Mortal Kombat D&D 5e: Kano

Dust off your gaming thumbs people! Street Fighter D&D 5E is done and what lay ahead is arguably its only true competitor among fighters in the golden age of video games: MORTAL KOMBAT D&D 5E (yes, all caps, every time). In this series I’ve put together RAW builds using Mists of Akuma (my eastern fantasy noir steampunk campaign setting) to supplement the core rules–with the litany of martial arts stances (playtest versions here) there’s a lot that can be done, and what can’t will get items to bridge the gap. 😀

Kano DnD 5e Mortal Kombat.png


Medium humanoid (soburi human), neutral evil rogue (thief) 10/monk (martial artist) 6
Armor Class 18 (Wisdom)
Hit Points 88 (16d8+16)
Speed 45 ft. (55 ft. in combat)

12 (+1) 20 (+5) 13 (+1) 12 (+1) 16 (+3) 8 (-1) 5 (-3) 22 (+6)

Saving Throws Dex +10, Int +6
Skills Acrobatics +10, Athletics +11, Deception +9, Intimidation +9, Perception +8, Sleight of Hand +10, Stealth +15
Damage Resistances piercing
Senses darkvision 60 ft., passive Perception 18
Languages Chinese, English
Challenge 10 (5,900 XP)

Cunning Action (1/turn). Kano can take a bonus action to take the Dash, Disengage, Hide or Use an Object action, make a Dexterity (Sleight of Hand) check, or use thieves’ tools to disarm a trap or open a lock.

Electrolens Laser. Kano has an eyepiece that grants him darkvision 60 feet and grants him a special attack (see below). It has 20 hit points an an AC of 24.

Evasion. When Kano 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.

High Haitoku. Kano gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation (scarring and a palpable air of malevolence), and suffers disadvantage on Dignity ability checks and saving throws.

Ki (6 points/short rest). Kano can spend ki to fuel the following features:

  • Flurry of Blows. Immediately after Kano takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Kano can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Kano 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 Strike. Kano 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 16 Constitution saving throw or be stunned until the end of his next turn.

Second-Story Work. Climbing does not cost Kano extra movement. When he makes a running jump, the distance he covers increases by 5 feet.

Sneak Attack (1/turn). Kano deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kano’s that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Stance of the Striking Serpent (3). Kano’s unarmed strikes deal an additional 1d8 piercing damage, he has advantage on Dexterity (Acrobatics) checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.

Supreme Sneak. Kano has advantage on a Dexterity (Stealth) check if he moves no more than 20 feet on the same turn.

Unarmed Savant. Kano’s unarmed strike damage increases by one step (to 1d8) due to his soburi heritage and he gains proficiency in the Athletics skill.


Extra Attack. Kano attacks twice. In addition, when Kano 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.

Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical bludgeoning damage plus 4 (1d8) piercing damage.

Electrolens Laser (Recharge 4-6). As an action, Kano unleashes a blast of powerful energy from his electrolens at a creature he can see within 100 feet. He makes a ranged attack roll with a +10 bonus to hit and on a hit deals 32 (5d12) fire damage


Deflect Missiles. Kano can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10+11. When the damage is reduced to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If he catches a missile in this way, Kano can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction (+10 to hit, range 20/60 ft., 1d8+5 damage).

Slow Fall. Kano can use his reaction when he falls to reduce any falling damage he takes by 30.

Uncanny Dodge. When an attacker Kano can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.



Uncommon; +1d4 Haitoku
In addition to functioning as a regular electrolens (Mists of Akuma page 239) you can use an action to unleash a fiery laser at a creature you can see within 100 feet. On a hit, you deal 1d12 fire damage per point of proficiency bonus you possess. Once you have used this feature, at the start of each turn roll 1d6 to recharge it. On a 4, 5, or 6, the electrolens laser recharges. While it is recharging, you do not gain darkvision from your augmetic.

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