Yakuza, Variant (5e Class)

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The Yakuza Way[edit]

The Yakuzas are menacing persons owners of business of the underworld crime. To keep the business, they have to fight by on own rules, with fighting styles learned by their experience on the streets.


Quick Build

You can make a yakuza quickly by following these suggestions. First, strength or dexterity should be your highest ability score, followed by Constitution. Second, choose the charlatan background.

Class Features

As a yakuza, variant you gain the following class features.

Hit Points

Hit Dice: 1d10 per yakuza, variant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per yakuza, variant level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapon, improvised weapons
Tools: None
Saving Throws: Strenght, dexterity
Skills: Chosen two from Athletics, Indimidation, Insight, survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • If you are using starting wealth, you have 3d4x10 in funds.

Table: The yakuza, variant

Level Proficiency
Bonus
Features
1st +2 Fighter's Fists, Natural Armor
2nd +2 Funk Goes On
3rd +2 First heat bar
4th +2 Ability Score Improvement, Taunt
5th +3 symbol of pride and honor (base)
6th +3 Second heat bar, Tortoise Spirit
7th +3 Criminal gourmet
8th +3 Ability Score Improvement, Phoenix Spirit
9th +4 Third heat bar
10th +4 Climax Heat Actions
11th +4 Kampai!
12th +4 Ability Score Improvement, symbol of pride and honor (complete), Skilled teaser
13th +5 Gambler for Necessity
14th +5 Kumicho gourmet, White tiger spirit
15th +5
16th +5 Ability Score Improvement, Kyodai
17th +6 Dynamic intro
18th +6 Feel the heat
19th +6 Ability Score Improvement, Azure dragon spirit
20th +6 The birth of a new legend

Fighter's Fists[edit]

At starting at 1st level, You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and improvised weapons smaller then medium. And you roll a d6, instead of the normal damage for unarmed strikes. This increases to 1d8 at 5th level, 1d10 at 9th level and 1d12 at 15th level.

Natural Armor[edit]

Also at 1st, while not wearing either armor or a shield, your Armor Class is equal to 10 + Constitution modifier + Dexterity modifier.

Funk Goes On[edit]

You learned the hard way how to use the battlefield in your favor, at level 2 you deal more damage with improvised weapons depending on the size of the objects. Small objects: you use your fighters dice for damage, Medium: two fighter dices, large objects: three fighter dices.

Heat bar[edit]

Starting at level 3, you now gain your first heat bar, at level 6 you gain your second heat bar, and at level 9 you gain your third heat bar. Every time you hit a creature you obtain 1 heat point, each heat bar needs 4 points to be filled.

Heat mode[edit]

At level 3, you gain the following bonuses when you charge your heat bars. One Heat bar: Your movement speed increases by 5 feet. Two Heat Bars: You gain +1 to AC. Three Heat Bars Your gain +2 in your STR and DEX modifiers. Four heat Bars (If you have the dragon tattoo): your heat burns in a red aura, you gain advantage to all savings throws.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 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 any ability over 20.

Taunt[edit]

At level 4, you can taunt your enemies, they must contest a performance check, if they fail you obtain two heat points and the target has disadvantage to attack any creature other than you for 1 minute. An enemy influenced by the taunt cant be taunted again in the same fight. If the enemy is laying down, they have disadvantage on the roll.

Symbol of pride and honor[edit]

In your 5th level, you get the base of a tattoo on your back, with a grant you a bonus depending on your tattoo. At level 12 you complete your tattoo.

  • Dragon: You get another heat bar.
  • Tiger: You will gain additional hit points per level equal to your proficiency bonus.
  • Tortoise: You obtain +2 bonus to AC and Dexterity saving throws.
  • Koi: In combat, when you reach half your total hit points, you can channel your rage to deal 1d10 additional damage in your attacks.
  • Serpent: You can use a additional bonus action during each of your turns in combat. This action can only be used to Dash, Disengage or Hide.
  • Acala: When you have allies within 10 feet of you, you gain a bonus equal to your proficiency modifier in constitution, wisdom, and dexterity checks.
  • Hanya: Any time you get hit by enemy you roll a 1d6 and choose three numbers, if you get any of your sectioned numbers you get one heat point.
  • Kirin: When you have more the one enemy in a range of 5 feet's, one of your attack actions has an advantage and you can make one opponent have disadvantage in attacks on you using a reaction.
  • Asura: Before you make a melee attack with a improvised weapon or your unarmed strikes, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Extra Attack[edit]

Also 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 10th level in this class (you gain a fourth Attack at level 15 through the Rush Archetype)

Tortoise Spirit[edit]

At level 6,The spirit of the tortoise starts to revest your body and soul, due to that any time an enemy misses an attack against you, you gain one heat point, and the damage of your unarmed attacks are considered magical for the purpose of negating non-magical resistance.

Criminal gourmet[edit]

At level 7, you receive 10 points of health for each 1 pound of food that you eat.

Phoenix Spirit[edit]

At level 8, for every third of your health you lose, you fully charge one heat bar.

Climax heat actions[edit]

You can perform a powerful move according to your subclass. You can only use this move once every three fights.

Kampai![edit]

At level 11 when you get drunk you can roll 1d6 and choose one number, if the number in the dice was the number you choose, you receive one heat point.

Completed tatoo[edit]

Now your tattoo has reached your maximum state and is now complete. You are filled with honor within them and is pride to be their wielder. At level 12, you now gain the following bonuses based on your tattoo:

  • Dragon: When you are with all bars full you can perform "Essence of the Dragon King" dealing 10d10 of damage.
  • Tiger: Now you gain another fighter's dice.
  • Tortoise: Your shell is a part of you know, as natural as your own skin. Now you can use light armor and still get the bonuses from your natural armor feature.
  • Koi: When you are reduced to 0 hit points, you can use your agony to get up with temporality points of health based on your dice of health + your modifier of constitution.
  • Serpent: You have advantage against any single enemy (an enemy that does not have an ally within 10 feet)
  • Acala: Any ally within 15 feet of you gains a bonus of +2 to constitution, wisdom and dexterity saves. You also have the advantage of these checks when you have an ally within 15 feet of you.
  • Hanya: If you receive a crit hit or deal a critical hit you charge one heat bar.
  • Kirin: When you fight more opponents than you have in allies, you add your proficiency bonus to damage rolls.
  • Asura: You have improved your style and the brutality in your attacks, and now the damage dealt by this tattoo increases by your proficiency bonus if you take -2 on top of the first -5.

Gambler for Necessity[edit]

You already know how to play the basic gambling games just as poker, blackjack and Baccarat. But one day you needed to learn how to play other games like koi-koi, mahjong and Cho-han. At level 13, you have an advantage in every gambling game, and you can re-roll a dice that you rolled one time per long rest.

Kumicho gourmet[edit]

At level 14, when you eat you recover over health based on how many pounds of food you eat. One pound of food is equivalent to 10 temporary health points.

White tiger spirit[edit]

At level 14 you gain the double of heat points when you taunt an enemy, and enemy's have disadvantage in the roll against the taunt.

Kyodai[edit]

At level 16 you can create a deep bond with an ally at the same level as you. To perform this ceremony, you two must drink one strong drink. After completing the ceremony, you and your ally gain +1 in AC. +2 on your attack rolls and you can make an opportunity attack on the enemy that your ally has attacked (One time per fight). But when you or your ally dies, you receive -1 AC and -2 on hit rolls. You or your ally can reverse this by making another bound or waiting 2 months.

Dynamic intro[edit]

At level 17 you already had experienced many fights, your battle instinct allows you to take the initiative in combat. When combat starts, you can decide if you going to use this skill, you can select one enemy and you both roll for initiative, the winner can make one attack using a bonus action, the person who lost should roll an initiative again with disadvantage to determine turn order (this person cannot have a result better than the person who won).

Feel the heat[edit]

At level 18 Once per fight when you defeat a enemy, you gain a number of heat points equal to 2d6 (If you have a dragon tattoo you roll a 2d10).

Azure dragon spirit[edit]

At level 19, When your health drops to 0 you can use one heat bar to negate the damage, Also when you do this you gain your hit dice + CON modifier as hit points.

The birth of a new legend[edit]

At level 20 you had maximized your fighting style and your reputation. You gain a legendary fighting style depending on your tattoo.

  • Dragon Style: When you activate this fighting style you fill all of your heat bars. You also can perform a legendary technique "Tiger Drop" once per fight. If you get attacked, you can negate the damage and make a counterattack with the damage that you would receive added to the damage roll.
  • Tiger Style: When you activate this fighting style you gain one third of your maximum health as a temporary health. You also can perform a legendary technique one time per fight "Tiger Dragon Drop", if you get attacked you can reduce the damage by half and perform a counter with your base attack damage which leaves your enemy Incapacitated for two turns.
  • Tortoise Style: When you activate this fighting style all your enemies have disadvantage to hit you, you also can attack your enemy after he tries to hit you (this action consumes one heat bar). You also can perform one time per fight a legendary technique "Demon Spirit" You can double your AC for two turns.
  • Koi Style- When you activate this fighting style, you add one dice of damage and +1 in your attack rolls for every 20 hit points you lost, this last until the end of the battle. You also can perform "reverse waterfall punch" you perform a punch with a bonus on your damage rolls based on half of your total health, you can only use this technique if you are below half your maximum hit points. You can only use the Reverse waterfall punch after a long rest.
  • Serpent Style: When you activate this fighting style, your crit hit is 18-20. Also, if you crit you can blind an enemy.
  • Hanya Style: When you activate this fighting style, you generate double the heat, you also have advantage on your tattoos ability. You also can attack your enemy after he tries to hit you (this action consumes one heat bar*). You also can perform one time per fight a legendary technique "essence of the Maul", you can deal 1d12 to three enemies around you that are within five feet of distance, any enemy that can see this, and has not been damaged by this attack, must contest an intimidation check, if they fail they are frightened for 2 turns
  • Kirin Style: When you activate this fighting style all your opponents within 10 feet of you have disadvantage in any attacks they make. You also can perform one time per fight a legendary technique "Kirin with dragon knee kick" you deal the same number of damage dice, however you can choose to roll X amount of extra dice based on how many enemies are within 5 feet of you, and select which dice to deal damage with.

Brawler[edit]

The brawler is the classic street-fight style. A well balanced style, you can perform consistent attacks, that can get even stronger with the right "motivation".

The Dragon spirit[edit]

Starting at level 3, you learn how to channel your inner heat in the most efficient ways. You now gain the following abailities:

  • The Dragons wise: you can use 1 heat bar to use doge as a bonus action.
  • The Dragon strengh: you can use 2 heat bar to attack 2 additional times times as a bonus action or 1 heat bar to only attack 1 additonal time.
  • The Dragon Wealth: You can use 3 heat bars on your turn to take one additional action on top of your regular action and a possible bonus action.
  • The Dragon's Flight: You can use 1 heat bar to double your moviment for this turn.

The damage dealt by this feature don't generate any heat.

Dragon Revenge[edit]

At 6th level, when your hit points drop below half, your unarmed strike damage die increases by an extra die (i.e. 1d4 = 2d4), when your hit points fall below 25%, your unarmed strike damage die increases by another die. At level 12, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead while also increasing your damage die by another die. You can’t drop to 1 hit point using this feature again until you finish a long rest.

The inner dragon heat[edit]

Starting at level 9, You now gain 1 point of heat for every 10 damage you deal. Also now the benifits you gain from your heat mode are doubled (If you have the fourth bar, you gain a bonus to your saving trows equal to your constitution modifier).

"Motivation"[edit]

At level 12, you can drink beer and get three diferents level of drunkness, at level one of drunkness you hit a bonus 1d6 in your damage, at level two you have the vantages of level 1 and you can roll a 1d4, the result is the amount of damage you negate of the attack of your enemy. At level three os drunknesse you have the vantages of level 1 and 2. You hit plus 5 on your damage, but you have -2 to hit.

Extreme heat; pugilist[edit]

At level 15 you can activate extreme heat mode. To activate you need to have three heat bar, and this mode last three turns "one heat bar are consumed per turn" "when you stay in this mode you canot get heat until the extreme heat mode end". In this mode you can perform yours heat actions without using heat and your abilities using only one bar of heat ( The brawler abilities can only be used 1 time per turn), you also gain a bonus in your attack and damage rolls equal to the amount of heat points you posses.

Rush[edit]

The rush style is the one who has the speed on his side. Where you attack your opponent with fast and clean hits.

Quick step[edit]

At level 3 you can make a dash, you can't suffer opportunity attacks when you perform a dash. The number of dashes you can make per fight increases by one with the level: (6, 9, 12). / At level 5 you can use a dash when you attack, and you receive a bonus on the damage based the number of feet's you dislocate dashing. And also when you've been targeted for a ranged or melee attack you can roll an acrobatics check dc equal to the hostile attack roll on success you dodge the attack completely. on fail the attack automatically hits.

Thuff stamina[edit]

At level 6 you can move more 15 feets (20 feets at level 10, 25 feets on level 14, and 30 feet at level 18). At level 12 you can cast one heat bar to regain half of your moove for only the turn you use it

Fast stance[edit]

At level 9 At the end of your turn, you can choose up your CA based on your current move speed (in feet's) divided per ten until your next turn, but your movement speed on your next turn to 0.

Shadow boxe[edit]

When you reache level 12, you can choose consume x feets of your movement to deal 1d12 additional damage on your next attack. The cos't of each subsequent dice increase by 5 feet (your first will cost 5 feet, your second will cost 10 feet, your third will cost 15 feet...).

Extreme heat mode; velocist[edit]

At level 15 you can activate extreme heat mode. To activate you need to have three heat bar, and this mode last three turns "one heat bar are consumed per turn" "when you stay in this mode you canot get heat until the extreme heat mode end". During this time your speed is doubled, you gain a +2 bonus to AC, you gain advantage on Dexterity saving throws, and you gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action, and finaly you can use a heat combo, using three bar to hit 3d12, two bars to hit 2d12 and one bar to 1d12. Extreme Heat: velocist can only be used one time per long rest.

Beast[edit]

The beast style: This style is focused on slowly but heavily causing as much damage as possible in as wide a range as possible, while tanking and ignoring any incoming damage.

Toughness[edit]

Starting at level 3 The hit points obtained from hit dices are doubled, and when you roll them, if the result is less than 1 + half of the hit die, you can reroll the dice, and choose the highest number between the two. You also choose to use your strengh or dexterity when calculating ac, in counterparty your speed is halved in combat.

Let the beast come out[edit]

At level 6 You embody the power of the wilds. Now when at least 1 is surrounding you, roll a 1d2 and add it to your strength modifier for the remainder of the combat, at level 9 this becomes 2d2. (This can go over your strength score maximum). Also at level 6, you gain a +1 to attack and damage rolls when an attack misses against you, the maximum amount you can have is equal to your proficiency bonus, when you attack with the bonuses, you lose the bonuses gained.

Prehistoric beast[edit]

At level 9, Due to your new enhanced endurance you can add half of your proficiency bonus (Rounded Up) to your AC, you count as two size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you deal double damage to objects and structures.

Man of Steel[edit]

At your 12th level, Your skin is now as hard as a adamantine, being virtually impenetrable, you gain a damage reduction against all damage equal to half your ac (rounded down). If the damage is reduced to 0 you gain a stack of your "Let the beast come out" feature. You also become immune to all diseases and poisons, and you have advantage on Constitution saving throws.

Extreme heat mode; Gluttonous Muscles[edit]

At 15th level to activate you need to have three heat bars, and this mode lasts three turns "one heat bar is consumed per turn" "when you stay in this mode you cannot get heat until the extreme heat mode end". You have really gluttonous muscles, and they make you reach new levels of strength. You now halve all the damage you receive, You get a hit point regeneration equal to 10% of your total hit points as long as you have at least 1 hit point at beggining of your turn and when you perform the attack action in turn, you stacks from "Let the beast come out" don't reset when hitting an enemy..

Thug[edit]

A fluid and balanced combination of punches, high kicks, elbow strikes, and counters, based off of street fighting, with liberal use of sneak attacks and other dishonest forms of fighting.

Thug skills[edit]

At your 3rd lvel you can make a perception check to discover if your opponents have weapons, and what kind weapons they have. If you pass the check, you will have an advantage in attacks to enemies that have had their weapons discovered for 1 minute. If you fail nothing happens. Also at level 3, once per turn you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it or if you are behind your enemy. This damage increase by one dice every odd level (3d6 at level 5, 4d6 at level 7, 5d6 at level 9...)

Smooth movements[edit]

At level 6 as a bonus action you can perform a dash to behind a enemy 5 feets away from you. You can only do this a number of times per fight equal to your proficiency bonus (rounded down). Also at level 6, You learn how keep calm in a tough fight, You have advantage on rolls against fear. You passed for a lot of things, your mind is already calloused, you have advantage on winsdom and inteligetn saves and also have advantage against rolls to be charmed or mind control.

Untuchable[edit]

Beginning at level 9,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.

Lucky criminal[edit]

At level 12, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.

Extreme heat; hooligan[edit]

At level 15 you can activate extreme heat mode using a free action. To activate you need to have three heat bars, and this mode lasts three turns "one heat bar is consumed per turn" "when you stay in this mode you cannot get heat until the extreme heat mode ends". In this mode you can move freely which is not affected by opportunity attacks, you also have one more reaction, and finally you have advantage on all attack. The Extreme heat: hooligan can only be used one time per long rest.

Slugger[edit]

A Power style that emphasizes the ability to effectively wield melee weapons, primarily baseball bats, in surprisingly skillful fashion.

Slugger life style[edit]

Your best buddy is your bat, and you don't know what you goin to do without him. At level 3 you have disvantage on attacks no weapons, but when you use a bat to attack you have a bonus of +1 on attacks and damage rolls (increses to +2 at level 6 and +3 in level 12) the bat is a simple melee weapon with the versatile (2d#, # = the damage die of the weapon) property. And on a hit, it deals Bludgeoning damage equal to 1d6 + Strength modifier, the damage increases to 1d8 at 5th level, 1d10 at level 11, 1d12 at level 17, and any feat related to a meele weapon can be aplyed to your bat.

Batting master[edit]

At level 6 as a reaction you can make a dexteraty check to deflect one ranged atack. When you susefuly do this, you earn a third of a point on the ability "Homerun Demon". Also now due to your expertise using your bat and your letality in combat, now you double the damage of your crtical hits. And as you fight, you become more bloodlusted. For every round that you’re fighting someone with your Bat in hands,yo gain +1 damage rolls up to your proficincy bonus.

Homerun Demon[edit]

At level 9 you can do a victory cry and enter in berserk mode. To activate this ability you have to make tree points, to make a point you have to hit a enemy three times. If you get a critical hit "homerun", you get a point. Berserk Mode- After you make 3 points you can use your bonus action to enter in your berserk mode. When you enter in berserk mode you realese your victory cry forcing every enemy around to make a wisdom saving trown, if they faill they will have disadvantage to attack any creature other than you while your berserk mode is active. If they are not affected. In this mode you also gain resistence to all types of physical damage and a +2 to your attack and damage rolls and you deal an extra damage dice. This mode lasts 1 minute, and you cant gain points while you are in the berserk mode.

All-Out Swing charge[edit]

At level 12 you can use one attack action to charge your next attack, you have advantage on attack rolls and deals double of the normal damage (heat actions can't be charged). Also at this level your bat is considered a adamantine weapon.

Extreme heat mode: Ace of the team[edit]

At level 15 you can activate extreme heat mode using a free action. To activate you need to have three heat bars, and this mode lasts three turns "one heat bar is consumed per turn" "when you stay in this mode you cannot get heat until the extreme heat mode ends". You gain one home run for every hit in this mode. When you hit a critical your opponent must make a saving throw; if they fail, they are knocked out.

Breaker[edit]

A Speed style that makes use of dancing skills and agility, combining elements from capoeira with breakdancing.

Street style[edit]

Starting at your 3rd level attacks against you while you're knocked prone don't gain advantage and you can get up without using extra movement. Also, at level 3 you gain proficiency in acrobatics (if you already have proficiency in acrobatics, it becomes expertise) and +2 ac due to your extreme agility in the ground.

Cheer Master[edit]

At level 6 You can dance to inspire your party. In a 30-foot radius around you, whenever a ally (including you) ends its turn in the range, you can grant that creature one of these benefits:

You grant it temporary hit points equal to half your Yakuza variant level in d4, rounded down.

You end one effect on it causing it to be charmed or frightened. you can add temporality health to your team on value: 1d8+ your charisma modifier. You can use this skill once per short rest.

Rallying Ally[edit]

In your 9th level you fight as one solid unit, you are unstoppable. You fight for your comrades, as they would fight for you ”All for one and ONE FOR ALL!”. You have the following benefits:

Each allied creature within 20 feet of you grants your allies a +1 bonus to damage rolls made with a melee attacks, up to a maximum of your proficiency bonus.

When an allied creature within 20 feet of you would be reduced to 0 hit points but not killed outright, as a reaction you may call out to them rallying their spirit, making them drop to 1 hit point instead. Once you use this feature, you cannot use it again until you finish a long rest.

Freeze poses[edit]

At level 12 you can perform a bonus attack in your turn if you are prone. This attack deals additional equal to 1d12, but after this attack you get up and can't get prone using a free action until the next turn.

Extreme heat mode; street style[edit]

At level 15 you can activate extreme heat mode using a free action. To activate you need to have three heat bars, and this mode lasts three turns "one heat bar is consumed per turn" "when you stay in this mode you cannot get heat until the extreme heat mode ends". In this mode your enemies have disadvantage to attack you, and your basics attacks can hit all enemy's 5 feet around you.

Loan Shark[edit]

In this style your legs are your best friends, performing powerful and fast kicks.

Underground Life Scars[edit]

At level 3 Criticals against you are treated as normal rolls, and now you have disadvantage with any attack using your hands.

High-level Loans[edit]

At level 6 you deal more damage based on how much money you have, 10 electrums: you gain +2 to attack and damage rolls, 10 gold: your third attack makes the double of heat, 10 platinum: you can make an additional attack when you take the attack action.

Unstoppable Kicks[edit]

At 9th your legs become even deadlier weapons. whem making an attack you now can crit in natural 19s.

This extends to natural 18 or 19 at level 16.

Kick Boxing Mastery[edit]

At level 12 you can choose to deal half of your normal attacks damage (rounded up), to be able attack double the number of attacks you can do in your turn. Attacking this way also grants you a +1 in your attack and damage rolls.

Extreme Heat mode; Payday[edit]

At 15th level, while in Extreme Heat mode, when using you "Kick Boxing Mastery" your damage is not halved and yours "High level Loans" bonuses are doubled.

Parasite[edit]

Your military training wasn't in vain, you have the knowledge of domination, in this style you overcome your enemy with arm locks and take downs.

Fundamental Training[edit]

At your 3rd level, you can make a grapple check as a bonus action, Creatures you are grappling are restrained, in addition to being grappled. When the grapple ends, the creature is no longer restrained. And you gain a +3 bonus to grapple checks, and Strength (Athletics) checks you make to prevent a creature from escaping from your grapple. You also can use the disarm action as a free action.

Brazilian jiu-jitsu[edit]

At level 6, while grappling a creature, you can use your action to do a special attack in your turn. This attack deals your fighter's dice damage times your proficiency modifier, plus your strength modifier. This attack always hits your target.

Buddhist Discipline[edit]

At level 9 if you start a turn grappling a creature you can heal 1d10 + constitution modifier.

Tap Out[edit]

By 12th Level, you have become a master of submissions. After maintaining a grapple for 5 consecutive rounds, you knock out the enemy. They will remain Unconscious until they are healed, cured of status ailments, or until 1 hour has passed.

Extreme heat mode; Military past[edit]

At level 15 you can activate extreme heat mode using a free action. To activate you need to have three heat bars, and this mode lasts three turns "one heat bar is consumed per turn" "when you stay in this mode you cannot get heat until the extreme heat mode ends". In this mode you gain more than one CA point, and if your enemy failure on attack you, you can deal 1d4 of damage to the enemy who has failed to attack you.

Hero[edit]

The main character of my life[edit]

You fight using your virtue in your favor. At level 3 you CAN ONLY choose one of these styles. STRATEGIST: Now, you use intelligence on your attacks, (if you have history proficiency you can choose one of your stats to up the limit to 25 'if you already have this limit grow, you gain 5 points of intelligence instead', if you have Expertise, you can distribute your stats level 'you can do this after a long rest'); GENTLEMAN: Now, you use charisma on your attacks (if you have intimidation proficiency your turn is the first in a fight 'if have anyone who have the same ability, they must roll a d20, who gain the biggest number go first', if you have expertise, all your opponents must make a charisma check, if they fail, your opponent's lost their bonus action on the first turn). DETERMINED: Now, you use your wisdom modifier on your attacks (if you have medicine proficiency you heal 1d4 every turn ‘1d8 lvl10 and 1d12 level 20’, if you have expertise, you have advantage in all affliction status check).

Polyvalent[edit]

You learn very quickly, and you know how to use this to your advantage. At level 6 you can choose more skills to have proficiency or expertise based on your proficiency bonus. You also can choose another class to get a "Multiclass', but you cannot level up this other class, instead the other class level is based on "yakuza, variant" level by the half (You cannot do any other multiclass after this ability. If you already in a multiclass you do not gain this ability, but you earn the ability to get all abilities of the subclass "hero" without leveling up the class "Yakuza, variant")

The Future I Dreamed Of[edit]

At the regular 9, 12, 15 and 18 level, you obtain 1 additional level surpassing the level limit. Your xp is counted as if you didint have these levels.

Inspiring Leader[edit]

At level 12 you can use your authority and lead experience to make your allies gain buffs with a bonus action. CHARISMATIC INSPIRING: You can use your charisma to inspire one of your allies and he going to gain a damage reduction based on your charisma modifier (if you have proficiency in deception, you add your proficiency bonus on the damage reduction, and if you have expertise your enemy have disadvantage attacking the allies). INCOMPARABLE KINDNESS: You can use your Wisdom and your kindness to heal one of your allies 1d6 + your Wisdom modifier (if you have medical proficiency your dice go to 1d8, and if you have Expertise, you gain 2d6). GROUP MASTERMIND: Your experience in the battlefield worth every second, now you can give some advice to one of your allies and he going to gain a bonus on one of his hit dice based on your intelligence modifier (if you have proficiency on insight, this bonus also works to the damage roll. And if you have expertise on insight this bonus affects another attack of your ally).

Extreme Heat mode; Like a Hero[edit]

At level 15 you can activate extreme heat mode using a free action. To activate you need to have three heat bars, and this mode lasts three turns "one heat bar is consumed per turn" "when you stay in this mode you cannot get heat until the extreme heat mode ends". You gain 1 more action, bonus action and reaction. Your ability "Inspiring leader" buffs all your allies instead. And you gain the full level of the other class you chose in the "polyvalent" feature (If you multiclass your class, all your classes gain the level of the "yakuza, variant" class).

True Protagonist[edit]

Starting in your 21st level, Based in your choices at the third level, you now glow up in another step or choose a new one. STRATEGIST: All your stats can go up to the limit of 25 and the chosen one to 30 and a bonus of 5 to it. GENTLEMAN: Now you gain an addiotional turn on your first turn in blatte. DETERMINED:Now you roll 2d20 for heal and add wisdom moddifier to the heal. Or you can choose to get another option of the third level instead of the upgrades.

Supreme leader[edit]

At level 22, all the bonus of your spiring leader feature are now doubled.

Hello Work enthusiast[edit]

At level 23, Now you gain a quarter of your yakuza variant level in another "Multiclass" that you can freely choose. Your "multiclasses" can be swapped every long rest.

The Heros might[edit]

At level 24,You now add the choosen atribute of the third level feature in all rolls and ac.

Heat Actions[edit]

You know all the heat actions on the basic yakuza heat list and additional heat actions based on your subclass. To fill one heat bar, you need to hit an enemy 4 times. You use a bonus action to execute a heat action, but your turn ends immediately after use.

Heat actions Save DC = 8 + your proficiency bonus + dexterity modifier

1st Heat action Level

-Essence of the Ground Smashing: you consume one heat bar to hit an enemy on the ground with a 1d6. The enemy must be prone to perform the heat action.

-Essence of Wall Crushing: you can consume one heat bar to hit an enemy on the wall with a 1d6. The enemy must be near to the wall to perform the heat action.

-Essence of Roadside Weapon: You can consume one heat bar to make an attack with an improvised weapon to receive a bonus of 1d6 on your improvised attack.

2nd heat action Level

-Essence of the Dropkick- You can consume two heat bars to perform a dropkick and deal 1d6 of damage and push your enemy the number of feet based on your strength modifier. (Only for brawler)

-Essence of the Counter-uppercut: you can consume two heat bars to negate one melee attack and hit back your opponent dealing 1d4 additional damage die. The enemy must do a melee attack to perform this heat action. (only for rush style)

-Essence of the Smashing: you can consume two heat bars to grip an enemy and throw in another enemy who was knocked down in the ground, dealing 2d4 to the two enemies. (Only for beast)

-Essence of the Eye Poke: You can consume Two Heat bars to perform an attack on the eyes of your enemy dealing 2d4 of damage and making his blind for one turn. (Only for thug)

-Essence of Skull Breaker: you can consume two heat bars to perform a powerful hit on the top of head of the enemy, dealing 1d8 of damage, and your enemy must make a constitution/Dexterity check, in a failure, he gets stunned (only for slugger)

-Essence of the One-inspired Dancer: You can consume two heat bars to get up when you are prone and deal 1d8 of damage, you also receive a bonus action. (Only for breaker)

-Essence of the Backflip: You can consume two heat bars to perform a backflip hitting an enemy behind you dealing 1d8 of damage. You can use this heat action anytime whit you have an enemy behind you. (Only for Loan Shark)

3rd heat action Level

-Essence of the Feint: You can consume three heat bars to move faster than your opponent tricking then, you negate any resistances of your opponent, dealing 2d12 of damage. (Only for rush)

-Essence of Suplex: You consume three heat bars to perform a suplex dealing a 1d12 and stun your enemy for one turn. (Only for beast)

-Essence of the Choke-out: you consume three heat bars to hit an enemy breaking his neck with a 2d12, and you roll a d20, if you get a 20 your enemy gets incapacitated for three turns. The enemy must be grabbed from behind to perform this heat action. (Only for thug style)

-Essence of the Windmilll: You consume Three heat bars to perform the break move windmill, you deal 2d6 to every enemy in 5 feet's around you, and they must do a dexterity check, if they fail, they get prone. (Only for breaker)

-Essence of Axe Kick: You consume three heat bars to perform an axe kick dealing 2d12, next your roll and d20, if you get a number higher than 10 your enemy goes prone, if you get a crit your enemy becomes unconscious. (Only for Loan Shark)

-Essence of Kote-gaeshi: You consume Three heat bars to when your opponent attacks you, you can perform a Kote-gaeshi, this way you negate the damage and your opponent can't make more attack actions on his turn, he also gets prone. (Only for parasite).

Climax heat action

-Essence of the Clinch: You grab your enemy and make a clinch, dealing Xd6, the number of dice you going to roll is defined by your Dexterity modifier. You receive one heat point for every hit (Only for brawler).

-Essence of the Barrage: You roll a 1d6, the result is the number of dice you are going roll to the ?d8, and you gain move speed "in feet's" based on the double of the number that you rolled in the 1d6. (only for rush).

-Essence of the Launcher: You can grab an enemy and throw him dealing 2d8, and he is going to move the number of feet proportional to your strength modifier. The thrown enemy can hit other people's dealing 1d6 of damage (only for beast).

-Essence of the Bat Nunchaku: You roll a 10d4, you can distribute your damage to the any enemy in your front a 5 feet, for every enemy that you hit you won a homerun point (only for Slugger).

-Essence of the Head Slide: You perform one of the hardest moves of the breakdance to boost your kick and deal 2d12, and since that you perform an impressive move you active the "cheer master" skill (only for breaker).

-Essence of Killer Kick Combo- You roll an 2d8, if your health is by the half, you roll an 4d8, if you only have a one third of your life you roll a 6d8 (Only for Loan shark).

-Essence of Flying Arm-lock- You perform a flying arm-lock dealing 1d12 of damage and disabling the arm that you focus on for 3 turns. (Only for parasite).

-Essence of the Experience- You can perform any heat action of the other archetype (Only for hero).

Multiclassing[edit]

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:

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