Yakuza, 2nd Variant (5e Class)
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- 1 The Yakuza
- 1.1 The Extreme Path
- 1.2 Creating a Yakuza
- 1.3 Class Features
- 1.3.1 Table: The Yakuza
- 1.3.2 Fighter's Fists
- 1.3.3 Stylish Defense
- 1.3.4 Yakuza Heat
- 1.3.5 Cho-Han
- 1.3.6 More than markings
- 1.3.7 Grappling Expertise
- 1.3.8 Yakuza Style
- 1.3.9 Ability Score Increase
- 1.3.10 Mr. Shakedown
- 1.3.11 Extra Attack
- 1.3.12 I know you're there...
- 1.3.13 Challenge
- 1.3.14 Uncanny Dodge
- 1.3.15 Increased Critical
- 1.3.16 Heated Fist
- 1.3.17 Extra Attack x2
- 1.3.18 Kyofu
- 1.3.19 Cross Counter
- 1.3.20 Climax Heat Move
- 1.3.21 Kumicho
- 2 Brawler Style
- 3 Rush Style
- 4 Beast Style
- 5 Dragon Style
A group of thugs are harassing a merchant's stand, asking for much more money than was previously negotiated. As soon as a punch is thrown, a stocky half orc steps in to catch the fist with one hand and swiftly brings the assailant to the ground with the other. The towering man turns his piercing gaze to the other thugs and unbuttoning his dress shirt a bit, flashes them a tattoo of a raging red dragon. As soon as they see this they apologize and run off. The lone Yakuza produces a pouch of gold from his slick white suit and hands it to the merchant. "For your troubles." He lights a cigarette and walks off into the darkness of the city.
The Extreme Path
Yakuza are thought of by the public as many things. Thugs, extortionists, thieves, but they are by large, protectors of the weak, acting as an unofficial police force. Members of the yakuza belong to large crime syndicates, divided into clans, that base themselves on strict discipline and a system of hierarchy. While protecting and supporting the communities they represent, yakuza take many opportunities to get to the top of the economic food chain and increase their power and control of illegal activities. Yakuza are built upon respect and responsibility- known to be the toughest of the tough.
Creating a Yakuza
- Informational Preface
This class is designed as a versatile rogue/fighter-esque unarmed class. It is highly based on strength and constitution with a few features relying on charisma. I gained inspiration for many of the features from an Oriental Adventures Yakuza subclass for the Rogue which can be found here: https://www.tribality.com/2015/02/12/oriental-adventures-yakuza/ This is very much inspired after the Ryu Ga Gotoku (or, Yakuza) video game series and it's characters and I hope to have successfully emulated the playstyle of said game.
- Character Questions
As a Yakuza, you are a member of a renown criminal organization and work under a clan, a smaller piece of the national crime syndicate. Is your clan territory based in a small town or large city? Maybe they has control of a little bit of a countryside. Yakuza remain largely neutral, but will try to stay on the side of lawful or good due to their code of honor and discretion. There can be evil or particularly chaotic Yakuza however. What goal(s) does your character want to accomplish? Perhaps they went out of line in the past, was punished for it and want to rise back up the ranks to gain favor from their boss, maybe they want to overthrow the current boss, or perhaps they just want to gain enough money to pay off their debts and be able to get out of the crime game for good. Think of what kind of work they primarily do for their clan, are they a bodyguard, club owner, spy, debt collector, or hired assassin? Yakuza will usually have intricate and menacing back tattoos and body modifications that reflect their own personality and ideals. What design do they have tattooed on their back? Or is their tattoo just a fresh outline?
- Quick Build
You can make a Yakuza quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Criminal background or whatever you feel fits your character.
As a Yakuza you gain the following class features.
- Hit Points
Armor: light armor
Weapons: simple weapons, unarmed attacks, improvised weapons, martial weapons
Tools: thieves' tools, one gaming set
Saving Throws: Strength, Dexterity
Skills: choose Three from: Acrobatics, Athletics, Intimidation, Performance, Persuasion, Perception, Sleight of Hand, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) Katana
- (a) any simple weapon, or (b) dagger or (c) a tanto (1d6 slashing damage)
- (a) thieves' tools, or (b) one gaming set
- If you are using starting wealth, you have 3d8 x 10 GP in funds.
|1st||+2||Fighter’s Fists, Yakuza Heat, Stylish Defence|
|3rd||+2||Grappling Expertise, Yakuza Style, More than Marking|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Mr. Shakedown|
|6th||+3||I know you’re there|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Extra Attack x2|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
At starting level, your unarmed attacks deal 1d4 damage + Strength modifier, this damage increases to 1d6 at level 5, 2d4 at level 11 and 2d8 at level 16.(your dexterity mod can be used in strength place)
Your fighting style provide you protection. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Dexterity modifier.
At starting level, a Yakuza gains power referred to as "heat" through extensive fighting, glowing with a colored aura of their choosing. When releasing your heat on a bonus action, you gain these features for 1 minute:
- Advantage on Strength Checks & Saves
- +2 to melee attack & damage rolls
- +2 AC
- unable to use spells if possible
- unable to use the Uncanny Dodge or Cross Counter actions
You can release heat once a day before taking a long rest. This is increased to twice per long rest at level 3, and three times per long rest at level 8 and four times at 15 level.
At 2nd level, on any attack roll, saving throw, or ability check, you have the chance to roll an additional D6 and declare even(Cho) or odd(Han). If it lands on what you predicted, you add the score of the dice to your roll. Otherwise it is discarded. You can do this action twice until completing a short or long rest.
More than markings
At 3rd level, You get to choose a tattoo to have etched onto your body. This tattoo is more then just a marking on your body, it has a connection to you and gives you strength when needed.
Dragon: Once per turn you can now do a grapple right after a unarmed strike. At 5th level, you can make another unarmed strike on the grappled creature if the grapple succeeds. You are also capable of casting the jump spell at will, when doing so you do not take fall damage.
Demon: You can use your action to unleash the demonic energy within your tattoo, causing your eyes to darken and two hellish demon horns to sprout from your head while your body's color shifts to black (or red). Your transformation lasts for 1 minute or until you end it as a bonus action. Once on each of your turns, you can deal extra necrotic damage to one target, when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Tiger: When you’re attacked and the attack lands, you can use your reaction to make the roll count as a critical fail. You take 1d12 of force damage. You can use this feature once per long rest. Can take a -3 penalty on attack roll to do 2d10 of piercing damage(can be done once per long rest)
Koi: You gain a swim speed equal to your movement speed. You may also cast Tidal Wave once per day.
Butterfly: You grow a set of butterfly wings from your back. You can fly 20 feet. You activate this as an action and last 1 minutes, this can be done once per day. You may also cast sleep once per day.
At 3rd level, you gain Advantage on all Grapple checks. All creatures rolling to grapple you have Disadvantage and you gain Advantage when attempting to escape a grapple. This Feature applies only to being grappled through physical means, no outright Advantage against being held by spells or other magic.
Anyone can fight, but you can do it better. At 3rd level you can choose one of four fighting archetypes, those types being Brawler, Rush, Beast, and Dragon style.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, you have learned how to effectively shake down your enemies. Whenever an enemy humanoid is reduced to 0 hit points in combat, you gain 1d4 x 5 gp.
At 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. The number of attacks increases to three when you reach 13th level in this class.
I know you're there...
At 6th level, you are so used to getting ambushed that you always expect it, you get +3 to passive perception. You can never be surprised, and you don't have disadvantage when battling creatures you can't see. Creatures don't have advantage against you, even if they are invisible or you are unaware of their presence
At 7th level, you may use an action to challenge any enemy your size or smaller to a 1-on-1 bout. Make a Charisma check + Intimidation Modifier and the enemy must combat it with a Wisdom saving throw. On success, the targeted enemy will only attack you and the bout ends when one combatant is Incapacitated, Surrenders, or if you Attack another enemy.
At 9th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you. Due to the restriction of using your Reaction, only one attack per round can qualify for Uncanny Dodge.
At 10th level, you gain critical hits on Attack rolls of 19 and 20.
At 11th level, Your fist became magical weapons for the purpose of overcoming non-magical resistances. This magic feature doesn't carry over to weapons if you decide to use them.
Extra Attack x2
The number of attacks increases to three when you reach 13th level in this class.
At 14th level, you have become a truly intimidating character and are more able to instill fear into any intelligent creature your size or smaller. Whenever you perform an Attack action that results in a critical hit, those creatures in a 30 foot radius must save a Wisdom saving throw (DC 8 + Proficiency Bonus + Strength or Dexterity Mod), or drop whatever it is holding and suffer the frightened condition until the end of your next turn. You can also choose to perform Kyōfu against one creature with a successful Intimidate skill check against the creature’s Wisdom score. You furthermore gain proficiency in the Intimidation skill if not already, and gain expertise if you already have proficiency.
At 15th level, your Uncanny Dodge feature is improved to Cross Counter. When an attacker that you can see hits you with a melee Attack, you can use your reaction to instantly land a melee attack of your own back to your attacker. Like Uncanny Dodge, you only take half damage. Only one (melee) attack against you per round can qualify for a Counter Attack. You may still use Uncanny dodge against attacks other than melee.
Climax Heat Move
At 17th level, as an action, you may attempt a powerful attack on an enemy that is grappled, or under the effects of a condition, to deal 7d12 magical damage + your Strength or Dexterity modifier. (magical damage to overcome resistances) If the enemy is dropped to 0 hit points. You may use this Feature once per short or long rest.
At 20th level, you have proven through your own prowess to be worthy of becoming Kumicho- a Yakuza boss. As the boss, while rolling for initiative, you may choose whether to take first or last initiative, or to roll for it regularly as long as you are not already incapacitated. On top of this, you have built resistance to all forms of poison damage.
Upon choosing this Archetype at 3rd level your unarmed strikes gain a +2 to damage rolls.
Fight me like a man!
At 3th level, You can use your reaction to disarm a opponent attacking you. You make a contested strength check, if you succeed you take the weapon and get to use the weapon to attack. At 10th level you can break the weapon after attacking, causing the creature to make a wisdom save contested by your intimidation. If they fail they are frightened.
at 4th level if you become intoxicated by non-lethal substances (drugs, alcohol etc.) you gain an additional 5ft of movement speed, and may use the dodge action as a bonus action.
Just you and me
At 6th level, whenever you use the challenge feature, you have +3 on all attacks made against that creature.
This is your grave
At 9th level, enemies no longer gain any bonuses from flanking.
Upon choosing this Archetype at 3rd level, you gain +10 to your base movement speed and you are able to make two extra attacks as a bonus action with your unarmed strike after taking the attack action. You can use this feature three times per long rest.
Where did you go!?!
At 3th level, whenever someone makes a melee attack against you and misses you can use your reaction to faint behind them. You are considered invisible to that enemy and you gain advantage if you choose to attack them on your turn, if not you can dash away without provoking a opportunity attack.
At 4th level if any attack comes to you with a critical success or failure, then you are able to do one unarmed strike against that creature.
Fight or Flight
At 6th level, you can disengage as a free action.
The more the merrier
At 9th level, your supernatural speed allows you to attack all enemies with in your range. Whenever an enemy enters your attack range, you are able to make an opportunity attack against them.
Upon choosing this Archetype at 3rd level, you gain the ability to enter a beast like stance. Entering the stance takes a bonus action. While in this stance you gain a +2 to AC and a +2 to damage rolls. Every time you take damage you must make a constitution saving throw with a DC of 12. On a failure, you are knocked out of the stance.
At 3th level, you gain the ability to dash and become a running battering ram. You can dash up to your full dashing speed (minimum 5ft.) in any direction in a straight line. All enemies that get in the way of this must make a strength save. You must roll as well, and add your Strength(Athletics) bonus. This becomes the DC of your opponents strength save. On a failed save, they take 6d12 of bludgeoning damage and are knocked prone. If they pass they take half damage and aren't knocked prone. At 6th level, you can change direction once at any point in the dash. This feature can be used twice before needing a short or long rest.
At 4th level you exploit the fault in your enemies attacks. Your attacks for your next turn gains an attack and damage bonus of +1 per attack that missed you on the round leading up.
At 6th level, your savage fighting style allows you to grab near by enemies or objects and turn them into improvised weapons. Improvised weapon attacks use a d8 damage die + your strength or dexterity modifier. You now gain advantage on to-hit rolls made with improvised weapons.
At 9th level, you gain permanent resistance to non-magical bludgeoning, piercing and slashing damage and you can now move an additional half of your movement speed when in the beast stance.
You have reach the status of legend and become a dragon, you are an expert at martial arts in a brutal and agile way, that even the strongest enemy will think twice before attacking you, you gain +10 to your base movement speed, and your attack and damage rolls gain an additional +1. This damage increases to +2 at level 6 and +3 at level 10. Your fists now count as magical for the sake of overcoming resistances.
The Legend Itself
At 3rd level you gain Heat Points to use in different actions, below is a table of how many Heat Points you have per level starting at 3rd level, you can recover any expended points through a Short rest or a long rest.
If you expend 1 Heat Points You can use the Evasion Action against any attack as long as you see it and you have a reaction.
You expend 2 Heat Points to make your Unarmed Strikes deal an additional 1d4 fire damage for the duration of the round.
You can Expend 3 Heat Points to gain an extra +3 to your AC for the duration of the round. You cannot stack this or with Yakuza Heat.
Not Done Yet
If your hitpoints drop to 0, you become overcome with the power of the dragon and get back up at 1/4 of your maximum hit points. You gain a death saving throw failure, failures gained with this feature cannot be removed unless you are stabilised through normal means the next time you go down or on a long rest.
Big Enemy Big Yakuza
At 6th level if you are fighting an enemy who is a size bigger than you, you gain advantage on any roll against it and add +2 to attack roll and +4 to damage. The bigger they are the harder they fall.
Like a Dragon
At 9th level whenever you're fighting more than one enemy and you are alone, you gain the power of a dragon at is finest. Your punches can pass through enemies and can hit up to 3 enemies in a 15ft line. Your body temperature rises significantly, you become resistant to fire and cold damage when entering 'Yakuza Heat'.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: