Base Class: Monk
A monk subclass based of majima’s fighting styles from Yakuza 0
Fighting styles
Thug: you have adv to grapple and can make insight checks to determine one if any of your opponents weaknesses when you succeed on a grapple check you can make a sleight of hand check to disarm them if they are using a weapon that isn’t natural or bound to them by a curse
Slugger: you receive a free +3 to ac and while taking the dodge action are resistant to bludgeoning slashing and piercing you also use a quarter staff that is a baseball bat as your weapon which replaces your unarmed strikes this bat cannot be disarmed from you and cannot be broken if you wish to replace it with another versatile or one handed melee weapon you can but it the replacement will be able to be broken or disarmed you are only capable of making one attack and one bonus action strike per turn however these attacks ignore resistance to base bludgeoning and deal double your damage dice
Breaker: your unarmed strikes can target any creature within 5ft of you, you cannot use a weapon in this style and opportunity attacks against you have disadvantage in this style
Breaker
Features for the breaker style
Slugger
The features for the slugger style
Thug
The features for the thug style
Cunning defense
Essence of pursuit:
if an enemy breaks out of your grapple you can use 3 ki to perform a heat action using the momentum they cause to spin and kick them in the head dealing 3 of your martial arts die of damage.
essence of coiling strike:
using your acrobatic breakdancing moves you grapple one enemy within 5ft and can attack up to 2 enemies within 5ft of the enemy you grappled every enemy involved in this heat action takes 3 of your martial arts dice of damage and must make a save against your ki save dc or be pushed back 5ft and possibly become prone if they dramatically fail.
Essence of slugger:
you knock an enemy onto their knees and shove the handle of your bat into their mouth you then kick their chin causing the bat to come flying out of their mouth and returning to your hand this costs 3 ki and deals 1 martial arts die + your bats base damage as well as causing blindness until the end of your next turn
Climax heat
At 11th level you’ve unlocked climax heat allowing you to use 11 ki to double your heat moves damage
Legend style
Mad dog style:
While in mad dog style your speed is doubled and you wield a dagger that cannot be broken or taken from you if you kill or eliminate an opponent with an attack then you can make a free attack against another creature every kill refills your movement speed and gives you a free attack.
You can flash step in front of an opponent that is within 60ft of you and attempt an intimidation check at adv or attack them if the intimidation check succeeds you gain 3 ki. If an enemy hits an attack against you while you are using this style you can make an opposing attack roll and if you meet or exceed their roll (if both rolls are nat 20’s then both reroll) you counter their attack this uses all your ki and does your monk level of martial arts damage dice this costs a reaction and you can only perform this counter once per short or long rest.
You also gain access to this heat action:
Essence of the mad dog: Maul:
While moving towards 2-3 enemies you can use this heat action it uses 11 ki points and every enemy takes 11 of martial arts damage dice of slashing damage







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