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Yakuza

Yakuza

The Way of the Yakuza emphasizes loyalty, respect, and power. You’ve made your way up the ranks of an underground organization—whether a Yakuza clan, a mafia, or some other secretive group. You blend street smarts, calculated violence, and charisma to get the job done, knowing when to be ruthless and when to show restraint. Syndicate rogues balance subtlety and brute force, using clever words and intimidation to control situations before resorting to bloodshed. You live by a code, but one that only you and your syndicate decide.    

Street Smart

At 3rd level you gain proficiency in improvised weapons. Additionally you can use the damage of your strongest melee weapon for an improvised melee weapon, and strongest ranged weapon for an improvised ranged attack.  

Enforcer’s Tactics (3/day)

At 3rd level, you specialize in the art of controlled violence—you know when to escalate and when to intimidate. When you take the Attack action on your turn and hit a creature with a melee weapon, you can use a bonus action to choose one of the following effects:
  • Shake Down: The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. If the target is frightened, you can use a bonus action to issue a simple command (like “Drop it” or “Run”), forcing them to follow your instructions for 1 turn if they fail the save. A creature that succeeds their save cannot be targeted by this ability again
  • Syndicate Tactics: If you have an ally who is also adjacent to your target who isn't engaged with another creature, you can us your bonus action to give them a single attack with disadvantage towards your target.
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    Mark of Honor

    At 3rd level, when an enemy creature within 5 feet of you is knocked unconscious or drops to 0 HP, you can mark that creature as a sign of your triumph. The mark could be symbolic (such as a clan symbol carved or drawn on the target) or literal (a business card or token left behind). You gain temporary hit points equal to your rogue level when you mark a creature in this way. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.    

    Dirty Tricks (3/day)

    At 9th level, you gain the ability to amplify your melee attacks with dirty tricks to gain the upper hand. You can apply a single one of these that apply to any of your melee attacks, but can't use the same one twice in a row.  

    Blind

    You flick the embers of your cigarette or kick sand in the eyes of your opponent. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be blinded and are unable to make perception checks until your next turn.  

    Cheap Shot

    You get ruthless. A knee to the groin, a headbutt, a bottle smashed over the head. The target takes 1D4 extra damage and must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be stunned and have disadvantage on attack rolls until your next turn.  

    Ankle Break

    You spend a to stomp on the ankle of your opponent. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have their speed reduced to 15 until your next turn.. The target must be equal or smaller to your size  

    Man Handle

    You grab your target by the lapels and shove them back 10 feet  

    Curb Stomp

    At level 9, If an opponent is prone, all attacks against them crit on 17+   Additionally, the first time you use Shake Down in combat, creatures have disadvantage on their saving throws against the effect if they have heard of you or your syndicate.    

    Blackmail Artist

    At 13th level, you have perfected the art of gathering dirt on your enemies and forcing them to cooperate. If you spend 10 minutes talking with a creature alone, you can attempt to gather information about them. Make an Insight check contested by the creature’s Deception or Persuasion check (their choice). On a success, you uncover one of the following:
  • A secret the target would not want revealed.
  • Personal weaknesses (such as someone they care about or fears they harbor).
  • Knowledge of criminal activities or hidden affiliations.
  •   Once per long rest, you can use this information to blackmail the target during a conversation, granting you advantage on all Charisma checks against them for 1 hour.    

    Oyabun’s Dominance

    At 17th level, you have ascended the ranks of your syndicate, commanding power and influence that few dare challenge. You gain the following benefits:
  • Aura of Control: Enemies within 10 feet of you have disadvantage on saving throws against being frightened or charmed.
  • Perfect Command: When a creature fails a saving throw against your Shake Down, you can issue a more complex order (such as “Escort us out without raising the alarm” or “Give us all your supplies”), which the creature follows for 1 minute.
  • Unstoppable: When you reduce a creature to 0 HP, you can immediately take the Dash, Disengage, or Hide action as a bonus action without using your Cunning Action.

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