Yakuza (5e Class)
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 that one Yakuza Rogue subclass that one guy made when it should have Barbarian milestones with Monks Punch Dice, and to give the some of the subclasses absurdly strong things and others just frankly jack shit, While also putting abilities that are useful at early levels at end game levels so they're just useless, I plan to finish this revision and make it somewhat balanced by the end of 2024/mid2025 as this will take a while to do because im a dumbass and forgot this existed for the better half of the year. if you'd like stuff added just put it in the discussion thing or edit it in.
This may be a bit Overpowered so Consult your DM before using this Class
- 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 or Dexterity 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, Stealth
- 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.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighter's Fists, Criminal Reputation, Yakuza Heat |
2nd | +2 | Natural Armor |
3rd | +2 | Yakuza Styles |
4th | +2 | Ability Score Improvement, More Than Markings, Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Style Feature, Heat Infused Fists, Ability Score Improvement |
7th | +3 | Dynamic Intro |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | Style Feature, Increased Critical, Ability Score Improvement |
11th | +4 | Uncanny Dodge |
12th | +4 | Ability Score Improvement |
13th | +5 | Blazing Heat |
14th | +5 | Kyofu, Style Feature, Ability Score Improvement |
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 and also know where most of the Major Black Markets are on the continent where your Clan is Situated. 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 gain Advantage on Strength checks and Saves.
- While heat is active, you can't cast spells or concentrate on them unless stated otherwise.
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, 3 times at 11th level and 4 times at 17th 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 6th, 10th, 14th, and 18th 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 and Fire 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, 1d10 at 11th level 2d10 at . 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 one of your extra attacks (needs to be a hit that landed). 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 multiplied by 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 using your Con Modifier as your Spell Casting Stat. At level 12 you can cast it as many times as your Proficiency Bonus. Additionally you gain Resistance to Cold damage. You can Cast this when using Heat.
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 Subclass)
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 when you're not surprised.
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. Only one attack (melee) against you per round can qualify for a counterattack. You can still use Uncanny 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.
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 add double your proficiency bonus.
Clans[edit]
Beast[edit]
- Steel Fortitude
You shrug off blows that would fell ordinary warriors and turn improvised weapons into extensions of your own fists. When the heat of combat ignites, your resilience becomes legendary, allowing you to withstand and repel even the fiercest of assaults. At 3rd level, Upgrade your Hit Die by One Die (d12 health). You also gain Proficiency in improvised weapons, these weapons use your unarmed fighting dice. The damage type is determined by the DM but will usually be Bludgeoning, Slashing or Piercing Damage. While in heat mode you gain Resistance to Bludgeoning, Slashing and Piercing damage. You also gain Advantage on Saving Throws on being Poisoned.
- Behemoths Charge
Your ferocity and resilience transform you into an unstoppable force when you charge into battle. Crashing through enemy lines with unstoppable momentum, leaving chaos and devastation in your wake. As an action, you can charge up to 30 feet in a straight line towards a target. Any enemies in your path must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes damage equal to your unarmed fighting dice plus your Strength modifier, is knocked prone, and is pushed 10 feet back. On a successful save, the creature takes half damage and is not knocked prone or pushed back. If you end your charge within 5 feet of a creature, you can make one additional melee attack against that creature as part of this action. This attack benefits from your unarmed fighting dice and any bonuses you have to melee attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Predator's Whirlwind
When surrounded, you become a whirlwind of feral might, unleashing a devastating series of attacks on all enemies within reach. Your movements blur into lethal efficiency, leaving foes battered and reeling from your onslaught. As an action, You make a melee attack against all creatures within a 10-foot radius around you. Each creature within range must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, your choice). On a failed save, a creature takes damage equal to your weapon's normal damage plus your Strength or Dexterity modifier (whichever is higher) and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Essence of the Cornered Beast
When outnumbered and isolated, your true nature as a beast of battle reveals itself. Your primal reservoir of strength and raw power awakens, driving you to fight with unmatched ferocity and turning the tide of battle through sheer determination. If you are facing 2 or more enemies, and are alone (at least 40 feet away from allies), you gain one extra damage die from your Fighter's Fist (roll an extra Damage Die).
Additionally make a choice between your Strength or Constitution scores and increase one by 2. Your maximum for that score is now 22.
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 10
- Lvl 14
Thug[edit]
- Lvl 3
- Lvl 6
- Lvl 10
- Lvl 14
Slugger[edit]
Trusty Bat
At 3rd level you gain a deep connection with a bat of your choice. You have a bat with you at all times that you prefer using in combat because why use your hands when a weapon gets the job done faster?
You gain the Pact of the Blade Feature but all weapons will transform into a Bat. You also cant benefit from any Eldritch Invocation(s) that would effect your Pact Weapon in any way.
Your Weapon has the following benefits: If the Weapon is equal to or has Higher Die than your Fighters Fist you may use it instead, Otherwise use your Fighters Fist Die. If the Weapon of your choice is Magical, it retains it's magical effects and features but turns all Slashing & Piercing damages to Bludgeoning. (a Vorpal Blade will turn into a Vorpal Bat and instead of Slicing heads off you Knock Their Blocks off, it'll also instead of ignoring Slashing it ignores Blugeoning Resistances) Your Weapon Turns into a Bat changing its primary damage type from Piercing or Slashing to Bludgeoning Damage until you break off the bond or die.
Levels 3-4 = 1d8
Levels 5-10 = 2d8
Levels 11-16 = 3d8
Levels 17-20 = 3d10
All-Out Swing
At 6th level you unlock the ability to stun enemies by simply hitting them hard, As a Bonus Action after hitting an enemy they'll roll a constitution save (8 + proficency bonus + strength mod) on a fail Stunning them until the end of their next turn, if they succeed nothing happens. This only accounts for the first attack that landed during a turn.
Secret of Swing: Miracle Hit
At 10th you unlock the ability to land a powerful blow. If you hit a creature with at least 1 attack on your turn, you can use your bonus action to initiate a powerful swing. this swing counts as a normal attack, but deals an additional damage die, this increases to 2 dice at levels 13, 3 dice at 15 and 4 dice at 17
Bat Nunchaku Swings
At the 14th level you unlock the true art of bat mastery. If you hit all your attacks from your attack action on a creature, you can roll another attack against it or another creature in range. You continue to roll until one of them misses. you can use this feature a number of times equal to your strength modifier and regain all spent uses after a long rest.
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: Con Saving Throw
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