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. 😀
Unlike everything else in his statblock there’s no feat or feature or anything giving Baraka a bite attack. He’s definitely got one though and since it’ll always be on the sidelines because of his sword arms, it’s included here for the sake of completeness (to the detriment of RAW). I’ve also toned down his sword arms (no extra damage from vibrating and such) so he can still have use of his hands.
Medium humanoid (soburi human), neutral evil fighter (battle master) 14/barbarian 2
Armor Class 17 (Constitution, martial arts stance)
Hit Points 122 (14d10+2d12+32)
Speed 30 ft. (40 ft. in combat)
|11 (+0)||18 (+4)||15 (+2)||14 (+2)||12 (+1)||8 (-1)||6 (-2)||23 (+6)|
Saving Throws Str +5, Con +6
Skills Arcana +7, Athletics +5, Insight +7, Perception +7, Stealth +9, Survival +7
Damage Resistances bludgeoning, piercing, and slashing (while raging)
Senses passive Perception 17
Languages Netherese (Outworlder)
Challenge 11 (7,200 XP)
Action Surge (1/short rest). On his turn, Baraka can take an additional action on top of his regular action and a possible bonus action.
Combat Superiority (5d10). Baraka knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Baraka uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.
- Disarming Attack. When Baraka hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He 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 he chose. The object lands at its feet.
- Evasive Footwork. When Baraka moves on his turn, he can expend a superiority die, adding the total to his AC until he stops moving.
- Feinting Attack. Baraka can expend one superiority die and use a bonus action on his turn to feint, choosing one creature within 5 feet of him as his target. Until the end of the turn, Baraka has advantage on his next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
- Lunging Attack. When Baraka makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, you add the superiority die to the attack’s damage roll.
- Menacing Attack. When Baraka hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. He add the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, it is frightened of Baraka until the end of his next turn.
- Riposte. When a creature misses Baraka with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against the creature. If he hits, Baraka adds the superiority die to the attack’s damage roll.
- Sweeping Attack. When Baraka hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Baraka chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number Baraka rolled on his superiority die. The damage is of the same type dealt by the original attack.
Danger Sense. Baraka has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Hated. Baraka has disadvantage on Wisdom and Charisma checks against any humanoid that doesn’t also have the hated condition but he never has disadvantage on Charisma (Intimidation) checks.
Indomitable (2/long rest). Baraka can reroll a saving throw that he failed. If he does so, he must use the new roll.
Know Your Enemy. If Baraka spends 1 minute observing or interacting with another creature outside of combat, he can learn certain information about its capabilities compared to his own. The GM allows Baraka to know if the creature is of equal, superior, or inferior in regard to two of the following characteristics of Baraka’s choice: Strength score, Dexterity score, Constitution score, Armor Class, current hit points, total class levels (if any), fighter class levels (if any).
Magical Savant. Baraka knows the booming blade cantrip (spell save DC 15) and has proficiency in Arcana.
Middle-High Haitoku. Baraka gains a +10 ft. bonus to speed in combat and +1 to Strength and Constitution, but has a visible physical mutation (his teeth are a maw of fangs) and suffers disadvantage on Dignity ability checks and saving throws.
Rage (2/long rest). On his turn, Baraka can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor:
- advantage on Strength checks and Strength saving throws,
- when he makes a melee weapon attack using Strength he gains a +2 bonus to the damage roll,
- and he has resistance to bludgeoning, piercing, and slashing damage.
His rage lasts for 1 minute. It ends early if Baraka is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Baraka can also end his rage on his turn as a bonus action.
Reckless Attack. When Baraka makes his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Second Wind (1/short rest). On his turn, Baraka can use a bonus action to regain 1d10+14 hit points.
Stance of the Wicked Oni (1). Baraka’s unarmed strikes deal an extra 1d6 damage to humanoids (this damage is not multiplied on a critical hit.) By spending a bonus action, Baraka can grant a creature that can see him the frightened condition for 5 rounds. A creature that succeeds on a DC 16 Wisdom saving throw made at the end of each of its turns negates this condition. Once a creature has been frightened by Baraka’s oni stance, it cannot be frightened by it again for 24 hours.
Sword Arm Augmetics (AC 24, 40 hit points each). Baraka’s sword arms are unable to vibrate but they emerge from the base of his forearms, allowing him limited use of his hands.
Extra Attack (2). Baraka attacks three times and adds his Dexterity modifier to his damage rolls when he uses a bonus action to attack a fourth time (with two-weapon fighting; included in his statistics).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Sword Arm. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage plus 3 (1d6) slashing damage if the target is a humanoid (this damage does not multiply on a critical hit).