The Shirai Ryu's Guide to Outworld

Bringing the world of Mortal Kombat into your dnd game.

Races

Tarkatan

Notable Tarkatans: Baraka, Mileena (Half-Tarkatan)

Tarkatan Traits

Ability Score Increase. Your Strength ability score increases by 2 and your Dexterity ability score increases by 1.

Age. Tarkatans are believed to age and mature at a similar rate to humans.

Alignment. Loyal to only those with the most bloodlust and feeding off of other humanoids, Tarkatans are often more evil than good, though they are willing to work on a team and are surprisngly competent diplomats.

Size. Tarkatans are between 6-7 feet tall on average. Your size is medium.

Speed. Your base walking speed is 30ft.

Chop Chop. You have a pair of Arm Blades in your arms that can be released at will. They can be used as a weapon that deals d6 slashing damage. If you successfully damage an opponant with Arm Blades, your next attack has advantage if it is also made with Arm Blades.

Outland Cannibals. Once per short rest you can devour the flesh of a dead humanoid to regain d10 hit points as an action.

Languages. You can speak, read, and write Common, and Tarkatan.


Shokan

Notable Shokan: Goro, Kintaro, Sheeva

Shokan Traits

Ability Score Increase. Your Constitution ability score increases by 1, and your Strength score increases by 2.

Age. Shokan are believed to grow up to be a few thousand years of age, maturing some time in their first 1000 years.

Alignment. Shokan are as violent as they are honourable. As such, they are hard to classify, though most lean towards chaos.

Size. Shokan vary in size. Most are between 6-7 feet tall. Your size is medium.

Speed. Your base walking speed is 30ft.

Extra Arms. You have advantage when making a grapple roll. You may attack and use your arms as usual while grappling a creature.

Shokan Stomp. As an action you can jump straight upward a number of feet equal to 5 times your strength modifier and land up to 5 feet away. You do not take fall damage from Shokan Stomp if your fall is of equal or lower distance than your jump. You must be on the ground to use Shokan Stomp. Landing on top of a creature with Shokan Stomp deals damage to them equal to fall damage you would have taken from falling from your jump height.

Languages. You can speak, read, and write Common, and Shokan.

Edenian

Notable Edenians: Kitana, Jade, Sindel, Jerrod, Tanya, Rain

Edenian Traits

Ability Score Increase. Your Wisdom ability score increases by 1 and your Dexterity ability score increases by 2.

Age. It is unknown how long Edenians live or by what age they mature, but it is known that 10,000 years is considered young by Edenian standards.

Alignment. While they often fall victim to vanity, Edenians are a proud people. Edenian culture values lawful behaviour, with even villains trying to gain power through warfare and kombat rather than deception and trickery.

Size. Your size is medium.

Speed. Your base walking speed is 30ft.

Ancestral Magic. Edenians are in touch with certain Edenian magic. You can use an action to teleport up to your movement speed to a point that you can see.

Elementalists You have resistance to one of the following damage types that you choose: Cold, Lightening, Fire, Thunder

Languages. You can speak, read, and write Common, Tarkatan, and Shokan.

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Goliath Variant - Osh-Tekk

Replace the Mountainborn trait with the Radiant Sons trait
Radiant Sons You have resistance to Fire damage. Long rests only require 4 hours of rest if all 4 hours are spent in direct sunlight.

Lizardfolk Variant - Zaterran

Replace the Natural Armor trait with the Deceptive Reptile trait
Deceptive Reptile You have the ability to turn completely invisible at will if you do not move during your turn (including actions and bonus actions that require physical movement). Your natural invisibility does not cause attacking creatures to have a disadvantage when attacking if they saw you turn invisible.

Subclasses

Krushing Blows

Krushing Blows are critical hits that are activated by meeting certain conditions. When a Krushing Blows conditions are met and the critical hit is resolved, the weapon or attack used to make the Krushing Blow cannot activate a Krushing Blow again until after the user completes a long rest.

Monk - Way of the White Lotus

Members of the White Lotus: Liu Kang, Kung Lao, Raiden, Fujin, Kung Jin

Bo Rai Cho's Training

At level 3, every time you successfully use an unarmed strike on a creature, you can move yourself and the target 10 feet in the direction you are facing. If a creature is pushed twice in one turn by Bo Rai Cho's Training, the next attack made on them before your next turn has advantage. Bo Rai Cho's Training does not work on creatures of a larger size category than you. Bo Rai Cho also unlocks a Krushing Blow for your unarmed strike

Krushing Blow: Your unarmed strike is a Krushing Blow if the target cannot be pushed back.

By The Elder Gods

At 6th level, you may spend 2 ki points to consult the Elder Gods as an action. When you consult the Elder Gods, you choose a creature you can see. The Elder Gods will tell you the creatures current hp and 1 damage type they are vulnerable to if any.

Descendant of The Greats

At 11th level, you can call upon the spirit of your ancestors to harness your power. When using an unarmed strike, you can summon a spirit within 20 feet of you that can use the unarmed strike for you. You can spend 1 ki point to allow the spirit to use Bo Rai Cho's Training on it's unarmed strike. Bo Rai Cho's Training now works on creatures 1 size category larger than you.

Elder Blessing

At level 17 you find new ways to sacrifice ki to the Elder Gods for blessings of great power.

Cast Fireball - for 3 Ki points, you can cast Fireball

Flying Kick - for 1 Ki point, as part of an unarmed strike, you can target a creature up to 20 feet away. If the attack roll is successful, you move up to within five feet of the target. The first time you land a Flying Kick from 10 or more feet away, you activate a Krushing Blow

Krushing Ki - for 2 ki points, you can recharge one Krushing Blow on your unarmed strike, flying kick or weapon you are attuned to.

Fighter - Lin Kuei

Members of the Lin Kuei: Sub-Zero, Sareena, Cyrax, Smoke

Martial Magic

At the 3rd level, when you land a critical hit with a melee attack, the target of the attack gains a layer of ice that holds them in place. Frozen creatures are considered restrained. A frozen creature can make a DC 15 Strength saving throw at the end of each of its turns to break the ice. The ice also breaks if the frozen target takes damage. You may also attempt to make a ranged attack with a ball of frost. The ball of frost has a range of 30 feet. If hit by a ball of frost, the target gains a layer of ice that holds them in place as described above.

Restore Honour

When you reach level 7, you fight with honour and pride. You may issue a challenge to another creature with an Intelligence score of 5 or higher. If they accept the challenge, all attacks made against you or the target by any creature not under the effect of Restore Honour have disadvantage. until you end the challenge. The target can choose to end the challenge after every successful attack it makes on you. You can issue a number of challenges equal to your proficiency modifier. You regain your charges of Restore Honour after a long rest.

Krushing Blow The first attack made on a creature after it denies a Restore Honour challenge is a Krushing Blow

Mountain Meditation

Vengeance, Wrath. These are things that you have trained to let go of when you fight. At level 10, you can spend 1 minute to enter a meditative state. If a creature attacks you while you are in your meditative state, you can attack them with advantage as a reaction if they are in range. If they are not in range, you may make a frost ball attack with advantage. Your meditative state ends when you attack. Any attack made against you while you are in a meditative state has disadvantage.

Frost-Bound Weapons

At level 15, you have gained the ability to freeze the air around you into weapons of great destruction. You have a number of Frost-Bound charges equal to your half your fighter level (rounded up). As a free action you can use a Frost-Bound charge to imitate one weapon held by a creature within 50 feet of you. The imitation copies any magical effects and damage types. The imitation shatters after an attack roll is resolved and melts if it is not used within 6 seconds of its creation.

Krushing Blow: You activate a Krushing Blow on your Frost Bound weapon if it successfully attacks the user of the weapon it was copied from.








Grandmaster status

At 18th level, you have reached the level of respect and wisdom often associated with Lin Kuei Grandmasters. If you have Restore Honour active on a target, you cannot be attacked by any creature except the target. The target can not end the challenge. You have advantage on attacks made against the target. After reducing the target of Restore Honour to 0 hit points, you may take a second turn.

Ranger - Special Forces

Members of the Lin Kuei: Sonya, Johnny Cage, Jax, Cassie, Jacqui, Stryker

Army Tech

At level 3, you gain a machine companion from the SF to assist you. Choose either an SF drone or SF Rover. On your turn, you can command the SF Machine to attack, move, or use one of it's abilities. If your SF machine in destroyed, another will be air dropped to you after 1d4 hours.

Special Training

At level 7, the Special Forces have put you through brutal training to better your chances at survival. You become proficient with 4 tools of your choice.

Altered Ammo

The latest advancements in Earthrealm weaponry have allowed you and your drone to alter the effects of any ranged weapon you use. At level 11, as a bonus action, you can prepare a ranged weapon to fire one round of altered ammo.

Explosive ammo Deals an additional 1d6 fire damage to every creature within 5 feet of the target

Poison ammo The target will take 1d4 poison damage every 6 seconds for 1 minute after being hit by poison ammo.

Shock Charge The target must make a Constitution saving throw or be stunned until your next turn. The DC is equal to 10 + your Dexterity modifier + your proficiency bonus. If the target succeeds the save, they are not stunned and the damage dealt to them is halved.

Air Drop

At level 15, you can call on special forces HQ to airdrop needed supplies. If there are no hostile creatures in a range of 100 feet of you and you have line of sight on the sky, you can call in a crate via airdrop. This crate can contain any weapon, tool, or armour listed in the PHB, but will cost you the price listed.


Special Forces Drone

Small Construct


  • Armor Class 10
  • Hit Points 20(3d12 + 2)
  • Speed 30ft. flying

STR DEX CON INT WIS CHA
10 (+0) 13 (+2) 14 (+2) 4 (-3) 1 (-5) 5 (-2)

  • Challenge 1/4

Laser Power The Special Forces Drone cannot run out of ammunition

Explosive When the Special Forces Drone is reduced to 0 hit points, it explodes, dealing 1d6 fire damage to every creature within 10 feet of it.

Krushing Blow Laser Beam is a Krushing Blow if the target of the attack has attacked a Special Forces Ranger in the last minute.

Actions

Laser Beam ranged Weapon Attack: +4 to hit, range 50ft., one target. Hit 8 (2d6 + 2) piercing


Special Forces Rover

Small Construct


  • Armor Class 13
  • Hit Points 20(3d12 + 2)
  • Speed 20ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+2) 14 (+2) 4 (-3) 1 (-5) 5 (-2)

  • Challenge 1/4

Laser Power The Special Forces Rover cannot run out of ammunition

Explosive When the Special Forces Rover is reduced to 0 hit points, it explodes, dealing 1d6 fire damage to every creature within 10 feet of it.

Krushing Blow Laser Beam is a Krushing Blow if the target of the attack has attacked a Special Forces Ranger in the last minute.

Actions

Laser Beam ranged Weapon Attack: +4 to hit, range 50ft., one target. Hit 10 (2d6 + 4) piercing

Rogue - Black Dragon

Members of the Black dragon: Kano, Kabal, Erron Black, Tremor, Kobra

Concealed Blade

You never travel unarmed. At level 3, you can hide one light weapon on your person. Unless revealed by magic, a creature must succeed on an Investigation check to know you are in possession of a concealed weapon. The DC for the check is 10 + your Dexterity modifier.

Black Market Weapons Dealers

When you choose this archetype at 3rd level, you gain proficiency in Martial weapons.

Dirty Trick

The Black Dragon has no honour. At 9th level, as a bonus action, you can make an attack roll against a creature to blind them. This is done by throwing something such as dirt or sand (or worse even, spitting) into their eyes. They are blinded until they use a bonus action to wipe their eyes clear.

Krushing Blow Your first attack against a creature blinded by Dirty Trick is a Krushing Blow

Kompetent Kombo

At level 13, you have become more ferocious in your attacks. On a successful sneak attack, double the base damage of the attack.

Ruthless Butcher

At level 17, sneak attacks feel a lot less sneaky to you. You can make a sneak attack with any melee weapon you are proficient in.


Sorcerer - Soul Stealer

Soul-Stealers and similar sorcerers: Shang Tsung, Quan-Chi, Ermac, Shinnok

'Your Soul Is Mine'

You know the Polymorph spell. You can Polymorph without using a spell slot if you have spent 1 minute with the corpse of the creature you are polymorphing into in the past 24 hours.

Soul Spells

You learn additional spells when you reach certain levels in this class, as shown on the Soul Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or an illusion spell from the sorcerer, warlock, or wizard spell list.

Soul Spells
Sorcerer level Spells
1st Cause Fear, Inflict Wounds, Illusory Script
3rd Ray of Enfeeblement, Magic Mouth
5th Animate Dead, Vampiric Touch
7th Phantasmal Killer, Hallucinatory Terrain
9th Mislead, Raise Dead

Finish Him!

At level 6, you can help command your team to great effect. As a bonus action, you can spend 1 sorcery point to target one creature that you can see by saying the magic words "Finish Him!" The next attack made against the target will be a critical hit if successful. If the attack misses or the critical hit does not reduce the target to 0 hp, the cost of Finish Him! increases by 1 Sorcery point. The cost of Finish Him! reduces to 1 after a long rest.

Soul-powered

At level 14, you can turn the essence of life itself into power for your consumption. You regain 1 Sorcery point when you kill a humanoid creature with an Intelligence score greater than 5.

Rejuvinate

at 18th level, when you deal Necrotic damage to a living target, you heal as many hp as Necrotic damage dealt to the target.

Monsters

Notable Cyber Lin Kuei: Cyrax, Sektor, Smoke, Frost, Subzero, Triborg


Cyber Lin Kuei

Medium Construct, Lawful Evil


  • Armor Class 16
  • Hit Points 80(8d10 + 40)
  • Speed 30ft., 30ft. Flying

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 16 (+3) 10 (+0) 8 (-1)

  • Condition Immunities none
  • Senses passive Perception 14
  • Languages Common
  • Challenge 9

Augmented Attacks. Cyber Lin Kuei have access to up to 3 of the following attachments: Buzzsaw, Smoke Bomb, Inter-Net, Rolling Explosives, Homing Missile, Flamethrower. Cyber Lin Kuei can use 2 of their seperate attachments as an action.

Smoke Bomb. If equipped with Smoke Bomb as an action, a Cyber Lin Kuei can deploy a smoke bomb on it's location. Every attack made within 10 feet of the smoke bomb is made with disadvantage. The Cyber Lin Kuei who deployed the bomb is immune to this effect. The smoke clears after 1 minute.

Rolling Explosive. If eequipped with Rolling Explosive as an action, a Cyber Lin Kuei can deploy a bomb that rolls up to 15 ft in any direction. This bomb explodes after 6 seconds. Anyone within 10 ft of the bomb must make a DC 15 Dexterity saving throw or take 10 (2d10) fire damage

Inter-Net. If equipped with Inter-Net as an action, a Cyber Lin Kuei can deploy a net made of lasers. The laser net acts like a regular net. A Cyber Lin Kuei cannot deploy 2 nets at the same time.

Homing Missile Homing Missiles do not need line of sight on their target, and can bend over or around obstacles.

Self-Destruct. As an action, a Cyber Lin Kuei can self destruct, dealing 2d10 fire damage to every creature within 10 feet of it.

Actions

Punch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning

Buzzsaw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 12 (1d12 + 6) slashing

Flamethrower. Melee Weapon Attack: +6 to hit, reach 10ft., every target in a 10 ft. line. hit 10 (d10 + 5) fire

Homing Missile. Ranged Weapon Attack: +4 to hit, reach 50ft., one target. Hit 6 (1d8 + 2) fire


NetherRealm Oni

Medium Fiend, Neutral Evil


  • Armor Class 10
  • Hit Points 15 (1d10 + 5)
  • Speed 20ft., 40ft. flying

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 9 (-1) 7 (-2) 8 (-1)

  • Condition Immunities None
  • Senses passive Perception 12
  • Languages None
  • Challenge 1/2

Divebomb The NetherRealm Oni can disengage and dash after a successful attack.

Actions

Slashin Talons. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) slashing


Kytinn Larva

Small abberation, neutral


  • Armor Class 5
  • Hit Points 3 (1d10 + 5)
  • Speed 30ft., 20ft flying

STR DEX CON INT WIS CHA
5 (-3) 5 (-3) 5 (-3) 4 (-3) 4 (-3) 6 (-2)

  • Condition Immunities poisoned
  • Senses passive Perception 7
  • Languages none
  • Challenge 0

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing + 5 (1d4 + 1) poison


Kytinn

Medium Humanoid, Lawful Evil


  • Armor Class 15
  • Hit Points 50 (1d10 + 5)
  • Speed 30ft., 20ft flying

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 13 (+1) 10 (+0) 9 (-1)

  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages Common
  • Challenge 3

Multiattack The Kytinn makes 4 attacks with its Ovipositors.

Summon Larva As an action, the Kytinn can summon 1 Kytinn Larva within 5 feet of it. The Kytinn Larva has the same initiative as the Kytinn who summoned it.

Actions

Ovipositors. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (1d10 + 5) piercing + 5 (1d4 + 1) poison

Kung Lao's Bladed Hat

Hat, Weapon, very rare, (Requires Attunement)

A hat once worn by Kung Lao, descendant of The Great Kung Lao.


You can use Kung Lao's Bladed Hat as a melee weapon that deals 2d8 slashing damage.

Krushing Blow If the last action you took was using Kung Lao's Bladed Hat to teleport, Kung Lao's Bladed Hat will perform a Krushing Blow.

Teleport As a bonus action, you can throw Kung Lao's Bladed Hat a distance up to 20 feet away. You will be teleported to the point where the hat landed.

Kitana's Fans

Weapon, very rare, (Requires Attunement)

A pair of fans wielded by Kitana in a Mortal Kombat tournament long ago.


You can use Kitana's Fans as melee weapons that deal 1d8 slashing damage each. Each fan can cast Gust Of Wind once. The fans can be used to cast Gust Of Wind again after a long rest.


Raiden's Staff

Weapon, very rare, (Requires Attunement)

A staff used by Raiden, the god of lightning.


You can use Raiden's Staff as melee weapon that deals 1d12 bludgeoning damage. Raiden's Staff can cast Lightning Bolt once. The staff can be used to cast Lightning bolt again after a long rest.

Kabal's Hook Swords

Weapon, very rare, (Requires Attunement)

Hook Swords faintly stained by blood.


When equipped with Kabal's Hook Swords, your movement speed is increased by 10 ft and you can dash as a bonus action. Each of Kabal's Hook Swords deals 1d8 slashing damage.

Krushing Blow Attacking with Kabal's Hook Swords after moving 40 ft. in the same turn will perform a Krushing Blow.

Shao Kahn's Hammer

Weapon, very rare, (Requires Attunement)

The hammer used by Shao Kahn to konquer many realms.


You can use Shao Kahn's Hammer as a melee weapon that deals 1d12 bludgeoning damage. While attuned to Shao Kahn's Hammer, you know the Vicious Mockery cantrip.

Krushing Blow If a target has taken psychic damage in the past minute, Shao Kahn's Hammer will perform a Krushing Blow.

Kung Jin's Bow

Weapon, very rare, (Requires Attunement)

A fire breathing bow used by Kung Jin in his training under Raiden.


You can use Kung Jin's bow as a ranged weapon that deals 1d6 piercing and 1d6 fire damage. It can also be used to create fire.

Krushing Blow If the target of your attack is in the air, Kung Jin's Bow will perform a Krushing Blow.


Bo Rai Cho's Flask

Flask, very rare, (Requires Attunement)

A flask that smells of blood, sweat, tears and vomit.


Bo Rai Cho's Flask contains an unidentifiable alchoholic beverage. Drinking from the flask will grant you 3d10 temporary hp, but you will have disadvantage on all Dexterity checks until the temporary hp is removed. This effect can only be used once and recharges after a long rest.

Scorpion's Kunai

Weapon, very rare, (Requires Attunement)

A kunai on a chain that seems to radiate a faint heat.


Scorpion's Kunai can be used as a ranged weapon that deals 1d12 piercing damage. On a successful hit, you can pull a target of equal or smaller size category than you towards you.

Krushing Blow Attacking after using Scorpion's Kunai to pull a target 20 ft or more will activate a Krushing Blow.

credits

Compendium inspired by the Mortal Kombat series created by Ed Boon and John Tobias

Images by NetherRealm Studios

Adapted by: Martin A.

Lead editor: Rinn