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. 😀
Sonya took some thinking to get right but I’m happy where she landed–the GM should take liberties with the SFX (not the mechanics, just the dressing) of her abilities to balance the poison/psychic stuff her special moves have going on.
Medium humanoid (soburi human), lawful good fighter (battle master) 4/monk (martial artist) 12
Armor Class 18 (Wisdom, martial arts stances)
Hit Points 92 (4d10+12d8+16)
Speed 50 ft.
|10 (+0)||18 (+4)||12 (+1)||14 (+2)||14 (+2)||9 (-1)||13 (+1)||10 (+0)|
Saving Throws Str +5, Con +6
Skills Athletics +5, Insight +7, Investigation +7, Perception +7, Stealth +9, Survival +7
Damage Resistances psychic
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 17
Languages English; telepathy 30 ft.
Challenge 10 (5,900 XP)
Action Surge (1/short rest). On her turn, Sonya can take an additional action on top of her regular action and a possible bonus action.
Combat Superiority (4d8). Sonya knows the following maneuvers. She can use only one maneuver per attack. A superiority die is expended when Sonya uses a maneuver. She regains all of her expended superiority dice when she finishes a short or long rest.
- Disarming Attack. When Sonya hits a creature with a weapon attack, she can expend one superiority die to attempt to disarm the target, forcing it to drop one item of her choice that it’s holding. She adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Strength saving throw. On a failed save, it drops the object she chose. The object lands at its feet.
- Riposte. When a creature misses Sonya with a melee attack, she can use her reaction and expend one superiority die to make a melee weapon attack against the creature. If she hits, Sonya adds the superiority die to the attack’s damage roll.
- Trip Attack. When Sonya hits a creature with a weapon attack, she can expend one superiority die to attempt to knock the target down. She adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, Sonya knocks the target prone.
Evasion. When Sonya is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Feat: Magic Initiate. Sonya knows the poison spray and thunderclap cantrips. She can cast ray of sickness as a 1st-level spell. Once she casts it, she must finish a long rest before she can cast it again. Her spellcasting ability for these is Intelligence (spell save DC 15; spell attack +7).
Ki (12 points/short rest). Sonya can spend ki to fuel the following features:
- Flurry of Blows. Immediately after Sonya takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Sonya can spend 1 ki point to take the Dodge action as a bonus action on her turn.
- Step of the Wind. Sonya can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn.
- Stunning Strike. Sonya can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.
Second Wind (1/short rest). On her turn, Sonya can use a bonus action to regain 1d10+4 hit points.
Stance of the Clear Mind. Sonya’s unarmed strikes deal an extra 1d6 psychic damage (this does not multiply on a critical hit), she has resistance to psychic damage, and she has telepathy to a range of 30 feet.
Stance of the Striking Serpent (2). Sonya’s unarmed strikes deal an extra 1d6 piercing damage (this does not multiply on a critical hit), she has advantage on Dexterity (Acrobatics) checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmed Savant. Sonya’s unarmed strike damage increases by one step (to 1d10) due to her soburi heritage and she gains proficiency in the Athletics skill.
Extra Attack. Sonya attacks twice. In addition, when Sonya uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) magical bludgeoning damage plus 3 (1d6) piercing damage and 3 (1d6) psychic damage (piercing and psychic damage do not multiply on a critical hit).
Deflect Missiles. Sonya can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 1d10+16. When the damage is reduced to 0, she can catch the missile if it is small enough for her to hold in one hand and she has at least one hand free. If she catches a missile in this way, Sonya can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition she just caught, as part of the same reaction (+9 to hit, range 20/60 ft., 1d10+4 damage).
Slow Fall. Sonya can use her reaction when she falls to reduce any falling damage she takes by 60.