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Published by goroiamanuci, 2022-12-13 05:44:57

MK Races 5e

MK Races 5e

Tarkatan
The Tarkata, also known as Tarkatans, Mutants, and Nomads, are a brutal species of warriors
situated in Outworld.Their most distinctive physical traits are their long, sharp teeth, large
mouths, and blades protruding from their bodies, especially their arms. The Tarkata are a
nomadic species, mainly populating Outworld's wastelands, but they originally came from the
Netherrealm and migrated to Outworld.

Ability Score Increase: Your Konstitution increases by 2, and your Dexterity increases by 1

Alignment: Tarkans possess a love for battle and serve whoever is in command. Most Tarkatans
are Evil, with many being lawful.

Age: Despite the touch of outside forces, you mature and age at the same rate as humans

Size: Tarkatans are about the same size and build as humans. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Hotheaded: When your kind feel slighted or aggravated, your senses fall back and are
overtaken by blind rage. Whenever a creature openly mocks you, makes a Charisma
(Intimidation) check against you, or makes an attack against you that results in a critical
success, you must make a DC 15 Wisdom saving throw. On a failed save, you must make the
attack action if able during your next turn targeting the offending creature with any and all
attacks you make that turn. You also suffer a -5 penalty to Wisdom (Perception) checks during
that turn.

Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.

Menacing: You gain proficiency in the Intimidation skill

Savage Jaws: Your maw is a natural weapon, which you can use to make unarmed strikes. If
you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.

As a bonus action, you can make a special attack with your savage jaws. If the attack hits, it
deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your
Constitution modifier, you can't use your savage jaws in this way again until you finish a short or
long rest.


Bone Blades: Tarkatans have naturally occuring, retractable blade-like bones in their arms. You
can use these instruments of death to make unarmed strikes. If you hit with them you deal
slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike.

Every Part of the Kill: As part of a short rest, you can harvest bone and hide from a slain
humanoid, beast, construct, dragon, monstrosity, or plant creature of size Small or larger to
create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To
use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as
leatherworker's tools.

Desert Dweller: You're acclimated to desert environments and require very little water to survive,
you require only 1 gallon of water per week instead of the normal gallon per day. You're also
naturally adapted to hot climates, and do not suffer the normal ill-effects of such environments.

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

Shokan

The Shokan, or sometimes referred to as the Shokans, are a mighty race of half-human,
half-dragon warriors that live in the subterranean kingdom of Kuatan in Outworld. The Shokan
are large creatures that dwarf Humans in size and boast incredible strength. They are
distinguished by each possessing four massive arms complemented by three digits on each
hand.

Ability Score Increase: Your Strength increases by 2, and your Konstitution increases by 1

Alignment: Among the Shokan, there is one rule that surpasses all others: survival of the fittest
and most ruthless. Kindness is forbidden in the Shokan race. As such, most Shokan are Evil,
typically chaotic.

Age: Your kind reach maturity at about 300 years old and can expect to live around 3000 years
long

Size: Your kind are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size
is Medium.

Speed: Your base walking speed is 30 feet.

Multi-Armed: Your kind possess more arms than the norm, a decided advantage when it comes
to martial prowess. You have two extra arms. You may wield additional weapons with your extra
arms. Holding a two-handed weapon requires two extra arms. Despite the extra limbs you can
still only gain an AC benefit from a single shield. Your extra arms do not grant you additional


attacks, but they do grant you the ability to make off-hand attacks with larger weapons or with
greater precision.

When you take the Attack action and attack with a melee weapon that you’re holding, you can
use a bonus action to attack with a different melee weapon that you’re holding in your extra
hands. You don’t add your ability modifier to the damage of the bonus attack. If the weapon you
use to make your bonus action attack is a light melee weapon, you may add your ability modifier
to the damage of the bonus attack.

Dragon Breath: Your kind have draconic blood running through your veins. You can use your
action to exhale destructive energy. When you use your breath weapon, each creature in a
15-foot cone must make a Dexterity saving throw. The DC for this saving throw equals 8 + your
Konstitution modifier + your proficiency bonus. A creature takes 2d6 Fire damage on a failed
save. and half as much damage on a successful one. The damage increases to 3d6 at 6th level.
4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it
again until you complete a short or long rest.

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

Kytinn

The Kytinn are a sentient race of colonial, insect-like humanoids from the island realm of
Arnyek, a realm that was conquered by Outworld under Shao Kahn's rule. Kytinn grow from the
form of maggot-like larvae inside of victims' bodies, emerging with wings in a humanoid form
from them as if they were a cocoon, at times within seconds of their implantation. The stronger
the host of the Kytinn maggots, the stronger the resultant Kytinn will be.

Ability Score Increase: Your Dexterity increases by 2.

Alignment: Despite their hive-mind mentality, insightfulness and loyalty are known to be
uncommon traits within their species. Most kytinn are Neutral, with many being Chaotic, except
in regard to loyalty to their hive.

Age: Your kind mature to adulthood in a single year and have been known to live up to 50 years

Size: Your kind range from under 5 to over 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Drone’s Flight: Your kind possess a set of thin folding insectile wings, and you have a fly speed
of 15 feet. However, your wings were not designed for sustained flight and you gain a level of
exhaustion whenever you end your turn airborne.


Extra Long Feelers: Your kind have particularly long ovipositors you can use to inspect things
from a somewhat safe distance. You can touch (but not pick up or manipulate) objects up to 10
feet away from you as if they were adjacent to you. You can perform Intelligence (Investigation)
checks while investigating objects in this way as if you were adjacent to them.

Ovipositors: Your kind have sharp Ovipositors that drip with insectile venom. Your ovipositor is a
natural weapon that you can use to make unarmed strikes. If you hit with one, you deal piercing
damage equal to 1d4 + your Dexterity modifier and 1d4 poison damage, instead of the
bludgeoning damage normal for an unarmed strike. These ovipositors are finesse weapons for
the purposes of the Sneak Attack feature.

Noxious Heritage: You know the Poison Spray and Infestation Cantrips. Intelligence or Wisdom
(your choice) is your spellcasting ability for them.

Languages: You can speak, read, and write Common and Kytinn.

Naknada

The Naknada are a race of six-armed goblin-like creatures that were conquered and enslaved
by Shao Kahn. They serve the emperor, and built the Koliseum and the Kahn's Palace among
other things.

Ability Score Increase: Your Dexterity increases by 2, and your Intelligence increases by 1.

Alignment: Naknada often infamous for their insatiable greed and amoral perception of wealth.
Your kind are typically Neutral Evil.

Age: Your people reach adulthood in their late teens and live less than a century.

Size: Your kind are similar in build to humans, though they are typically a few inches taller. Your
size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.

Multi-Armed: Your kind possess more arms than the norm, a decided advantage when it comes
to martial prowess. You have four (Though only two of the extra arms benefit from this feature)
extra arms. You may wield additional weapons with your extra arms. Holding a two-handed
weapon requires two extra arms. Despite the extra limbs you can still only gain an AC benefit
from a single shield. Your extra arms do not grant you additional attacks, but they do grant you


the ability to make off-hand attacks with larger weapons or with greater precision. When you
take the Attack action and attack with a melee weapon that you’re holding, you can use a bonus
action to attack with a different melee weapon that you’re holding in your extra hands. You don’t
add your ability modifier to the damage of the bonus attack. If the weapon you use to make your
bonus action attack is a light melee weapon, you may add your ability modifier to the damage of
the bonus attack.

Vestigial Arms: While not strong enough to wield a weapon, your two lesser arms are dexterous
enough to be used to perform actions a hand could normally perform. You may use your
vestigial arms to take items or perform simple acts without attracting attention. Dexterity (Sleight
of Hand) checks made with your vestigial arms are made at advantage.

Knowledgeable: Your kind have a predilection for valuable knowledge. You are proficient in your
choice of two of the following skills: Arcana, History, Medicine, Nature, or Religion

Languages: You can speak, read, and write Common and Naknadan.

Cyber Lin Kuei

The Cyber Initiative is the name of a program instigated by the Lin Kuei clan of assassins with
the intention of transforming their warriors into Cyborgs. It was campaigned by the Lin Kuei
Grandmaster, who made an aggressive plan on turning many of the clan warriors; either
willingly or unwillingly, into bionic killing machines slaved to their clan's hive mind. Those that
supported the Initiative felt it would remove insubordination from their ranks, whilst those that
opposed it believed that they would have to surrender their instincts & free will.

Ability Score Increase: Your Konstitution increases by 2, your Intelligence increases by 1, and
your Charisma is reduced by 2. Even with free will restored, you have a hard time relating to
organics.

Alignment: Cyber Lin Kuei that have regained their free will can be of any alignment. Those who
have not are almost always Lawful Neutral.

Age: Your kind were designed to operate for up to 150 years, but will slowly break down and
degrade for centuries before breaking down. With proper maintenance you can stave off the
final shutdown until well into your 3rd century.

Size: Your cybernetic armor makes you slightly larger and much heavier than the average
person. Your size is Medium.

Speed: Your base walking speed is 30 feet.


Jet Propulsion: As a bonus action, you can activate your jets and gain a fly speed of 50 feet until
the beginning of your next turn. You have 5 uses of your jets, which are restored whenever you
finish a long rest.

Thermal Imaging: You can see the world through a spectrum of heat and cold. As a bonus
action, you can activate or deactivate your thermal imaging. While your thermal imaging is
active, sources of heat appear as reds that verge to oranges, yellows and whites as they grow
hotter. Areas of cold start as blues that verge darker and become pitch black with areas of pure
cold. Lightly and heavily obscured objects and creatures can be seen clearly when viewed in
this way if their temperature is significantly different from the surrounding area. Your thermal
imaging is not reliant on light and functions in pitch darkness but is still blocked by magical
darkness and other effects that block line of sight.

Retractable Weapon: Your kind have a weapon built into one of your arms, allowing you to
transform it into a weapon and back into a hand at will. Your arm can extend into a Weapon or
retract back into your regular arm as a bonus action, you are proficient with it. Your retractable
Weapon is a natural weapon, which you can use to make weapon attacks as if you were
wielding a Weapon normally. You cannot be disarmed of your retractable weapon, and any
attempts to remove your retractable weapon automatically fail. While your Weapon is retracted
within your arm it is easy to keep concealed. Any Wisdom (Perception) checks to perceive your
retractable weapon are made at disadvantage while your Weapon is retracted in this way. Your
retractable Weapon actually replaces the hand that would be attached to that limb while it is
extended. Meaning that while your weapon is extended, may not use that arm to wield other
weapons, perform somatic spell components, or use items, etc. Choose a one-handed simple,
martial, or exotic weapon as your Weapon.

Cyborg: You are a flesh and blood creature with either symbiotic technological enhancements or
are somehow grafted or contained within an inorganic body. The inorganic parts of your body
are often more resilient than flesh, you have an innate +1 bonus to your AC. Your inorganic
parts do not heal naturally, whenever you are dropped to 0 hit points they become damaged and
no longer provide your innate bonus to AC. Whenever you take a short rest, you may spend one
of your hit die to repair your inorganic parts (spending time and effort to repair them). Your
inorganic parts are automatically repaired after a long rest. Due to your mechanical
components, you have vulnerability to lightning damage.

Inbuilt Tool: You gain proficiency with one tool of your choice. Your chosen tool is integrated into
your body, and you double your proficiency bonus for any ability checks you make with it. You
must have both hands free to use this inbuilt tool.

Languages: You can speak, read, and write Common and Mandarin.


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