Yandere (5e Class)

From D&D Wiki

Jump to: navigation, search

Yandere[edit]

A young woman hides in the shadows of an alleyway, watching as her obsession dares to talk with another woman, her hand clenching ever tighter around her dagger. It's as of yet unclear if her obsession betrayed her, or if they've been bewitched by the other woman. She sees her opportunity, however, as her obsession takes it's leave; quickly moving in to...interrogate the other woman. She doesn't mean to kill her initially, but she's not phased when she does.

Creating a Yandere[edit]

YQHJHeS.jpeg
Yuno Gasai by kwendey

When creating a yandere, ask yourself, who is the target, or victim of your obsessions? Are they a childhood friend? Someone you met during a chance encounter? Or was it someone who saved your life? All of these questions are integral to finding the source of your unending love.

Quick Build

You can make a Yandere quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hopeless Romantic or Psychopath background. Third, choose A dagger or scissors (Up to your preference) and leather armor along with a longbow.

Class Features

As a Yandere you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor and Shields
Weapons: All Simple, Martial, and Improvised Weapons
Tools: Thieve's Tools
Saving Throws: Constitution and Charisma
Skills: Stealth and Investigation, then choose any two of the following: Athletics, Acrobatics, Deception, Insight, Intimidation, History, Nature, Perception, Performance, Persuasion, Slight of Hand, and Survival

Equipment

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

  • (a) Chain mail or (b) leather armor, longbow, and 20 arrows or (c) Hide armor and a Dagger or (d) Modern Common Clothes and a Pistol
  • (a) Martial one-handed weapon and a shield or (b) A marital weapon or firearm or (c) Two simple weapons and an improvised weapon of your choice
  • (a) A Adventurer's pack or (b) A Burglar's Pack or (c) Dungeoneer's Pack or (d) Entertainer's Pack
  • (a) A duffle bag to conceal larger weapons or (b) Straps to conceal a small weapon or (c) A Trenchcoat
  • If you are using starting wealth, you have If you are using starting wealth, you may roll a 4d4 x 10gp in funds.

Table: The Yandere

Level Proficiency
Bonus
Features
1st +2 Vows of Obsession, Stalker's Observations, Watching from Afar
2nd +2 Fighting Style, Natural Healer
3rd +2 Oath Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack, True to Oneself
6th +3 Obsessive Clarity
7th +3 Oath Feature
8th +3 Ability Score Improvement
9th +4 Fury's Respite, True to Oneself
10th +4 Oath Feature
11th +4 Eternal Devotion
12th +4 Ability Score Improvement
13th +5 Unstoppable, True to Oneself
14th +5 Obsessive Fury
15th +5 Oath Feature
16th +5 Ability Score Improvement
17th +6 True to Oneself
18th +6 Oath Feature
19th +6 Ability Score Improvement
20th +6 Senpai

Vows of Obsession[edit]

Starting at level 1, you can vow to protect another living creature, allowing you to take damage from that creature upon yourself. Choose one creature who you have observed for at least 1 minute. This creature will be your primary obsession. Once you have chosen a creature to be your primary obsession, you cannot change it even if death do you part. When a creature within 60 feet of you with whom you are obsessed or is your primary obsession with would be dealt damage, you may choose to reduce the damage dealt to your obsession by half (rounded down). After determining how much damage your ally is dealt, you are dealt the same amount of damage. So long as your primary obsession is within 60ft of you, you grant them damage reduction equal to your proficiency bonus (Minus 1). You must be conscious to use this feature.

You can determine whether a creature is your obsession regardless of whether they're willing. At the start of combat or after one minute of observation, you may also designate a number of temporary obsessions up to your proficiency bonus. These obsessions can be either friendly creatures or hostile creatures. Temporary obsessions last for 1 hour or can be dismissed at the end of a combat encounter.

A creature is no longer considered a temporary obsession if either you or the aforementioned creature dies, if you willingly end the obsession on your turn, if you designate a new obsession replacing one of your previous ones, or if the duration concludes.

At 5th level, you may also designate objects as your temporary obsessions to ensure you never let them escape you. This allows you to treat the object as if Identify had been cast on it and to identify who has tampered or interacted with the object for the past month, where the object has been, how or who has used it, and if the object is magical or not. Your temporary obsessions now last for 24 hours.

At 11th level, you are always aware of the general direction of your prime obsession and whether or not they are on the same plane as you. Additionally, your temporary obsessions can now last for 1 week.

Watching from Afar[edit]

At 1st level, Your obsessive desires allow you to read a creature's essence, allowing you to predict their movements and thoughts and find openings in their defenses while also allowing you to glean a small amount of their lore. Upon selection of this enhancement, you gain the ability to read a creature as a bonus action on your turn. You must make a contested Insight check against their deception to discern their thoughts and body language. On a success, you may choose to learn one of the following pieces of information about them:

  • Learn about their Resistances and Immunities, if any.
  • Learn about any Vulnerabilities they may have, if any.
  • Learn about a potential weakness from a narrative standpoint (at GM's discretion).
  • Learn if they have a higher score than you in your choice of Strength, Dexterity, or Constitution.
  • Learn about any weapons or items they may have on them or are concealing
  • Learn the current hit points of the creature.
  • Learn what the creature's AC is.
  • Learn what saving throws the creature has. (Does not reveal the modifiers of the saving throws only which they are proficient with)
  • Learn what alignment the creature is.
  • Learn if the creature is a spellcaster, has KI, or any similar nonmundane resource. You may also instead choose to learn how much of said resource the creature has if you've already identified that they have it.
  • Learn about any legendary actions or reactions the creature may possess.
  • Learn about 1 feature (or a random feature at GM's discretion) the creature possesses.
  • Learn what their current emotional state is.
  • Learn what the creature is currently thinking of.
  • Learn where they will move and what action they will take on their turn, and if you do so, gain the effects of the dodge action against them until the end of their turn. (This effect requires two pieces of information to be expended)

For every additional 5 that you roll above the creature on the opposed check, you gain one more piece of information to gain. You may use this feature a number of times equal to your proficiency bonus per long rest.

Stalker's Observations[edit]

A Yandere's obsession drives her to observe and understand every inch of their obsessions, regardless of their consent. Starting at level 1, you can read the body language of your obsessions within 60 feet, allowing you to tell what mood or emotions they are currently feeling. Your passive perception and passive investigation both increase by +5. You also gain proficiency in Insight and perception. If you already have proficiency in either of these skills, you instead gain expertise. Additionally, you find it much easier to tell whether or not your obsessions are lying to you. You gain advantage to Wisdom (Insight) checks against your obsession, and while a creature is marked as your obsession, you have advantage on checks to track or learn where your obsessions are at any time.

Fighting Style[edit]

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Sharpshooter:

You gain a +2 bonus to attack rolls you make with ranged attacks. Finally, you ignore half and three-quarters when making a ranged attacks.

  • Blind Fighting:

You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

  • Close-Range:

You no longer attack at disadvantage when you use a ranged attack within 5ft of a creature. Additionally, if an enemy misses you with a melee attack, you may make a ranged attack against that enemy as a reaction.

  • Blade Connoisseur:

When wielding a bladed weapon, you increase its damage die step by one. (Ex d4->d6->d8, etc) Additionally, whenever you make an attack against a creature and your result is 5 above or AC or higher, the creature begins bleeding (if they can bleed) and takes your weapon damage die at the start of each of their turns until they or an ally spends an action on to stop the bleeding. This effect can stack a maximum number of times equal to half of your proficiency bonus (rounded up).

  • Dual Wielding

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack. You may still attack with the offhand weapon as a bonus action. However, you will not add your ability modifier or any additional modifiers, including your preferred weapon bonus, regardless if the weapon has the light property.

  • All Terrain Athlete:

You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

  • Dueling:

If you wield a weapon in one hand and nothing in your off-hand, you may use your reaction to deflect melee attacks against you. You may now melee deflect attacks using a deflect die. Your deflect die is a d8 + your Strength or Dexterity Modifier. You may add any special modifiers your weapon may possess to this deflect role, such as a +1 bonus if the weapon is magical. If you reduce your enemy's damage to 0, you can make an attack against that enemy as part of the same reaction.

  • Great Weapon Fighting:

While wielding a melee weapon with two hands, you can roll damage twice and take the higher result. The weapon must have two-handed or versatile properties for you to gain this benefit. Additionally, as an action, you can make a melee attack against as many creatures within your reach equal to your strength modifier. You make a separate attack roll for each creature.

  • Interception:

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d6 + your proficiency bonus. If you are wielding a shield, you may instead roll a d10 + Your proficiency bonus. You must be wielding a shield or a simple or melee martial weapon to use this reaction.

  • Overprotective:

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to force that enemy's attacks to target you instead of that ally until the end of that creature's turn.

  • Ruthless:

When you make an attack of opportunity against a creature, you make the attack at advantage and reduce their movement speed to 0 on a successful hit.

  • Irresistible Body:

You may use Charisma in place of your normal modifier for attack and damage rolls.

  • Thrown Weapon Fighting:

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Whenever you take the dash or disengage action, you may also make a ranged attack with one throwing weapon as a part of that action. Additionally, you can forgo your proficiency bonus to attack, but if your attack lands, you deal extra damage equal to double your proficiency bonus. Finally, ranged weapon attacks with the Thrown property ignore half and three-quarters cover.

  • Unarmed Fighting:

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

  • Loving Grasp:

Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength or Dexterity modifier. Whenever you engage in a grapple, you may make a Strength (Athletics) or Dexterity (Athletics) check and you gain the benefits of the Grappler feat.

  • Brutalizer:

While wielding an improvised weapon, it will have a damage die of d6, and it gains the finesse property in your hands, they may also use your unarmed strike damage die if it is higher. Your unarmed attacks and improvised weapon damage rolls now add your proficiency bonus to the result.

  • Superior Technique

You learn one maneuver of your choice from among those available to the Battlemaster archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. This superiority die may also be regained if you reduce a creature of CR 1 or higher to 0 hit points or roll a natural 20 on an attack roll.

  • Occultic Studies

You gain access to two cantrips of your choice from any spell list and one 1st tier spell of your choice that can be cast once every long rest. Constitution will be your casting modifier for these spells.

Natural Healer[edit]

Your desire and body will react more positively to any form of recovery, working in concert to increase the potency of any force curing your wounds. At level 2 whenever a class feature, spell, or other effect causes you to regain hit points, you regain additional hit points equal to your proficiency bonus. You may also choose to divide any healing you receive between you any friendly obsessions so long as they are within 60ft of you. Additionally, if your primary obsession is within 60ft of you when this feature activates, they also gain temporary hit points equal to your constitution modifier.

Refined Oath[edit]

Upon reaching level 3, the yandere refines their vows of obsessions with one specific focus. She refines her vows with either the Oath of Devotion or the Oath of Vengeance. You will again further abilities associated with their chosen oath at levels 7, 10, 15, and 18.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

True to Oneself[edit]

At level 5, your connection to your body and life force allows you to improve yourself and learn more about yourself than you ever would have thought. You learn one of the following enhancements you qualify for. At levels 9, 13, and 17 you learn an additional enhancement you qualify for. These enhancements are detailed at the end of the class.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Obsessive Clarity[edit]

Upon reaching level 6, you have honed your mind against any unwanted afflictions or intrusions, allowing you to remain focused on your obsessions. You may now add your constitution modifier to your Intelligence, Wisdom, and Charisma saving throws. You gain resistance to psychic damage and cannot have your mind read, altered, controlled, or influenced unwillingly. Finally, you will be immune to the frightened condition.

Fury's Respite[edit]

Beginning at 9th level, your anger and fury start pushing your body past its limits, rapidly repairing your wounds and restoring your stamina as you get angry. If any of your friendly obsessions that you are aware of take damage, you regain hit points at the beginning of your turn equal to your constitution modifier and for that turn, your movement cannot incur attacks of opportunity. Fury’s Respite will not heal you if you are unconscious and this effect cannot occur more than once round. Additionally, if a friendly obsession were to be hit with a critical hit or fail a saving throw by 5 or more, your next successful attack against that creature who inflicted it on your obsession will count as a critical hit. You may use this feature a number of times equal to half of your proficiency bonus (rounded down) per long rest.

Eternal Devotion[edit]

At level 11, over the course of a long rest spent near your primary obsession, you may deepen your bond and connection with them permanently, making them yours forever. You will always count as charmed for your prime obsession and both of you will be immune to the charm condition from any other sources. Over the course of this long rest you may also choose one magical item which you are attuned to and grant the effects to your primary obsession as if they were attuned to it as well, not counting against their maximum attunements. This item cannot be an item your primary obsession is already attuned to. You may change which attuned item effects you are granting your prime obsession at the end of a long rest. At 17th level, you may choose one additional item you are attuned to and grant its effects to your primary obsession.

Unstoppable[edit]

You eventually learn how to handle the hardships of the world, overcoming the overwhelming powers that threaten you more thoroughly than any other. Starting at level 13, as a reaction, whenever you take damage, fail a saving throw, or are affected by any negative effect, you can choose to ignore the effect and any damage it would deal through sheer grit and willpower. Once you use this feature, you may not use it again until the end of a short rest.

Obsessive Frenzy[edit]

Starting at 14th level, whenever one of your allied obsessions falls unconscious, once the current turn ends, you can use your reaction to immediately take an extra turn. During this extra turn, your movement speed is doubled,you can use your bonus action to stabilize your obsession immediately. You do not regain the expended reaction during this extra turn. Additionally, during this turn, you can only attack the enemy that reduced your obsession to 0 hit points, your critical strike range will be reduced by 2 stages, and all attacks against the creature will be at advantage. This ability can only be used once per long rest.

Senpai[edit]

Starting at 20th level, you change one of your obsessions to be your Senpai. Your Senpai will gain all the benefits as if they were your primary obsession, and if they previously were your primary obsession, they gain an additional attunement from your Eternal Devotion feature. Unlike your other obsessions, once you've determined someone is your Senpai, they remain your Senpai forever. You gain the following benefits:

  • You are always keenly aware of whether or not your Senpai is lying to you, and you can pick up even the most subtle hints that would imply they're hiding something from you. You automatically succeed in any Insight, Investigation, Perception, or Survival checks against your Senpai. Additionally, you always know where they are, even if they are not on the same plane.
  • You gain one additional use of Unstoppable per short rest.
  • Obsessive clarity now grants you immunity to psychic damage.
  • Fury's Respite can now be used a number of times equal to your proficiency bonus instead of half.
  • If you are ever killed, your body will slowly mend itself even in death, preserving and leaving you in a perfect comatose state, forever awaiting to be reunited with your beloved. While in this state, if your Senpai kisses you on the lips, you will be revived at full hit points as if you received the effects of a long rest. Once you use this effect, it is permanently lost.

Oath of Vengeance[edit]

Mark of Vengeance[edit]

Starting at 3rd level, you can now show your obsessions your true love by ensuring they can never escape you ever again. As a bonus action, you may choose one hostile obsession that you can see and mark it for vengeance. The targets are marked for 1 minute. You cannot have more than one marked creature unless otherwise specified. Until the mark fades, you gain the following benefits:

  • You deal bonus to damage against the marked target. The bonus is equal to your proficiency bonus.
  • Your critical strike range is reduced by 1 whenever you make an attack roll against the marked creature.
  • If the marked target dies, you regain hit points equal to your yandere level + your Constitution modifier.

You can only use this feature twice per short or long rest. When a marked creature dies, you may pass the mark onto a new target. However, if you pass the mark this way, you don't regain hit points for the creature's death.

Blood Soaked Killer[edit]

Also, at 3rd level, you gain access to one additional fighting style of your choice. Whenever you roll a critical strike on a creature, you roll an additional die of damage and mutilate them depending on the damage type of the weapon:

  • Bludgeoning: You smash their skulls, attempting to bash their brain out. The creature's movement speed will be halved, they cannot take bonus actions on their turn, and when they take the attack action, they may only make one attack. This effect lasts for 1 minute or until they successfully pass a constitution saving throw taken at the end of their turns. On a successful save, their movement speed will instead be reduced by 10ft.
  • Slashing: You slit their throats or slash a major artery, letting their blood bathe you in red. The creature will be silenced and cannot speak for the duration if you target their throat, or will suffer one rank of exhaustion if you target their artery. The creature will also take damage equal to your yandere level at the start of each of its turns. This effect lasts for 1 minute or until they successfully pass a constitution saving throw taken at the end of their turns. On a successful save, the creature will stop bleeding but will remain silenced or exhausted until treated by a DC 16 Medicine check.
  • Piercing: You plunge your weapon deeply, then twist. If a creature is wearing armor, it is sundered, reducing its AC bonus by an amount equal to your proficiency bonus. If the creature's AC were reduced to 10, and they were wearing armor, the armor will be destroyed. Additionally, you may choose to cripple them by either blinding them, restraining them by pinning their body to a surface or rending them, allowing them to take additional damage equal to your proficiency bonus from all sources for the next minute. This effect lasts for 1 minute or until they successfully pass a constitution saving throw taken at the end of their turns. On a successful save, they will no longer suffer the chosen cripple effect; however, their armor if any, will continue to be damaged.

Vindictive Lover[edit]

Starting at 7th level, You gain proficiency in intimidation, and if you already had proficiency in intimidation, you instead gain expertise. At the start of combat, whenever you choose a hostile creature to be an obsession, those hostile obsessions must make a Wisdom saving throw DC: 8 + Proficiency bonus + Your Constitution modifier or be frightened until the end of their turns. Your of Vengeance is also improved and can now be used if you expend a hit die to place the mark on a creature if you have no remaining uses. However, when used in this manner you only gain half of the healing amount upon a creature dying and you cannot have more than one creature marked at a time.

Additionally, whenever a hostile obsession attacks one of your friendly obsessions, as a reaction, you can temporarily place a mark of vengeance on that creature until the end of your next turn. If that creature was already marked by you, that creature must make a Wisdom saving throw DC: 10 + Proficiency bonus + Your Constitution modifier or be frightened until the end of their next turn.

Obsessive Revenge[edit]

Starting at 10th level, your desire for revenge over those who harm your obsessions is just as strong as your vows to protect your obsessions. Whenever your mark of vengeance is transferred to a new creature, its duration resets. All allied obsessions now gain the benefits of your mark of vengeance whenever they attack a marked creature, but will not regain hit points if the marked creature dies.

Finally, whenever you successfully hit a creature with your mark of vengeance and their hit points are equal to or below 5 times your proficiency bonus, you may instead allow that attack to instantly kill the creature in a bloody or horrendous fashion of your choosing. Any hostile creature that witnesses your brutal display must make a Wisdom saving throw as if affected by your vindictive lover feature (DC: 8 + Proficiency bonus + Your Constitution). This effect may also be used if you were to damage a creature with an attack to reach this threshold. This feature does not affect creatures with legendary actions or creatures with effects that prevent immediate death, such as Undead Fortitude. You may use this feature twice per long rest.

Premeditated Vengeance[edit]

Starting at 15th level, you can now meticulously plan to murder those who stand in the way of you and your obsessions at a moment's notice. Your mark of vengeance is no longer limited to a single creature, and whenever you use a bonus action to designate a creature with the mark of vengeance you can designate up to your maximum amount of hostile obsessions with it; however, you must expend hit die for every new mark beyond your maximum number of uses of the feature. Additionally, whenever you transfer your mark onto a new creature, that creature is now considered your obsession. Finally, when a hostile creature is designated as an obsession it persists until they are killed, or you willingly replace the obsession with a new one.

Killing Spree[edit]

Starting at 18th level, you've entered a newfound state of nirvana through the power of your obsessions, allowing you to become an avatar of violence, venting your frustrations to the world as an homage to your beloved. As an action, for the next minute, you enter a state of heightened bloodlust, doubling your movement speed, reducing your critical hit range by 1, granting you one additional attack when you take the attack action, and allowing you to expend a hit die to gain an extra bonus action on your turns. During this state, you add an additional 10 to your execute threshold from your Obsessive Revenge feature. You also ignore any features or effects that would prevent a creature from being instantly killed once it reaches your threshold, and you no longer have a limit on how many times the feature can be used for the duration of the killing spree. Additionally, if you kill a creature during killing spree who is marked or is a hostile obsession, you immediately refresh your movement speed and gain one additional attack on that turn to continue the carnage. For every consecutive kill you score in one turn using this feature, you add an extra +5 to your damage dealt and a +1 to your attack rolls. You may only use this feature once per long rest.

Oath of Devotion[edit]

Vow of True Devotion[edit]

Starting at 3rd level, your devotion to your obsessions has intensified, causing your body to refuse to let you remain unconscious while your obsessions may be in danger. You gain the following benefits:

  • You must fail six death saving rolls instead of three to die (you will still need only three to succeed), and whenever you are reduced to 0 hit points, and you add half of your proficiency bonus (rounded up) to all death saving throws.
  • Whenever you are stabilized or pass three death saving throws, make a DC 10 Constitution check. On a success, you regain consciousness at 1 hit point. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.
  • You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activities, such as reading or watching your obsessions.
  • You are immune to diseases, the poisoned condition, and are immune to poison damage as your eternal love cleanses all impurities.
  • While you are conscious and can see your primary or temporary obsession, you reduce all damage taken by an amount equal to your proficiency bonus (Minus 1). You also gain a +1 to attack and damage rolls when you or your primary obsession are bloodied. To gain this effect, your primary obsession must either be within your vision or you must be aware of them, and this effect can stack up to two times for a maximum of a +2 to attack and damage if you and your prime obsession are both bloodied. You are considered bloodied when you are at or below half of your maximum hit points.
  • Your maximum number of temporary obsessions receive a -4 penalty. This penalty cannot reduce your maximum to below 1.

Love Prevails[edit]

At 7th level, your devotion has led you to unlock and harness the most powerful force in existence, providing you with the strength needed to face adversity. Your body now only needs half the amount of your race's normal food, water, and sleep requirement to function, and you have advantage against any effects that would cause exhaustion, such as starvation. You also now gain advatange against harsh environmental conditions such as extreme heat or cold. Additionally, whenever you fall to 0 hit points, you may spend 1 hit die to instead recover by going back to 1 hit point and remaining conscious.

Devotion of Obsession[edit]

Starting at 10th level, your devotion to your obsessions has evolved into one of the world's strongest forces, never allowing them to truly escape. Objects no longer count toward your obsession limit, but you can only designate a number of them equal to your current obsession maximum. All friendly obsessions now gain a +2 to their AC, and at the start of each of your turns, gain temporary hit points equal to your Constitution Modifier. Your friendly obsession can only gain this effect while you are conscious. While your obsessions has temporary hit points provided by this feature, as a reaction whenever they would take damage or fail a saving throw, you may use your reaction to use an empowered version of your Vows of Obsession feature. Your obsession will take no damage and treat the saving throw as if they passed and will not suffer any additional effects from it. The Yandere will instead the full damage dealt from the attack but will not suffer any additional effects from it. If multiple obsessions were to be targeted by the same effect, the Yandere would take damage as if only one obsession was struck.

Love, Unweavering, Unbreakable[edit]

Starting at 15th level, just knowing your obsessions are there makes all the dangers of the world seem nonexistent. You may now permanently designate a creature as one of your obsessions until your or their death. Your maximum hit points increase by 10, and for every permanent obsession you have, including your prime obsession, further increase it by an additional 10. While you can see or are aware of one of your obsessions, you are also immune to the stunned and Paralyzed conditions, and you are immune to effects that would lower your hit point maximum unless specified by a Yandere class feature.

Immortal Devotion[edit]

At 18th level, you further alter your vowes, only needing your obsessions to survive. You gain the following features:

  • You no longer have a maximum age and are immune to the effects of aging.
  • You no longer need to eat, drink, or breathe.
  • You no longer suffer any negative environmental effects such as extreme heat or cold.
  • You treat exhaustion as if it were two levels lower.
  • At the start of each of your turns, you regain 3 hit points.

True to Oneself Enhancements[edit]

Level 5 Enhancements[edit]

  • Sturdy Heart: Your ability to recover from wounds is greater than most. The maximum number of hit dice you possess is increased by your proficiency bonus (minus 1) or your Constitution modifier, whichever is higher. You also now regain one expended hit die after taking a short rest. When expending hit die from any source or for healing, you may always take the average roll if the result is below the average of the die. Finally, your maximum hit points increase by an amount equal to your level when you gain this feature. Whenever you gain a level thereafter, your hit points maximum increases by an additional 1 hit point.
  • Speaker of Love: Learning how to tap into your natural willpower and talent for leadership, you become more influential and capable of directing your allies. Upon selection of this enhancement, you gain proficiency in any two charisma skills of your choice. On your turn, you may also use your bonus action to grant an ally who can hear you the benefits of the help action and add an additional d4 to the result. If you already have proficiency in any of the skills chosen, then you may select a different Charisma skill to gain proficiency in or instead gain expertise in the skill.
  • Strength of Love: All parts of the body are connected, and you know how to use this to increase your physical power. You count as one size larger for grappling, and when determining your carrying capacity and weight, you can push, drag, or lift. You also gain proficiency in Athletics. If you already had proficiency in athletics, you instead gain expertise. Finally, once per short rest, you may choose to instead of rolling for a strength-based ability check or saving throw to take a 10 plus any additional modifiers.

Level 9 Enhancements[edit]

  • Loving Maneuvers: Your obsessions may use you as a bastion of protection, allowing them to flee to you safely. As long as a friendly creature you're obsessed with can see you, they gain bonus movement speed equal to 5 times your proficiency bonus, 1 additional reaction, they can take the disengage action as a bonus action instead and ignore difficult terrain.
  • Reflexive Core: Your body is always ready for combat, becoming more reactive and flexible. You gain proficiency in dexterity saving throws and can no longer be surprised at the start of combat. Additionally, if you pass a Dexterity saving throw with an effect or deal damage on a successful save, you instead take no damage nor suffer ill effects.
  • Vital Resonance: When you attack a creature adjacent to one of your obsessions, you can call on your obsession's strength to empower your blows. While you and any of your friendly obsessions are within 5ft of a hostile creature, you both gain the benefits of Pack tactics. Additionally, once per round, whenever you hit a creature, you may add the CR or level of one of your obsessions within range of your damage.

Level 13 Enhancements[edit]

  • Share the Love: Your obsessive nature has allowed you to call upon your own life force to allow your obsessions to literally feel the love. Whenever you take a short rest with any of your obsessions, any hit dice they roll will heal them for maximum value. Additionally, whenever an obsession receives healing from any of your features, you may expend up to your constitution modifier hit dice to heal them for the result.
  • Overly Obsessed: Your ability to create vows is beyond that of a regular yandere. The maximum number of obsessions you may have increases by half of your proficiency bonus (rounded down). You are also now immune to the effects of madness as your addled mind is already too far gone.
  • Rapid Recovery: When you are struck by an attack, you are able to call on your stamina to soften the blow. When you are dealt damage by any source, you may use your reaction to immediately roll one of your hit dice, reducing the damage by the result and then healing by the amount rolled.

Level 17 Enhancements[edit]

  • Exultant Slaughter: You live for combat, and bringing your foes a swift death increases your own vitality. When you kill a creature, you regain five expended hit die. After regaining hit die in this manner, you must finish a long or short rest before you can use this ability again.
  • Perfect Self: You know more ways to empower yourself than other yandere, standing head and shoulders over them as a force of nature. You learn three new enhancements, one that you could learn at level 13, level 9, and one from level 5.
  • Unbroken Heart: Becoming ever closer to the unkillable heroes of legend, not even death can separate you from your obsessions. Upon selection of this enhancement, you add +4 to your constitution score, and your maximum constitution score becomes 24. You can no longer be instantly killed by any effects nor lose any limbs as a result of any effects such as a vorpal weapon. Finally, If your Senpai were to die, you may spend a short rest with their body to permanently reduce your maximum hit points and Hit die by half to revive them driven by pure love and treat it as if they took a long rest. This reduction can only be undone by a wish spell.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Yandere class, you must meet these prerequisites: Constitution 15, an individual who has captured your adoration to a maddening degree.

Proficiencies. When you multiclass into the Yandere class, you gain the following proficiencies: Proficiency in Investigation and Stealth.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: