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View Full Version : D&D 5e/Next Races of Kombat, Revived!



Ralcos
2015-07-20, 08:00 PM
I have revived my little MK project!
I made some races for d&d 5e, all from Mortal Kombat. Now, with two more races!


Tarkatan

http://vignette1.wikia.nocookie.net/mkwikia/images/6/6e/The_Tarkata.jpg/revision/latest?cb=20110830155742

Racial Traits
Ability Score Increase. Your Dexterity score increases by 2 while your Strength score increases by 1.
Age. Tarkatans have a lifespan that can't be measured by normal means, due to them being creatures of Outworld.
Size. Tarkatans have similar height and builds to humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Tarkatan Blades. Using the same amount of effort to draw a sword, a Tarkatan can extend two blades from their forearms. These blades are natural weapons, meaning that they always have the Light and Finesse keywords. Each of the blades deals 1d6 +Strength or Dexterity modifier Slashing or Piercing damage. At 5th level, a Tarkatan can make a secondary attack with one of his blades as a Bonus Action. You are always considered proficient in your own Tarkatan Blades.
Darkvision You can see up to 60 feet in dimly lit conditions as well as in conditions of complete darkness.
Savage Attacks When you score a Critical Hit with a melee attack (including your Tarkatan Blades), you can roll one additional of the weapon's damage die and add the result as extra damage dealt on said critical hit.
Languages. Common, Tarkatan OR Outworld Dialect (choose one).


Saurian
http://i.ytimg.com/vi/qmfm6JzuoZQ/maxresdefault.jpg

Also known as Zaterrans or Raptors, Saurians are reptilian humanoids who evolved from the dinosaurs. Standing on two legs and having bigger brains than their ancestors, they have the potential for more complex thought. They can also appear to alter their form to become invisible or look human.

Racial Traits
Ability Score Increase. Your Dexterity score increases by 2, while your Constitution increases by 1.
Age. Saurians have a lifespan similar to humans.
Size. Saurians have similar height and builds to humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Acid Breath. As a Bonus Action on your turn, you may spit out a spray of acid upon one target within 30 feet. On a hit, you deal 1d8 Acid damage on the target.
You are always proficient in using your Acid Breath, using Dexterity to make the attack roll.
You can use this ability three times per Short Rest.


Shokan

http://vignette3.wikia.nocookie.net/mkwikia/images/0/05/1427603586757.jpg/revision/latest/scale-to-width/625?cb=20150329091231

Racial Traits
Ability Score Increase. Your Strength and Constitution scores both increase by 2.
Age. Shokan have a lifespan that can't be measured by normal means, due to them being creatures of Outworld.
Size. Shokan are huge, standing between 7 and 8 1/2 feet in height and weigh around 300 or 400 pounds on average, due to sheer muscle mass. Your size is considered to be Large, which grants you the following features:

Must pay double to make armor sized for yourself.
Cannot wield weapons with the Light or Finesse keywords unless specifically forged for you.
Versatile weapons are one-handed weapons for you, dealing damage as if you were wielding them with both hands.
Heavy weapons are now versatile, allowing you to roll the weapon's damage die twice and taking the better result whenever you use said weapons.
You double your Constitution modifier when determining Hit Points at 1st level.
You double your maximum values in Light, Medium, and Heavy loads.

Speed. Your base walking speed is 30 feet.
Four-Armed. Shokan have four powerful arms, allowing them to do tasks that can be done with four arms. You cannot wield weapons in this second pair of arms unless you spend a Feat to do so.
Languages. Common, Shokan OR Outworld Dialect (choose one).




Earthrealmers, Edenians, Outworlders, Chaosrealmers, Cyborgs, Half-Gods and other such races look and act like humans, but are otherwise connected to their realm of choice.
Edenians, for example, are almost always beautiful to the average Earthrealmer's eyes, while Chaosrealmers have random features such as having a skull behind peeling skin or a claw-like arm.

Earthrealmer Traits.
As Humans, per PHB (alternate race rules)
Can gain a Cantrip at 1st level instead of a bonus feat at 1st level, gaining a 1st level spell at 6th level, a 2nd level spell at 12th level, then finally a 3rd level spell at 18th level. The 1st level spell, 2nd level spell, and 3rd level spell can be used once once per short rest.

Edenian Traits
Ability Score Increase. Your Charisma score increases by 2, while any one ability score of your choice increases by 1.
Age. Edenians are nigh-ageless, able to seem in their early thirties when in reality they have lived a millennium.
NOTE: Are granted the Bonus Feat or Cantrip feature that Humans are granted.

Outworlder Traits
Ability Score Increase. Your Charisma score increases by 1, while one ability score of your choice increases by 2.
Magically Inclined. You gain a Cantrip at 1st level, gaining a 1st level spell at 6th level, a 2nd level spell at 12th level, then finally a 3rd level spell at 18th level. The 1st level spell, 2nd level spell, and 3rd level spell can be used once once per short rest.

Cyborg Traits
Ability Score Increase. Your Constitution score increases by 2, while any one ability score of your choice increases by 1.
Augmented. You do not need to eat, drink, sleep, or breathe.
In addition, you can choose one of the following Augmentations.

Metal Carapace; Grants AC of 12 + Dexterity Modifier; Does not stack with class features and cannot be replaced with a suit of armor. You are proficient in this armor.
Weapon Augmentation; Choose one weapon. That weapon becomes Natural for you (adding the Light and Finesse keywords, if applicable). Weapons cannot be disarmed. You are ALWAYS considered proficient in this weapon.
Skill Programming; Choose 1 skill. You are Proficient in that chosen skill.


Half-God Traits
NOTE: You must consult your DM if you wish to play as this race, due to it's power.
Ability Score Increase. All of your Ability Scores increase by 1.
Magically Inclined You gain a Cantrip at 1st level, gaining a 1st level spell at 6th level, a 2nd level spell at 12th level, then finally a 3rd level spell at 18th level. The 1st level spell, 2nd level spell, and 3rd level spell can be used once once per short rest.
Natural Ability. You gain a feat at 1st level. You still must meet any prerequisites for your chosen feat.

Chaosrealmer Traits
Ability Score Increase. Your Constitution score increases by 2, while any one other ability score of your choice increases by 1.
Rules of Chaos. As a Reaction during your Action, you may roll a d4. You take damage equal to what you rolled, and you can apply a bonus equal to the same rolled amount to your next roll.
At 4th level, you can roll a d6
At 8th level, you can roll a d8
At 12th level, you can roll a d10
At 16th level, you can roll a d12
Damage dealt to yourself in this way cannot be healed in any way until you take a Long Rest or until 24 hours pass, whichever comes first.

Seidan/Orderrealmer Traits
Ability Score Increase. Your Wisdom score increases by 2, while your Intelligence score increases by 1.
Axiomatic. You may cast Protection from Evil and Good without spending spell slots and/or material components, but you can only target yourself with this ability.

Cryomancer-Descended Traits
Ability Score Increase. Your Wisdom score increases by 2, while your Intelligence score increases by 1.
Cold-Blooded. As the descendant of a Cryomancer, you can manipulate the moisture around you. You gain Resistance against Cold Damage.
In addition, you can create simple non-harmful effects using ice and water.
At 3rd level, you can create any one weapon you are proficient in as a Bonus Action, lasting a number of rounds equal to your Charisma modifier (minimum: 1). Once you make a weapon in this way, you cannot do so again until you take a Short Rest.




Martial Arts Fighting Style (Fighters/Paladins/Ranger)
When you choose this Fighting Style, you gain the monk's Martial Arts feature. To determine Damage Die, you are considered to be 2 levels lower than the Monk (minimum: 1), and you can wear armor and wield shields when using this style.


Hopefully you like!