsui no Hado weaponizes their past sins, shattering their vital organs while crushing their very soul. Only as the final blow settles does the luminous kanji 天 ("Heaven")—or, in the hands of a supreme master, 神人 ("Divine Human")—flare brightly across the darkness behind you. By the time reality snaps back, the opponent’s fate has already been sealed.
While the Stance of the Wicked Oni is active, as an Action, you can perform the Shun Goku Satsu by expending Focus Points based on your Monk level as shown in the Shun Goku Satsu table. After using this feature, you can't do so again until you finish a Long Rest, and you can’t move, take Bonus Actions nor take Reactions until the start of your next turn.
Purity of the Killing Intent. 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.
Soulless Husks. 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 activate this feature, choose one creature you can see within range of your Speed as your target. You move directly toward the target, ending your movement in an unoccupied space adjacent to it. During this movement, you phase through nonmagical objects and creatures while ignoring difficult terrain, and your movement cannot 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 phase through magical barriers or total cover.
When you reach your target, it must make the saving throw required by your Grapple option with Disadvantage.
If the target succeeds on the Grapple save, or if you fail to reach it, this feature fails. You deal no damage and attack rolls against you have Advantage until the start of your next turn.
If the target fails the Grapple save, it doesn’t suffer the Grappled condition. Instead, it must make a Constitution saving throw.
Failure. The target's hit points are reduced to 0 and it dies, bypassing any trait or feature that would prevent either effect and can be restored to life only by a Wish spell. If the target lacks a soul, it instead takes Necrotic damage based on your Monk level as shown in the Shun Goku Satsu table, ignoring resistance to Necrotic damage, is Stunned until the end of your next turn and is knocked Prone.
Success. The target takes Necrotic damage based on your Monk level as shown in the Shun Goku Satsu table, ignoring resistance to Necrotic damage, is Stunned until the end of your next turn and is knocked Prone. If the target lacks a soul, it instead takes half as much damage and is knocked Prone without being Stunned.
|
Shun Goku Satsu |
||
|---|---|---|
|
Monk Level |
Focus Points |
Damage (Necrotic) |
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17 |
8 |
10d12 + (10 × Wisdom modifier) |
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18 |
9 |
12d12 + (12 × Wisdom modifier) |
|
19 |
9 |
14d12 + (14 × Wisdom modifier) |
|
20 |
10 |
15d12 + (15 × Wisdom modifier) |
Messatsu. If the target rolls a 1 on the initial Grapple saving throw, it automatically fails and it must make the Constitution saving throw with Disadvantage.
When this feature resolves, your Armor Class is reduced by 2 until the start of your next turn.
"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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