Base Class: Monk
Monastic Traditions:
Monks of the Way of the Yakuza are those that live on the border of evil and neutral, though they never act without reason or against the Yakuza creed and the creed commandments, so they must be lawful. While many monks of the Way of the Yakuza weapons may vary from member to member, the Monks of the Yakuza will pick a weapon and master it to their utmost capacity. Combined with their magical tattoo's and monastic resources cultivated in the dark, these monks while unorthodox are very powerful monks that dominate the underworld. They live by a creed to the letter, those who break it are either outcasted or are forgiven after they have atoned, with either a finger, arm, leg, or death depending on the severity. These monk's only ambition is power, wealth, and infamy, with these the monks may climb to the top of the monastery and stand beside the "Boss". All monks of the Way of the Yakuza will die and serve the "Boss" though none have ever seen him, his infamy is legendary, wealth is unimaginable, and power incorruptible. These monks hide their origin by blending in, this allows them to live "normal" lives and hide from those who'd want them dead. While many of these monks may do evil things for fun, pleasure, or satisfaction, while other commit these deeds for their families, to give back to the poor, or to pay for a sick loved one's medicine. All these reasons and more. These monks live for their the "Boss" and their own ambitions, but will die for and because of the creed and the creed commandments, please abide by this creed when playing this subclass.
Creed: "All for my ambition, the "Boss", and the Way."
Creed Commandments:
- I shall uphold the law and use it to my advantage whenever possible.
- I shall strive for personal power using any means necessary, to further our cause.
- I shall use my martial skills to benefit my purpose and the monastic power of the Way of the Yakuza.
- I shall remain loyal only to those who can benefit me, or those I have been indebted too.
- I shall seek to control conflicts, using them to further my own goals and the monasteries goals.
- I shall respect those who are more powerful than myself, and seek to learn from them.
- I shall maintain a facade of civility and respectability, while in the prying eyes of the public.
- I shall use my skills and knowledge to increase my own and the monasteries wealth and influence.
- I shall constantly seek to improve myself, both physically, mentally and spiritually, in order to better myself and the Way of the Yakuza monastic way.
- You must pay back a debt, both positive and negative. An eye for an eye, a tooth for a tooth.
Win by All Means
After years of training and fighting methods to win by all means. Through either training or ingenuity you have discovered and become proficient with improvised weapons. This ranges from a simple wooden stick to a broken wine bottle, a chair or table, or maybe even some dirt, and it turns into a monk weapon.
This is a revised system for improvised weapon damage based on the size of whatever you are using. Small objects are one-handed, Medium objects can be one or two-handed, and Large objects are two-handed.
Blunt Improvised Weapon Damages:
- Small Blunt Objects - 1d4, Bludgeoning
- Medium Blunt Objects - 1d6, Bludgeoning
- Large Blunt Objects - 1d8, Bludgeoning
Sharp Improvised Weapon Damages:
- Small Sharp Objects - 1d4, Piercing
- Medium Sharp Objects - 1d8, Piercing
- Large Sharp Objects - 1d10, Piercing
Dark Side
As a figure in a shady monastic tradition, you gain knowledge of how to find black markets in any city, town, territory, or country. You also gain proficiency in Thieves' Cant, if you are already proficient in Thieves' Cant you may choose an instrument instead, as you have found a good musician can keep the moral high in any situation.
Dark Side Instrument
You are already proficient in Thieves' Cant you may choose an instrument instead, as you have found a good musician can keep the moral high in any situation.
Dark Side Language
You gain proficiency in Thieves' Cant
Tattoo of Initiation
The monastery has a long line of descendants and the monastery's tattoo is a vital sign of membership. As such when you were accepted your back was tattooed with the monastery's insignia and the symbol your master/boss believed fit you best.
At 6th & 11th level, this ability is upgraded in some way, this is to be discussed with your DM as to how it's upgraded.
Roll a D12 for your tattoo, if you roll a 12 you may choose:
Air
You are one with the world around you. You may cast a level one elemental spell at the expense of a ki point per use.
Dragon
Your strength and power is unheard of in any race. You may add a d4(d6 at 6th, d8 at 11th, and d10 at 17th) to any attack made with strength at the expense of a ki point.
Earth
You are one with the world around you. You may cast a level one elemental spell at the expense of a ki point per use.
Fire
You are one with the world around you. You may cast a level one elemental spell at the expense of a ki point per use.
Flowers
Your beauty is beyond compare. Gain advantage on persuasion checks.
Foo Dog
Your loyalty is unmatched. Take the damage for your boss within sight, at the expense of a ki point. You may only choose this if the DM is aware of your loyalty and you must be a servant, disciple, or friend of the designated player your DM has chosen, in return for the loyalty this player must supply food, water, housing, and basic human rights to the servant.
Koi
Your luck and fortune is above all others and your boss has noticed. You may reroll any roll at the expense of two ki points.
Phoenix
Your dexterity and agility is unheard of in any race. You may add a d4(d6 at 6th, d8 at 11th, and d10 at 17th) to any attack made with dexterity at the expense of a ki point.
Samurai
You're skilled with a weapon is unparalleled in a being. you may add 2 to any attack roll at the expense of a ki point.
Tiger
Your rage and ferocity is deeply rooted. Gain advantage on all intimidation checks and if you succeed in an intimidation save, the intimidation is reflected back at the person, they must roll to save their own intimidation check.
Water
You are one with the world around you. You may cast a level one elemental spell at the expense of a ki point per use.
Weapon Specialization
Whether you were raised in the Yakuza monastery or were brought in after being an outside talent, you have been trained to fight but you always preferred this weapon over all others.
6th: The weapon you have chosen as your specialty becomes a +1 weapon. To access this trait you must attune to the weapon for a short before you may select the weapon to gain a +1. If you chose improvised weapons they do not gain a +1.
11th: Your chosen weapon specialization has been mastered further after intense battle and is now a +2 weapon for when you attune to a weapon.
17th: Your chosen weapon specialization has been mastered further after intense battle and is now a +3 weapon for when you attune to a weapon.
A Fellowship
As this is a monastic tradition, branches of the Yakuza may not get along... but those in the fellowship are comrades in arms. If a member ever needs help in any way: money, arms, potions, or even troops, the monastery will provide for them. This will come with a price as it is part of their creed: an eye for an eye, a tooth for a tooth. Branches of the Yakuza monastery are scattered far and wide as there is one in every major city as well as many minor cities and towns in the more corrupt and broken nations.
At 17th level, your prestige in the Yakuza monastery has grown, therefore you earn the privileges to accept a disciple, induct someone to the way, and things become cheaper as your authority has increased in the Yakuza monastery.
This particular ability is vague due to the Yakuza's nature of mystery and my laziness. So, please discuss with your DM to decide the price of each favour you ask of the monastery.
Infamous
After years of battle on the front lines of gang/temple wars, you have become known as a threat and force on the battlefield. This infamousness of your battle prowess has taken form of a nickname. This nickname is made up of one, two or three things, your weapon specialization, your tattoo, or the monastery branches name. eg.: Tatsu the immortal dragon, Steelfist Tiger Tora, Goro the Mad Dog of Shimano.
You must roll a D4 for your nickname, if you roll a 4 you may choose your nickname's ability.
With the activation of this nickname you may access abilities beyond compare, if your nickname is a combination of these elements then you must choose one to be proficient in:
Clan Nickname
For the next turn all those considered your family, party, and boss take no damage, unless a tenth level spell is cast. This costs 5 ki points.
Tattoo Nickname
For the next turn all your abilities cost no ki points. This costs 5 ki points.
Weapon Nickname
For the next turn your hits on an enemy is a guaranteed critical hit. This costs 5 ki points.
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