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. 😀
This was another really easy build to keep to Mists of Akuma RAW. Note that this assumes he’s spent more money than the other characters but the same character build could be achieved with the bushibot fighter archetype (to find a middle ground drop Athletic, drop Con by 1, drop Tough to lower hit points, limit all maneuvers and combat superiority dice to what he can pick up with two feats). That however won’t be as fun for GMs to use as a single combatant arrayed against the party (assuming he’s not appearing alongside Sonya Blade of course).
You may have noticed some hyperlinks to the Mists of Akuma Mega Adventures Kickstarter throughout this blog series–I am writing this to you from the past and hope very much that folks are pledging (and if you have pledged, thank you). The free PDFs on the project page truly are dope so if you haven’t checked them out yet (they’re on google drive–no downloading necessary) I encourage you to do so.
- One already complete 338 page D&D 5E adventure path hardcover
- city-based mega adventure hardcover that I desperately want to make
- softcover with the iconics of Mists of Akuma
- plus some Shadow of the Demon Lord support (HAIL!)
UPDATE: The project has funded and now we’re working on unlocking the first stretch goal (more martial arts stances)!
Medium humanoid (soburi human), lawful good fighter (battle master) 16
Armor Class 16 (plating augmetic, martial arts stance)
Hit Points 152 (16d10+64)
Speed 30 ft.
|22 (+6)||16 (+3)||14 (+2)||12 (+1)||8 (-1)||10 (+0)||14 (+2)||13 (+1)|
Saving Throws Str +11, Con +7
Skills Athletics +11, History +6, Investigation +6, Stealth +8, Survival +4
Damage Resistances bludgeoning
Senses passive Perception 9
Languages English, one other
Challenge 11 (7,200 XP)
Action Surge (1/short rest). On his turn, Jax can take an additional action on top of his regular action and a possible bonus action.
Combat Superiority (5d10). Jax knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Jax uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.
- Disarming Attack. When Jax 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 19 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
- Feinting Attack. Jax 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, Jax 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 Jax 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, add the superiority die to the attack’s damage roll.
- Maneuvering Attack. When Jax hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. Jax adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear him. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of Jax’s attack.
- Precision Attack. When Jax makes a weapon attack roll against a creature, he can expend one superiority die to add it to the roll. Jax can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Riposte. When a creature misses Jax 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, Jax adds the superiority die to the attack’s damage roll.
- Sweeping Attack. When Jax hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. Jax 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 Jax rolled on his superiority die. The damage is of the same type dealt by the original attack.
Feat: Athlete. Climbing doesn’t cost Jax extra movement, when he is prone standing up uses only 5 feet of his movement, and he can make a running long jump or a running high jump after moving only 5 feet on foot (rather than 10 feet).
Feat: Tough. Jax has 32 extra hit points (included in his statistics).
Indomitable (2/long rest). Jax can reroll a saving throw that he failed. If he does so, he must use the new roll.
Know Your Enemy. If Jax 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 Jax to know if the creature is of equal, superior, or inferior in regard to two of the following characteristics of Jax’s choice: Strength score, Dexterity score, Constitution score, Armor Class, current hit points, total class levels (if any), fighter class levels (if any).
Plating Augmetic (AC 24, 30 hit points). Jax’s Armor Class increases by 2.
Second Wind (1/short rest). On his turn, Jax can use a bonus action to regain 1d10+16 hit points.
Stance of the Stout Boar (3). Jax’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Steam Arm Augmetics (AC 24, 30 hit points each). Jax has two steam arms. Each increases his Strength by 2 (and his maximum Strength by 2) and make his unarmed strike damage 1d6.
Unarmed Savant. Jax’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 (2). Jax attacks three times and adds his Strength modifier to his damage rolls when he uses a bonus action to attack a fourth time (with two-weapon fighting; included in his statistics).
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) magical bludgeoning damage.