Base Class: Fighter
Judo - unarmed wrestling sport with Jujutsu, focusing on disabling enemies rather than killing blows
Ukemi Principle - Break Fall - Level 3
Judo disciplines mastering its basic of falling, embracing their fall within 10ft will have no Impact on their body. Falling at higher distance HALVES their damage.
Safety Measure - Level 3
Judokas with their fighting spirit in its truest nature. Killing is not a known feature. The unspoken law of this subclass is not to kill but to force enemies surrender
Mae mawari ukemi - Uncanny Dodge- Level 3
Starting at 3rd 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.
Falling forward and roll followed, called in judo and other martial arts Mawari mae ukemi and can be classified into the group of "soft falls". Here the throwing power is redirected in a forward rolled movement, thus the hard impact to the mat will be deleted.
Boosted Cardio Vascular
Passive: Speed +20ft. Advantage roll on Athletic, Acrobatics, Stealth, Survival. Advantage on Being grappled
Katas - Level 3
The objective of competitive judo is to throw an opponent, immobilize them with a pin, or force an opponent to submit with a joint lock or a choke. While strikes and use of weapons are included in some pre-arranged forms (kata), they are not frequently trained and are illegal in judo competition or free practice. Judo's international governing body is the International Judo Federation, and competitors compete in the international IJF professional circuit.
Choose one of the Following techniques : Throw, Lock or Choke. Additionals techniques unlocks further at level 3, 7, 9, 13, 15. Pick 3 more options at level 20
Level 13 - Harai Goshi
Action required. Unarmed strike + 3d6 Bludgeoning. If hits, Proned for the turn, if target turns already spent, proned until the end of next turn.
Hip + Leg back sweep technique.
Level 13 - Okuri Ashi Barai
Unarmed strike + 3d6 Force damage. If hits, Enemy speed reduced to 0 until the end of nex tturn.
An advanced Leg sweep
Level 13 - Seoi Otoshi
Spend one Action. Deal Unarmed Strike + 3d6 Force damage. If hits Target is knocked prone If saving throw is below (15 + Str Modifier) until the end of their next turn.
An arm and Shoulder back drop. Requires great deal of execution
Level 15 - Tani Otoshi
Unarmed strike + 6D6 Bludgeoning. Knocked prone if enemy saving throw is less than (18 + str modifier)
Mountain drop
Level 15 - Tomoe Nage
Unarmed strike + 5d8 Force damage. If hits, Proned, proned enemy saving throw = 18 + Str modifier until the end of next turn.
A Circular throw that send enemy to the air and slam them to the earth.
Level 20 - O-Guruma
Unarmed Strike + 7D8 Bludgening damage. If hits, Speed reduced to 0 until the end of nex turn
Leg Technique
Level 20 - Sumi Gaeshi
Unarmed Strike + 10D8 bludgeoning damage. Target is knocked prone if Saving throw is Less than (20 + Str Modifier), Proned until the end of next turn.
Corner Reverse Hip throw
Level 20 - Yama Arashi - Mountain Storm
Unarmed Strike + 8D8 Force Damage. Proned on hit until the end of the next turn. Can only be used once per turn.
Yama arashi is one of the preserved throwing techniques, Habukareta Waza, of Judo. It belonged to the fifth group, Dai Gokyo, of the 1895 Gokyo no Waza lists. It is categorized as a hand throwing technique, Te-waza. It rarely occurs in competition or randori. '''Yama Arashi''' is also one of Danzan Ryu's twenty throwing techniques of the Nagete list. Wikipedia
Level 3 - De-Ashi-Barai
FootSweep.
Require one action: on your turn, use a weapon attack action to perform a foot sweep, dealing unarmed strike total damage + 1d6, reducing the enemy's speed to 0. Enemy can restore their movement speed at the end of their next turn
Level 3 - Uki Goshi
Uki goshi is a hip throwing technique in judo, it is one of the basic throws that students learn in judo classes in the first couple of months.
Requires an Action. spend one weapon attack action to deal Unarmed strike total damage + 2. Target will be knocked Prone if the attack hits. The target will be able to Get up on their next turn however.
If the enemy have already spent their turn before getting hit by Uki-Goshi, can only get up at the end of their Next turn.
Level 3 - Waza: Mune Gatame
Chest hold
Pin an opponent if they are knocked prone, Incapacitating them and User will not be able to move or take further action. The enemy should be released by the user will or if the user is doing something else.
Level 7 - Seoi Nage - Over the shoulder throw
Require attack action : Deal Unarmed Strike total damage + 2d6. Bludgeoning Damage. The Enemy will have to do a save throw over (12 + Strength modifier) or they will be knocked PRONE until the end of their next turn.
The Seoi Nage is a popular throw within judo, although is difficult to pull off against skilled practitioners. It has maintained its popularity however, due to the fact that if the entry is successful and you are able to lift your opponent off the ground. It is almost always a guaranteed ippon since the weight of the opposition is already completely in your control. You would have to be an extremely athletic and skilled defensively to be able to defend ippon against a well-performed seoi nage.
Level 7 Tai - Otoshi
Take one Weapon attack action to perform: Dealing Unarmed strike damage + 1d6 FORCE damage to an enemy. If the attack hits, Target is knocked Prone until the end of their next turn if their Strength saves is below 12 + Str Modifier.
Arm technique. Tai otoshi is applied by pulling strongly with both hands as you enter with your legs spread. Enemy is then rotated around you by continuing the pull on the sleeve while the lapel hand pushes uke over your outstretched leg.
Level 9 - O-Goshi
One attack action. Deal unarmed strike + 6 FORCE Damage. If hits, Target is knocked prone on their turn. If turn already spent before proned they will spend their next turn to stand up.
Major Hip Throw, dealing unspeakable force of damage using hip movement, smashing enemy to the ground
Level 9 - Tsuri Komi Goshi
One attack action. Deal Unarmed strike damage + 6. If hit target is Proned and able to get up on their next turn. If target turn has already been spent, they will spent their next turn to stand up.
Tsurikomi goshi is a throwing technique in judo, it is classified as Koshi waza, the category of hip throws.
An improvedment technique of Uki Goshi
Level 9 - Uchi Gari
One attack action. Unarmed strike + 2d6 Force damage. If Hits Target speed is reduced to 0 until the end of their next turn.
Major Foot Sweep
Athlete's Spike - level 7
If initiative roll is under 10, Come up to 10.
Masterful Calmness - Level 10
Immue to Charm and Frightening
Still Body - Level 10
As a bonus action, reduce movement speed by half, double Attack modifier to Hit required for one attack.
Example : If you need to roll a D20 + 5 to successfully hit a creature. it will now become D20 + 10
Steel Mind - Level 15
Add resistant to Psychic and Force damage
Uncanny Cardiac - level 18
Action Surge + 1, cannot use action surge twice in a turn.
Juudan Holder
Hit Dice (HP) is further increased by (Str Modifier + Dex Modifier + Con modifier ) * 10
Previous Versions
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5/4/2023 8:38:45 AM
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Jawnny
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5/4/2023 9:30:49 AM
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35
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1.1 HawnnyJawnny Version
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Coming Soon
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Posted May 4, 2023Thanks yall, please ignore this post, absolute terrible design. Will have to scratch this and the aim of the class is to use Grapple mechanics, after Grapple -> throw -> if enemy is already on the ground or disabled, find someone else -> grapple -> throw. THe goal of this subclass is not to deal lethal powerful damage, but to leave a creature alive for further interaction
THe feature of this class is to have the user to go first, hence pushing their initiative. Fast, agile, slightly tanky is the aim. The core of this class is to disable monster,human, creatures without causing too much harm or lethality.
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Posted May 4, 2023Thanks yall, please ignore this post, absolute terrible design. Will have to scratch this and the aim of the class is to use Grapple mechanics, after Grapple -> throw -> if enemy is already on the ground or disabled, find someone else -> grapple -> throw.
THe feature of this class is to have the user to go first, hence pushing their initiative. Fast, agile, slightly tanky is the aim. The core of this class is to disable monster,human, creatures without causing too much harm or lethality.
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Posted May 4, 2023this gets way too much!
just at lv3, not including katas, it gets: but it gets a fall damage resistance, Uncanny Dodge, a 20ft speed boost, advantage on four different skill checks and advantage on being grappled??
Then we have the katas, which are really messy. I don't even know how many you get, because it doesn't specify. And they are very off on power. Some are way worse than just attacking normally, but others are absolutely insane.
Then you get a bunch of super powerful boons on top of this?? This is just too much
I would start from scratch and define what you want the subclass to do right from the start. What do you want this to do?
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Posted May 4, 2023Please feel free to add suggestion/comment