Yakuza (5e Class)
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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
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.
As a Yakuza you gain the following class features.
- Hit Points
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
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.
|1st||+2||Fighter's Fists, Criminal Reputation, Yakuza Heat|
|2nd||+2||Natural Armor, Grappling Expertise|
|4th||+2||Ability Score Improvement, More Than Markings|
|6th||+3||Archetype Feature, Heat Infused Fists|
|8th||+3||Ability Score Improvement|
|9th||+4||Archetype Feature, Challenge|
|12th||+4||Ability Score Improvement|
|14th||+5||Kyofu, Archetype Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
At starting at 1st level, you use a d6 instead of the normal damage for unarmed strikes. This damage increases as shown in the thing below
Levels 1-4 = 1d6
Levels 5-10 = 1d8
Levels 11+ = 1d10
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.
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 5th level and three times at 10th level.
At 2nd level, while not wearing either armor or a shield, your Armor Class is equal to 10 + Constitution modifier + Strength or Dexterity modifier.
At 2nd level, you may use a Dexterity (Athletics) check to grapple a opponent, and on Strength (Athletics) and Dexterity (Acrobatics) checks you have Advantage to avoid being grappled. At 8th level you gain Advantage on all Strength and Dexterity (Athletics) checks made to grapple an opponent
Ability Score Increase
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
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
At 4th level, you can choose a 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.
According to your tattoo, you can:
- Dragon. As an Bonus Action Your eyes emanate a presence that commands respect and you gain an enviable resistance. You are now resistant to Fire Damage. Your fists now deal fire damage and you gain +1 to your damage roll. Additionally you gain Proficiency (Expertise if you already have Proficiency) on Intimidation or Persuasion Checks (choose one). And at 8th Level you have a +2 to damage rolls with your unarmed strikes and improvised weapons, at 11th Level you deal a +3 to damage rolls with unarmed strikes and improvised weapons. You can use this as many times as Half your proficiency bonus rounded down. This transformation last for 1 minute (10 rounds of combat). After landing a
- Demon. you can use its action to release the demonic energy inside your tattoo, making your eyes darken and two horns of hellish demons sprout from your head while your body color changes to black or red. Your transformation lasts 1 minute or until you finish it as a bonus action. Once on each of your turns, you can deal 1d6 extra necrotic damage to a target when you damage it with an attack (becomes 1d8 at level 8 and 2d10 at level 11). You can use your demon form as many times as half your proficiency bonus rounded down. You also gain resistance to Necrotic damage.
- Tiger Drop. Once per round you can deal an additional 2d8 piercing damage as part of one of your attacks that land. This damage increases to 2d10 at 8th Level, 2d12 at 13th Level, and 4d12 at 16th Level. You can use this Feature as many times as your Proficiency Bonus. This counts as magical damage for overcoming resistance and immunity to nonmagical attacks and damage.
- Asura. As an bonus action you can enter in a brutal state of violence. In this state your attacks becomes way more deadly, but they get more imprecise, you gain +10 to your damage your with yours unarmed strikes and improvised weapons but you get a -5 to hit, at 10th level it becomes a +15 bonus but you gain a -6 to hit, at level 15 it becomes +20 bonus but you gain a -7 to hit, and at level 20 it becomes a +35 bonus to damage but you get a -4 to hit . This state lasts for 1 Round (6 seconds), you can activate this form as many times as your proficiency bonus. You gain all uses back on Short Rests. This feature cant be used when Heat feature is active
- Koi. You have a swimming speed of 50 feet and can hold your breath underwater for up to 4 times longer than you usually could (its usually the con modifier). 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 levels 12+ you can cast it as many times as Proficiency Bonus. Additionally you gain resistance to cold damage.
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
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
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.
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
At 10th level, you score a critical hit on a roll of 19 or 20 on the d20.
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.
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.
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.
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
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.
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.
- 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.
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.
At 14th level, you can attack a fourth time when you take the attack action.
- 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. Also when in heat you have a blueish aura coming off of you
- Drunken Might
At 6th Level, when in combat you can choose to drink alcohol, you can roll an extra d8 to damage rolls (increases to 1d10 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 (for example a zombie hits you for 6 damage your return 3). This can be done up to a number of times equal to half of your proficiency bonus rounded down. At 17th level you 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.
- 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 stun and paralysis conditions. Once Per Long Rest when using the Resolute Counter Feature you can use your reaction to do said counter while also not taking damage from the attack made against you.
- Lvl 3
- Lvl 6
- Lvl 9
- Lvl 14
- Lvl 3
- Lvl 6
- Lvl 9
- Lvl 14
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