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. 😀
Like the other ninjas, Smoke here was a breeze to build Mists of Akuma RAW. Who’d have thunk it? ¯\_(ツ)_/¯
Medium humanoid (soburi human), neutral rogue (ninja) 10/monk (martial artist) 6
Armor Class 19 (Wisdom, martial arts stances)
Hit Points 88 (16d8+16)
Speed 45 ft. (55 ft. in combat)
|10 (+0)||18 (+4)||12 (+1)||10 (+0)||16 (+3)||8 (-1)||11 (+0)||19 (+4)|
Saving Throws Dex +9, Int +5
Skills Acrobatics +14, Athletics +10, Insight +8, Investigation +5, Perception +13, Stealth +14, Survival +8
Damage Resistances cold
Senses passive Perception 23
Languages Chinese, English, Netherese (Outworlder)
Challenge 11 (7,200 XP)
Basic Ninjutsu. Smoke can throw three kunai or shuriken when he takes the Attack action and he has advantage on checks made to create or maintain a disguise.
Cunning Action (1/turn). Smoke can take a bonus action to take the Dash, Disengage, or Hide action.
Evasion. When Smoke 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.
Feat: Magic Initiate. Smoke knows the gust and resistance cantrips. He can cast fog cloud as a 1st-level spell. Once he casts it, Smoke must finish a long rest before he can cast it again. His spellcasting ability for these is Wisdom (spell save DC 16).
Ki (6 points/short rest). Smoke can spend ki to fuel the following features:
- Flurry of Blows. Immediately after Smoke takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense. Smoke can spend 1 ki point to take the Dodge action as a bonus action on his turn.
- Step of the Wind. Smoke 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. Smoke 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.
Magic Ring. Smoke wears a ring of invisibility.
Middle Haitoku. Smoke has disadvantage on Dignity checks, gains a +10 ft. bonus to speed during combat, and constantly emanates small wisps of gray smoke.
Ninjutsu Novice. Smoke has advantage on Dexterity (Stealth) checks, is able to run across any surface (regardless of whether or not it would support his weight, so long as he ends on a square he is able to stand on), and triples the distance of any jumps he makes.
Sneak Attack (1/turn). Smoke 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 Smoke’s that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent (2). Smoke’s unarmed strikes deal an extra 1d6 piercing damage (this does not multiply on a critical hit), 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.
Stance of the Wicked Oni (1). Smoke’s unarmed strikes deal an extra 1d6 damage to humanoids (this damage is not multiplied on a critical hit.) By spending a bonus action, Smoke 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 Smoke’s oni stance, it cannot be frightened by it again for 24 hours.
Unarmed Savant. Smoke’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. Smoke attacks twice. In addition, when Smoke 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. Alternatively, he can throw three kunai.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) magical bludgeoning damage plus 3 (1d6) piercing damage and 3 (1d6) bludgeoning if the target is a humanoid (extra damage does not multiply on a critical hit).
Kunai. Ranged Weapon Attack: +9 to hit, range 30/80 ft., one target. Hit: 6 piercing damage.
Grappling Spear (Recharge 6). As an action, Smoke can make a ranged weapon attack with the grappling spear installed into his arm: range 20/50 ft., 1d6+4 piercing damage and the target is grappled (escape DC 13). Smoke can use a bonus action to retract the rope, bringing a grappled creature with it. If he strikes a solid object rooted to the ground or at least 500 pounds in weight, retracting the rope brings Smoke to the object instead.
Deflect Missiles. Smoke 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+9. 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, Smoke 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 (+9 to hit, range 20/60 ft., 1d8+4 damage).
Slow Fall. Smoke can use his reaction when he falls to reduce any falling damage he takes by 30.
Uncanny Dodge. When an attacker Smoke can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.