Base Class: Fighter
When various planes wage war against one another, the ensuing chaos is enough to upset the balance of the rest of the universe for centuries. To prevent this catastrophe, a syndicate of ancient gods assembled to adjudicate a solution. As a means of maintaining order amongst the planes, the gods dictated that a fighting tournament was to be held every generation to decide which realm was worthy of conquering the others. The tournaments were to be comprised of multiple one-on-one fights, always to the death. The victor of each tournament was the last kombatant standing, who represented their plane of origin. Only a plane that reached 10 consecutive victories would be allowed to conquer the others, and the gods agreed to ensure that such an invasion would indeed wipe out the rest of the opposing realms. As a result, the planes rigorously trained each generation of their respective populations to dominate the battlefield in single combat. This gave rise to an era where only the most elite of warriors would prosper, and the entire universe revolved around the tradition of Mortal Kombat.
At least, that was the tradition... in times long-forgotten. Today, the legend has been lost to history.
Perhaps you come from a reclusive cult who still believes that the planar war is prophesied in the near future. Or maybe you have learned of this ancient ritual from a dusty tome stored in a lonely bookshelf. Regardless, you have now dedicated yourself to train in the ways of Mortal Kombat.
Kombo
When you choose this archetype at 3rd level, you learn how to execute a quick succession of strikes, setting up each attack for the next. If you hit a single target with two or more consecutive attacks on your turn, you may immediately use your bonus action to make an additional attack against the same target.
Throw
At 3rd level, you gain access to a special melee attack, called a throw, which you can only use against a creature that your are currently grappling. Using the Attack action, you immediately deal damage to the target equal to 2d6 + your Strength or Dexterity modifier (your choice) and the creature is released from your grapple, landing prone, 5 feet away from you. The damage type of your throw can be of any type that you can already deal with your weapons, spells, and/or abilities.
If you are able to make multiple attacks with the Attack action, this attack replaces one of them.
Projectile
At 7th level, you gain access to a special ranged attack that you can always rely upon. This attack has a normal range of 20 feet and a long range of 60 feet, and acts as a normal ranged attack that you have proficiency in. You may add either your Strength or Dexterity modifier to the attack and damage rolls of your projectile (your choice). If you are able to make multiple attacks with the Attack action, this attack replaces one of them, although you may only use it once per turn.
Projectile save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Choose one of the options below:
Acid Spit
You spray a stream of corrosive acid into the eyes of your foe.
Make a ranged attack against the target. On a hit, the target takes 2d6 acid damage and must succeed on a Dexterity saving throw or be blinded until the end of your turn. If the saving throw fails by 5 or more, the creature is blinded until the start of your next turn.
Fan Throw
Using two free hands, you hurl two spinning metal fans at your opponent.
Make a ranged attack against the target. On a hit, the target takes 1d10 slashing damage and you may attempt an additional fan throw attack against the same target with advantage. (Your second fan throw attack does not allow you to make a third fan throw attack.)
Fire Wave
Using at least one free hand, you send an arc of searing flame towards your enemy.
Make a ranged attack against the target. On a hit, the target takes 1d10 fire damage and takes an additional 5 fire damage at the start of its next turn. If this attack is a critical hit, the target takes an additional 10 fire damage at the start of its next turn instead.
Ice Ball
Using two free hands, you launch an orb of frost to freeze your opponent's flesh.
Make a ranged attack against the target. On a hit, the target takes 1d8 cold damage and must succeed on a Constitution saving throw or be stunned until the end of your turn. If the saving throw fails by 5 or more, the creature is paralyzed until the end of your turn instead.
Kunai and Chain
Using at least one free hand, you throw a razor-sharp kunai into your foe and pull them into melee range.
Make a ranged attack against the target. On a hit, the target takes 1d10 piercing damage. If the target is Medium or smaller, it must succeed on a Strength saving throw or be pulled within 5 feet of you. If the saving throw fails by 5 or more, the target is stunned until the end of your turn.
Lightning Strike
Using at least one free hand, you produce a wicked bolt of lightning aimed for the heart of your enemy.
Make a ranged attack against the target. On a hit, the target takes 2d8 lightning damage. If this attack scores a critical hit, the target is stunned until your next turn.
Teleport Kick
You disappear into a dark void and reappear above your foe to drive your heel into their skull.
Make a ranged attack against the target. On a hit, you teleport within 5 feet of the target's location and the target takes 1d12 bludgeoning damage. If the target is Medium or smaller, it must succeed on a Strength saving throw or be knocked prone. If the saving throw fails by 5 or more, you may choose to remain in the place to which you teleported. Otherwise, you immediately teleport back to your original spot.
Round Two
By 10th level, you have become invigorated with an inextinguishable fighting spirit. If you would roll a death saving throw, you may instead choose to score a 20. You must choose to use this feature before you roll and you cannot use it again until you finish a long rest.
Krushing Blow
At 15th level, you learn how to turn a critical blow into an even greater advantage. Whenever you score a critical hit against an enemy, you may immediately make an additional attack against the same target. This attack does not count against the number of attacks you can make on your turn.
Fatality
By 18th level, you have fully mastered the art of Mortal Kombat and have thus learned an extremely lethal attack that is as brutal as it is deadly. You have gained access to a special attack, called a fatality, that you can only use while you have less than half of your maximum hit points remaining (rounded down).
Make a melee, ranged, or spell attack against a creature with a challenge rating lesser than or equal to half of your character level (rounded down). If the attack hits, you instantly kill the creature in a horrifying manner. Feel free to describe the execution in as much grisly detail as you wish. Each creature that can see you must succeed on a Wisdom saving throw or be frightened of you for the next minute. If your fatality successfully kills a creature, your turn immediately ends.
Fatality save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
If you are able to make multiple attacks with the Attack action, this attack replaces one of them. You may only attempt one fatality per long rest.
Previous Versions
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8/18/2022 8:10:38 PM
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