Yakuza (Subclass)

ヤクザ Req. 15 CHA and 20 DEX   1. Y a k u z a ヤ ク ザ: Daily^10 Action   The Yakuza are reputedly behind almost every illegal activity from prostitution, game-fixing, and smuggling, to illicit drugs and protection rackets. No matter where you go, whether its through fear or respect, your reputation will precede you.   Average citizens will allow to you get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop.   2. C h ō – H a n 丁 半: Daily^5 Action   Yakuza are well-known for personal enjoyment and professional collection in regards to games of chance.   Whenever you make an attack roll, an ability check, or a saving throw, you can choose to roll an additional d20. Before you roll the additional die, you must declare “Chō” (even) or “Han” (odd). If you are able to predict the outcome (even or odd) of the additional die, then it can be used, otherwise it is discarded. You can choose which of the d20s is used.   3. S u n ī k u ス ニ ー ク: Encounter Shift   A Yakuza lives and breathes the streets and one does not run around their home.   Take half or less of your movement and gain advantage on a stealth check this turn.   4. K u i k k u 隠 す: Encounter Action   The Yakuza are all about status and respect. With so many interconnected families one learns quickly or risks dishonoring their clan.   Make a CHA check to read the room and glean basic info about who defers to who.   5. S a t s u j i n 殺 人: Passive/Daily Action (Passive:) Yakuza are no strangers to adversity. A job in enforcement inherently requires detractors.   Whenever you attack with advantage, your weapon attacks have a +1 to critical hit range.   (Daily Action:) You are adept at laying ambushes and quickly escaping danger.   You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at the end of the round. This ability cannot be used if you are ambushed/surprised.

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