shadow

Fu’un-Ken Master

Sho Hayate

“Uoooooooh!!!”

Sho Hayate is a dedicated warrior who is a bit behind on the times. His loud voice makes him unintentionally rude to others, which unfortunately gets him into a lot of fights. As the lone practitioner of his fighting style, he is determined to show its might to anyone who bears witness. He hopes to one day become a true master, training non-stop and vigorously.

Medium humanoid (human), neutral good


Armor Class 16 (breast plate)
Hit Points 56 (6d12 + 12)
Speed 30 feet


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Strength +7, Constitution +5
Skills Acrobatics +5, Athletics +7, Perception +4, Survival +4; vehicles (land), woodcarver’s tools
Senses passive Perception 14
Languages Common, Draconic, Giant, Primordial
Challenge 4 (1,100 XP)


Crusher. Once per turn, when Hayate hits a creature with an attack that deals bludgeoning damage, Hayate can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than him. When Hayate scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of Hayate’s next turn.

Danger Sense. Hayate has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Hayate can’t be blinded, deafened, or incapacitated.

Echoes of Victory. Hayate has attracted admiration among spectators, fellow athletes, and trainers in the region that hosted his past athletic victories. When visiting any settlement within 100 miles of where Hayate grew up, there is a 50 percent chance he can find someone there who admires him and is willing to provide information and temporary shelter.

Elemental Cleaver. When Hayate enters his rage, he can choose one weapon that he is holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While Hayate wields the infused weapon during his rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If Hayate throws the weapon, it reappears in his hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than Hayate wields it. While raging and holding the infused weapon, Hayate can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.

Giant’s Power. Hayate can innately cast druidcraft at will, requiring no material components. Hayate’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).

Reckless Attack. When Hayate makes his first attack on his turn, Hayate can decide to attack recklessly. Doing so gives Hayate advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.


ACTIONS

Extra Attack. Hayate can attack twice, instead of once, whenever he takes the Attack action on his turn.

Storm Boomerang. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage. Improvised weapon.

Storm Boomerang. Ranged Weapon Attack: +5 to hit, range 60/120 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 7 (3d4) thunder damage. The target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, a boomerang returns to the thrower’s hand.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage.


BONUS ACTIONS

Rage (4/Long). Hayate’s rage lasts for 1 minute. It ends early if he is knocked unconscious or if Hayate’s turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Hayate can also end his rage on his turn as a bonus action. While raging, Hayate gains the following benefits if he isn’t wearing heavy armor:

  • Advantage on Strength checks and Strength saving throws.
  • When Hayate makes a melee weapon attack using Strength, he gains a +2 bonus to the damage.
  • Resistance to bludgeoning, piercing, and slashing damage.
  • Can’t cast spells or concentrate on them while raging.
  • When Hayate makes a ranged attack with a thrown weapon using Strength, he gains a +2 bonus to the damage.
  • Hayate’s reach increases by 5 feet and he becomes Large, along with anything Hayate is wearing. If there isn’t enough room for Hayate to increase size, his size doesn’t change.

Tavern Brawler. When he hits a creature with an unarmed strike or an improvised weapon on his turn, Hayate can attempt to grapple the target.

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