Yakuza (5e Class)

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The Yakuza[edit]

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[edit]

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[edit]

Informational Preface

I'm Fatboi7913, the new guy that'll revamp this unfinished and frankly horribly made class because for some reason OP decided to base this class on Rogue and Monk when it should just be going more Barbarian with hints of Monk, and to give the some of the subclasses stupidly strong things and others just frankly jack shit, While also putting abilities that are useful at early levels at later levels so they're just useless, I plan to finish this revision by the start of 2024 as this will take a while to do. if you'd like stuff added just put it in the discussion thing or whatever.

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.

Class Features

As a Yakuza you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: simple, unarmed
Tools: thieves' tools, gaming set
Saving Throws: Strength or Dexterity, Constitution
Skills: choose two from: Athletics, Acrobatics, Intimidation, Persuasion, Perception, Sleight of Hand

Equipment

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

  • leather armor
  • (a) any simple weapon, or (b) dagger or (c) a tanto (1d6 slashing damage)
  • (a) thieves tools, or (b) gaming set
  • If you are using starting wealth, you have 2d6 x 10 in funds.

Table: The Yakuza

Level Proficiency
Bonus
Features
1st +2 Fighter's Fists, Criminal Reputation, Yakuza Heat
2nd +2 Natural Armor
3rd +2 Yakuza Archetypes
4th +2 Ability Score Improvement, More Than Markings
5th +3 Extra Attack
6th +3 Archetype Feature, Heat Infused Fists
7th +3 Dynamic Intro
8th +3 Ability Score Improvement
9th +4 Archetype Feature, Challenge
10th +4 Increased Critical
11th +4 Uncanny Dodge
12th +4 Ability Score Improvement
13th +5 Blazing Heat
14th +5 Kyofu, Archetype Feature
15th +5 Cross Counter
16th +5 Ability Score Improvement
17th +6 Climax Move,
18th +6 Ability Score Improvement
19th +6 Ability Score Improvement
20th +6 Kumicho

Fighter's Fists[edit]

At starting at 1st level, you use a d6 instead of the normal damage for unarmed strikes. This damage increases as shown in the table below


Levels 1-4 = 1d6

Levels 5-10 = 1d8

Levels 11-16 = 1d10

Levels 17-20 = 1d12

Criminal Reputation[edit]

Also at 1st level, you are more effective when dealing in the art of criminal trade. You gain advantage to any checks made to buy or sell illicit goods. Additionally, you will not get in trouble with the law when caught for minor crimes such as not paying for food, or breaking small property. Consult your DM about what situations would apply to this feature.

Yakuza Heat[edit]

Beginning at 1st level, a Yakuza gains power referred to as "heat" through extensive fighting, glowing with a colored aura of their choosing. When releasing your heat as a bonus action, you gain the following benefits for 1 minute:

  • You have Advantage on Strength checks.
  • You gain a +1 bonus to damage rolls with attacks using Strength or Dexterity. The bonus increases to +2 at 8th level and +3 at 14th level.

While heat is active, you can't cast spells or concentrate on them.

Once you use heat, you can't do it again until you finish a long rest. You can use this feature twice at 7th level and three times at 13th level.

Natural Armor[edit]

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

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 18th 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.

Yakuza Clan Styles[edit]

At 3rd level you may choose between The Brawler, Beast, Rush, Breaker, Slugger, and Thug Clan Styles. Your choice grants you features at 3rd level and again at 6th, 9th, and 14th levels.

More than markings[edit]

At 4th level, you can choose one tattoo to engrave on your body. This tattoo is more than a mark on your body, it has a connection with you and gives you strength when it is needed.

You regain all uses of a tattoo after a long rest unless stated otherwise.

Dragon. While your marking is active, you can use your Bonus Action to unleash a burst of energy from your fists, you channel the essence of a Chromatic Dragon, permanently infusing your fists with the power of a chosen elemental breath. Choose one of the following damage types: acid, cold, fire, lightning, or poison. Your unarmed strikes now deal damage of the chosen type instead of their normal damage type you also gain resistance to the chosen damage type. Additionally, you gain Proficiency (Expertise if you already have Proficiency) on Intimidation or Persuasion Checks (choose one). You can use this as many times as Half your proficiency bonus rounded down. This transformation lasts for 1 minute (10 rounds of combat) or until you choose to end it as a free action.
Demon. As a bonus action, you can unleash the power of the Demon marking, enveloping yourself in a shroud of dark energy making your eyes darken and horns of hellish demons sprout from your head while your body changes to an supernatural color. While active, you gain the following benefits for 1 minute: You have resistance to necrotic damage. Once on each of your turns when you hit a creature with an unarmed strike or improvised weapon attack, you can deal an extra 1d6 necrotic damage. This damage increases to 1d8 at 8th level and 1d10 at 11th level. You have advantage on Intimidation checks. Additionally, your attacks ignore resistance to necrotic damage.
Tiger's Drop. Once per round you can deal 2d6 piercing damage replacing your extra attacks. This damage increases to 2d8 at 8th Level, 2d10 at 13th Level, 4d12 at 17th Level and 6d12 at 20th. You can use this Feature as many times as your Proficiency Bonus. This counts as magical damage for overcoming resistance and immunities to nonmagical attacks and damage. (doesnt overcome magical resistance)
Koi. You gain a swimming speed of 50 feet and can hold your breath underwater for up to 4 times longer than you usually could (its 1 minute + Con mod * 4). You can as an action cast Tidal Wave, you can do this as many times equal to half your proficiency bonus rounded down per long rest. At level 12 you can cast it as many times as Proficiency Bonus. Additionally you gain Resistance to Cold damage.

Extra Attack[edit]

Beginning 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 11th level in this class (you gain a fourth Attack later through the Rush Archetype)

Heat Infused Fists[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dynamic Intro[edit]

At 7th level, you are used to getting into fights and eager to end them. You have advantage on your Initiative rolls. In addition at levels 12 and above, the first attack you make on your first turn of combat is made at Advantage.

Challenge[edit]

At 9th level, you may use your action to challenge any humanoid enemy that is within 1 size category larger/smaller of you that understands any language you can speak to a 1-on-1 bout. Make a Charisma check + Intimidation Modifier and the enemy must combat it with a Wisdom saving throw DC is 8 + Prof + Intimidation. On success, the targeted enemy will only attack you unless you hit a different enemy or a 3rd party interferes, and the bout ends when one combatant is Incapacitated or Surrenders. creatures that are immune to being frightend and charmed are immune to this feature

Improved Critical[edit]

At 10th level, you score a critical hit on a roll of 19 or 20 on the d20.

Uncanny Dodge[edit]

At 11th 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.

You can't use this feature while Heat is active.

Blazing Heat[edit]

At 13th level you're used to being thrown around in fights along with recovering from them. At the end of a enounter with hostile enemies you can spend a number of hit die up to your proficency modifier ,additioany at 18th level you can spend as many of your hit die as you want without needing to take a rest.

Kyofu[edit]

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 + Charisma 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.

Cross Counter[edit]

At 15th level, your Uncanny Dodge feature has been upgraded to Cross Counter. When an attacker you can see hits you with a melee attack, you can use your reaction to roll a melee attack roll against the attacker. As an Uncanny Dodge, you only take half the damage. Only one attack (melee) against you per round can qualify for a counterattack. You can still use Supernatural Dodge against non-melee attacks.

You can't use this feature while Heat is active.

Climax Heat Move[edit]

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 3d12 magic bludgeoning damage + your Strength or Dexterity modifier. (magic damage to overcome resistances) If the enemy is dropped to 0 hit points, your use is not expended. You may use this Feature once per short or long rest.

Kumicho[edit]

At 20th level, you have become the epitome of leadership and authority within your chosen organization, embodying the spirit of the Yakuza. You gain the following benefits:

Supreme Authority: You have advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks made when dealing with members of your organization or individuals who recognize your status as a Yakuza leader. 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 and have advantage on saving throws against the Poisoned Condition.

Ironclad Loyalty: Your followers and allies within your organization are utterly devoted to you. They will obey your commands without question, even if it means risking their lives. Additionally, any attempt to betray you or your organization by a member who swore allegiance to you automatically fails, and the traitor suffers dire consequences as determined by You and the High Brass of your organization.

Underworld Connections: You have unparalleled access to the criminal underworld, allowing you to gather information and resources with ease. You can call upon your network of contacts to provide assistance, gather information, or acquire items, provided they are within the realm of the criminal underworld.

Territorial Dominion: You establish your dominance over a specific territory, whether it be a city district, a port, or an entire region. Within your territory, you have absolute control, and any attempt to encroach upon it is met with swift and decisive retaliation. You gain advantage on all checks made to defend or maintain control over your territory, and you can call upon your organization's resources to aid you in doing so.

Legend of the Yakuza: Your name becomes legendary among both allies and enemies alike. Stories of your exploits and achievements spread far and wide, instilling fear in the hearts of your enemies and earning you the respect and admiration of your allies. You gain proficiency in two skills of your choice, and whenever you make a Charisma check, you can add double your proficiency bonus.

Archetypes[edit]

Beast[edit]

Steel Fortitude

At 3rd level, you upgrade your Hit Die by one dice (ex: at 3rd lvl you'd have a d8 instead of a d6) . You also gain Proficiency in improvised weapons, these weapons use your unarmed fighting dice. the damage type is determined by the DM

Power of Protein

When 2 or more enemies are surrounding you, roll a d4 and add it to your strength modifier for the remainder of the combat (this can go over your strength score maximum of 20).

Steel Gut

While in heat mode you gain resistance to Bludgeoning, Slashing and Piercing damage. You also gain advantage on saving throws on being poisoned.

Essence of the Cornered Beast

If you are facing 2 or more enemies, and you are alone (at least 20 feet away from allies), you gain one extra damage die from your Fighter's Fist (ex: 2d12 to 3d12 at 15th level). Additionally You can make a choice between your Strength or Constitution scores and increase one by 2. Your maximum for that score is now 22.

Rush[edit]

Sokudo

Starting at 3rd level, you gain a +10 to movement speed.

Quick Attack

At 6th level if one of your attack actions results in a critical hit, you can take one more attack action this turn (this feature can only be used once per 2 turns).

Liberation of Instincts

When you 9th level, You can use use uncanny dodge or cross counter in a round of combat while in heat.

YaKuze

At 14th level, you can attack a fourth time when you take the attack action.

Brawler[edit]

Destabilizing Punch

Starting at 3rd level, when you are in combat, you can choose not to move and your attacks have a chance to stun enemies. The enemy must perform a constitution saving throw (DC = 8 + Prof + Your Strength or Dexterity Modifier), on a failed save, the enemy is stunned until the end of his next round or until he receives an attack. This feature can only be used once per round.

Drunken Might

At 6th Level, when in combat you can choose to drink alcohol, you can roll an extra d6 to damage rolls (increases to 1d8 at 11th Level, and a d10 at 14th Level and a d12 at 17th Level) until the end of combat. After doing this you get disadvantage on Charisma and Wisdom checks and saves except when taunting others (challenge and intimidation checks).

Resolute Counter

Starting at 9th Level, if an enemy attacks you with a melee weapon or unarmed strike, as a reaction you can counter the attack and deal to the attaker half the damage they did to you rounded up (EX: a zombie hits you for 9 damage you return 5). This can be done up to a number of times equal to half of your Prof Bonus rounded down. At 17th level you are able return the full damage back, you also can use this feature as many times as your Prof Bonus. You take the damage unless stated otherwise. (the damage reduction doesnt stack with uncanny dodge)

Brawler's Azure Fighting Spirit

At 14th Level a bright azure aura surrounds you, you receive a +3 to your Attack and Damage Rolls, additionaly when using your Drunken Might Feature you're immune to the Stunned and Paralysis Conditions. Once Per Long Rest when using the Resolute Counter Feature you can use your reaction to not take damage from the attack made against you and still counter a melee attake.

Breaker[edit]

Lvl 3
Lvl 6
Lvl 9
Lvl 14

Thug[edit]

Lvl 3
Lvl 6
Lvl 9
Lvl 14

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Yakuza class, you must meet these prerequisites: 13 Str or 13 Dex, 13 Con

Proficiencies. When you multiclass into the Yakuza class, you gain the following proficiencies: none



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