Base Class: Rogue
You have acquired the power of the Mad Dog of Shimano, however, the practices have been rewritten by an unknown source that allowed power to be adapted for rogues. So be prepared for the power of true chaos. This subclass allows you to become the less reasonable legend, yet more exhilarating. Originally wielded by a yakuza named Blade, who ended up passing due to CLASSIFIED.
"I witnessed two powers not seen to any creature before, both men began glowing with extreme magical powers, but it wasn't the magic one was used to. The men both seemed to have mastered unarmed combat, however, one had mastered the ways of the dagger. This way of "Heat" intrigued me but I could not just ask him as, by the time I had the chance, he was dead. So I took these 7 books about heat I had "borrowed" and applied what I knew about dagger combat. Now I believe I have mastered this heat power and have plans on who my first main target is"-Chapter 1 of Ways of the Mad Dog Author Unknown
(Quick Alert: This subclass has some lore connected to a story in my groups' campaign world, this class is still based on Majimas Yakuza 0 Legend style if you are not apart of my party.)
Heat of the Mad Dog
Starting at your 3rd Level you begin to learn Heat and how to utilize some of the moves. You gain a heat point for every attack you hit and lose one for every attack that hits you, heat also completely restores after a short rest. You start with 4 heat points (5th:6 points, 7th:8 points, 9th:10 points, 11th:13 points, 13th:15 points, 15th:20 points). You learn the following four heat moves. All heat moves in this section cost two heat points. This level also grants unarmed strikes to work on a dex modifier. At level 13 the unarmed strike becomes 1d8+ DEX mod.
Essence of Weapon Blindside: Using a weapon with the light property and isn't ranged make three attacks at one person, rolling to hit for each attack. If an enemy is hit by all the attacks they will start bleeding causing them to take 1d4 damage at the end of all their turns for the rest of battle.
Essence of the Thug: Choke Out: This heat move costs an action. Start by making a strength contestation at advantage, using your DEX mod if it's higher. If you win you are able to make a non-lethal neck snap on the enemy, damage equal to your unarmed strike. After that, the enemy must make a CON saving throw (DC=8+Prof Bonus+DEX Mod) or be paralyzed till your next turn.
Essence of the Slugger: This heat move applies to an attack, but utilizes a bonus action. When using this heat move you take -6 to your hit, but if you hit add in 12 extra damage. After using this attack your movement is 0 till your next turn. You cannot use this move if you have already moved in your turn.
Essence of the Last Stand: This heat move requires you to only have 1/3 or less of your max health. After powering this move (Requires bonus action) you go about your turn normally. After your turn, you go into a guard which increases AC by +2. If you get hit while on guard you can immediately attack after the damage from the other attack goes through. You make this attack at advantage. You also gain back health equal to half of the damage you did.
"All these heat moves allowed me to open a new eye on battle. I've got down unarmed combat even, something I sucked at. I understand why Blade had such power before he died."
Way of the Dagger
You have become an expert using daggers thanks to this way. Your hit dc with a dagger is now DEX Mod+Prof Bonus+Half of Prof Bonus (Round down). You also do 1d6 of damage instead of 1d4 of damage with daggers. You can also now add your bonus modifier to damage when you duel wield daggers. When attacking with a dagger you can also make an additional attack unless you already have something that gives you an extra attack. Finally, you can add an extra d6 to your sneak attack when you attack with a dagger. (Most of these effects require the player to add the bonuses to their character sheet).
"Finding out how to make a Dagger more deadly was like a dream come true."
True Mad Dog and Climax Heat
Starting at the 13th level you have begun to master the ways of a Mad Dog. You now have access to Climax Heat, which allows you to spend 9 heat points instead of 2 to double all the effects of a heat move. Along with that you gain an advantage on perception of stealth and learn one new Heat Move. When you start building up an excessive amount of heat (8 points or higher) you start displaying this heat. Whenever an enemy makes a melee attack on you they take 1d4 of fire damage, ignoring resistance or immunity. The heat move displayed below requires 10 heat points and can't be amplified. If you also don't have a dagger by this point you are granted a +1 Dagger this level (Must add yourself). You are also immune to being charmed or frightened.
Essence of the Mad Dog: This heat move takes an action. This heat move requires two enemies within 5 ft of each other than one more within throwing range. Using a dagger you make an attack at three different enemies. Roll to hit on each attack, with each attack doing 1d10 plus modifier. For each enemy hit by this attack, they will bleed for 1d6 damage per turn for 1 minute. They are also frightened by you for 1 minute. Using this attack takes a lot of power of you, attacks now get advantage on you till your next turn and you can only move half your walking distance for 1 minute.
"Climax Heat, Essence of the Mad Dog, it's all so perfect. I've been looking for ways to increase my power and this is just... perfect."
Master of Mad Dog
When hitting this level climax heat moves cost 1 less heat point now. You also gain expertise with daggers (Meaning you double your proficiency bonus on hits with daggers). Your daggers now do 1d8 by default and Essence of Mad Dog bleed damage is increased to 1d8. All heat moves also go to 1d8 of damage (From 1d4 or 1d6).
"The power that this mastery has is something I cannot achieve currently. I hope whoever figures out how to master this doesn't turn it around back on me, that is if they can find me."
Previous Versions
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2/25/2021 6:27:05 PM
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2/26/2021 5:11:34 PM
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3/4/2021 4:10:52 PM
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1.3
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3/8/2021 4:42:11 PM
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3/25/2021 4:45:35 PM
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2.1
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