Mortal Kombat D&D 5e: Kitana

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. 😀

Not surprisingly the ninja lady fit into Mists of Akuma RAW just as well as her male compatriots. She does have some magic dagger fans but is otherwise keeping it real. ^_^

Kitana DnD 5E Mortal Kombat.png

Kitana

Medium humanoid (soburi human), neutral good monk (open hand) 16
Armor Class 20 (Wisdom, dagger fans, martial arts stance)
Hit Points 72 (16d8)
Speed 65 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
8 (-1) 20 (+5) 10 (+0) 13 (+1) 14 (+2) 12 (+1) 17 (+3) 12 (+1)

Saving Throws Str +4, Dex +10, Con +5, Int +6, Wis +7, Cha +6
Skills Athletics +4, Insight +7, Perception +7, Persuasion +6, Stealth +10
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 17
Languages Chinese, English, Netherese (Outworlder)
Challenge 11 (7,200 XP)

Evasion. When Kitana 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: Mobile. When Kitana uses the Dash action, difficult terrain doesn’t cost her extra movement on that turn. When she makes a melee attack against a creature, Kitana doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether she hits or not.

Ki (16 points/short rest). Kitana can spend ki to fuel the following features:

  • Diamond Soul. Whenever Kitana makes a saving throw and fails, she can spend 1 ki point to reroll it and take the second result.
  • Flurry of Blows. Immediately after Kitana takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Kitana can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Kitana can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn.
  • Stunning Strike. Kitana 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.

Open Hand Technique. Whenever Kitana hits a creature with one of the attacks granted by her Flurry of Blows, she can impose one of the following effects on that target:

  • It must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, Kitana can push it up to 15 feet away from her.
  • It can’t take reactions until the end of Kitana’s next turn.

Stance of the Striking Serpent (2). Kitana’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.

Stillness of Mind. Kitana can use her action to end one effect on herself that is causing her to be charmed or frightened.

Timeless Body. Kitana can’t be aged magically and no longer needs food or water.

Unarmed Savant. Kitana’s unarmed strike damage increases by one step (to 1d10) due to her soburi heritage and she gains proficiency in the Athletics skill.

 

ACTIONS
Extra Attack. Kitana attacks twice. In addition, when Kitana 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. In addition, Kitana treats her dagger fans as monk weapons.

Enchanted Dagger Fan. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 10 (1d10+5) magical bludgeoning slashing plus 3 (1d6) piercing damage and if thrown, the dagger fan returns to Kitana’s hand at the end of her turn (this piercing damage does not multiply on a critical hit).

Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) magical bludgeoning damage plus 3 (1d6) piercing damage (this piercing damage does not multiply on a critical hit).

 

REACTIONS
Deflect Missiles. Kitana 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+21. 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, Kitana 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 (+10 to hit, range 20/60 ft., 1d10+5 damage).

Slow Fall. Kitana can use his reaction when she falls to reduce any falling damage she takes by 80.

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