Yin Yang (5e Class)
Yin Yang
Creating a Yin Yang
Once upon a time, gods and demons made a bet. They both would choose a champion to fight for their cause, at that time, both champions were too powerful and the battle would have destroyed the world as you know it. They agreed to put both of these fighters in vessels to weaken them up to the final battle. They were locked up in two sets of gauntlets for whole generations, passing from vessels from vessels. You are now the last generation of vessel, lucky you, you manage to be the perfect fit for them. Your alignment must NOW be neutral (your background can have any alignment you want) This is due to the god and evil nature of the gauntlets. You can receive both of these gauntlets as a clan heirloom, being an awaken soldier to fulfill the gods and demons requests without purpose itself or even found it in the ruins of battle.
- Quick Build
You can make a Yin Yang quickly by following these suggestions. First, strength should be your highest ability score, followed by Charisma. The background may differ depending on the origin of the gauntlets, for a quick build you can choose the noble background and have it as clan heirloom.
Class Features
As a Yin Yang you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Yin Yang level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Yin Yang level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: none
Saving Throws: Strength, Charisma
Skills: choose two from Animal Handling, Athletics, Arcana, Deception, Intimidation, Nature, Perception, History, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Simple Weapon or (b) light crossbow and 20 Crossbow Bolts
- If you are using starting wealth, you have 3d4 X 10 gp in funds.
Background
Starting at level 1 you start your path to be a vessel. This depends however, of what you were before adquiring your gauntlets. Choose a background detailed in the end of the class. This choice grants you unique benefits on the balance of Yin Yang
Vessel's Curse
While a Yin Yang inherits great power from their gauntlets they also inherit a curse. You have powerful deity at your disposal. the bet states that they must not fight with each other until the time comes. The powerful force of the evil and the kindness of the god makes you a neutral being, despite your background alignment. It is of both deity's wish to keep you alive at all costs.
Your deity's are both powerful beings that found the balance in you. Your evil side took control of your constitution. You gain +2 bonus to its modifier when inside you. The Good side, took of your dexterity granting you also a +2 modifier when inside you.
Starting at level 1 The deity's inside you protect your body, your AC without wearing armor and having both deity's inside is 10 + Dexterity (Only if good deity inside) + Charisma + Constitution(Only if evil deity inside).
As all curses, you also have problems. You can't keep control of them for too long, even though they obey you, they are eager to leave and interact with the world before the final battle. You must release both of them from time to time, most of the time, they want to leave on battles to gain experience to the final battle. As long as they are powerful inside you, you can't keep them for long inside.
When you release a deity, you lose the additional modifier it gives, they share the same appearance as you, but they only have one gauntlet. If you release both, you stay without your gauntlets and both leave at the same time. The three of you are representing equal parts as the Yin and Yang, you are the bound between them and the dot that balances each. your hit dice is d6 and also your champion dice are also d6. When you gain level in this class you roll only one dice. But add it three times to represent each part adding the evil constitution bonus and modifier. When they leave you, they take that part (1/3 of your hit points).
Each turn you expend in combat with them inside, you gain a curse point. Whenever you reach your threshold, you are obligated to release them using a bonus action and action to release both. You can lower your curse points by just releasing one of the deity's, keeping the other inside. By releasing only one of the deity's using a bonus action, you lose the correspond modifier + proficiency modifier curse points.
When released, they both have their own turn in combat. They use your stats as their own, except their corresponding. Stat is increase to 20, and their opposing stat is reduced to 10. ( ie: good has 20 dexterity and 10 constitution, and vice versa)
Their ac is equal to 10 + corresponding modifier. And they use their corresponding stat to attack They can only use abilitys from this class,the effect of having one deity, (their side if specific) not both.
Most of the class features explain what you can do if you have one, both or none of the deity's inside.
Martial Mastery
Starting at level 1, the gauntlets mold into your arm, you can't be disarmed by any means. You also gain the following benefits:
When both of deity's are inside you:
- Whenever you make an attack with your martial arts, you can do an additional attack with the other hand. One of the attacks use dexterity modifier and the other uses constitution. You are proficient in these attacks. ( you use strength in any situation that you dont or can't use this feature )
When only one deity is inside you:
- You can make an gauntlet strike as a bonus action whenever you use the attack action.
When you have no deity:
- You can make a single gauntlet strike.
(When a deity is released, they are able to use the abiltiy of having one deity inside them.)
Ying Yang
Starting at level 2, you began to realize that you unify both of the deity's inside, you are the eternal balance that bonds these champions. Your energy links both to a powerful bond creating unique interactions. You can use these points to fuel different features detailed by your background.
Balance Surge
You can request to use your champions powers, this however comes with a cost. By activating the surge you gain an additional curse point but you now grow in power. Your arms releases light and shadow. You gain 1d6 necrotic for your evil gauntlet and 1d6 radiant damage for your good gauntlet in addition to your normal damage. You gain an additional dice as you gain proficiency. (Levels 5,9,13,17) this effect lasts until for 1 minute.
If either of the Champions leave you, their unarmed strikes use their corresponding attack type starting at level 3 without this ability active, however if they leave you, you lose access to that damage type for the remainder of this abilitys uptime. ( ie: evil would do your base damage, then necrotic damage in addition, and vice versa )
Draconic Way
At 3rd level, you chose a way. Choose between draconic ravager, dragonic arcasnist, and draconic channeler, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, and 18th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
At level 5 you get to attack twice when you take the attack action. You also get another extra attack at levels 10, and level 18.
Magical Gift
At level 6 your arms manifest the power of your champions. They are now magical for the purpose of overcoming resistances. Whenever a creature misses an attack on you, you can expend a curse point and a reaction to attack the creature back.
Work Together
At level 9 they both start to work together. When the champions are out, they are eager to study the fighting style of each other. When at least 5 feet of each other, or flanking the same creature. They both gain advantage on the attack and can do an additional unarmed strike once for free.
Havoc and Peace
At level 11 you gain additional benefits if you are with only one champion.
When the good champion is inside you:
- You can gain a curse point to gain temporary hp equals to your charisma * proficiency as a bonus action
When the evil champion is inside you:
- You can gain a curse point to be under the effect of haste spell. You stay in this haste state up to your proficiency and modifier. when it ends, you lose your movement and action, but can use your bonus action.
Equilibrium
At level 17 you can gain a curse point to balance your attacks. each of the attacks now have the benefits of both arms. You add both necrotic and radiant damage and modifiers in each of the attacks.
Final Battle
At the level 20, the time has come. You are bound to watch the ancient battle of the champions.
At your gm's description, the battle will happen. Both of deity's are released with their modifiers and skills. You can choose a deity to assist in battle and the gm's picks the other. You fight a until death duel to represent the gods and underworld creatures.
You'r body, however, cannot join the duel as any other creature and effect. but you control the deity you'd wish to fight for.
When the outcome of the duel occurs. The ancient bet is now settled. The vessel receives both champions again and have one overcoming other. You now gain the benefits of being with both champions, even thought, one is forever lost.
You now gain unlimited Yin Yang points and does not suffer curse losses. However, you are an instrument of the winner to fulfill a secret assignment. Your GM grants you a special mission to help the winner.
Draconic Ravager
The ravager is embraces the bestial aspect of the dragon becoming an effective hunter and destroyer of its prey.
- Heightened Senses
At level 3 you gain proficiency in the perception skill or expertise if you already have proficiency with it. You also gain advantage on survival checks to track anything you have interacted with in the past 7 days.
- Tail Attack
At level 3 as an action on your turn you can gain 2 curse points and grow a tail for 10 minutes. While your tail is manifested you can make a contested athletics check as a bonus action against the targets athletics or acrobatics. If you succeed the target is knocked prone.
- Ravage
At level 7 when you are next to a prone target you can use the ravage action that at 7th level allows you to make 2 claw and 1 bite attack. At level 11 you can make 3 claw attacks and at level 15 you can make 4 claw attacks.
- Terrifying Transformation
At level 10 on your turn if you manifest your claws, fangs, and tail in one round all creatures of your choice within 30 feet that can see you must make a wisdom saving throw equal to your breath attack DC. If they fail they are frightened of you for 1 minute and spend their next turn moving as far away from you as possible without endangering themselves.
Draconic Arcanist
Dragons are known for their desire of knowledge and ability to learn arcane Magic’s. The Arcanist Yin Yang represents this aspect of the dragon.
- Spellcasting
See chapter 10 for the general rules of spellcasting.
- Spell Slots
The Yin Yang table shows how many spell slots you have to cast your spells of 3rd level and higher. To cast one of these Yin Yang spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Sorcerer spell list. The Spells Known column of the Yin Yang table shows when you learn more Sorcerer spells of your choice Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the Sorcerer spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is the spellcasting ability modifier for your spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability modifier. In addition, you use your Intelligence modifier when setting the Spell Saving DC and Spell attack bonus of your abilities.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Projectile Elemency
At level 3 you gain a new attack ability. Whenever you make a claw attack you can instead make a ranged melee attack with range 30 foot that does damage equal to your claw dice plus your intelligence modifier. The damage type for this attack is determined by your draconic heritage.
Draconic Channeler
Draconian channelers focus and manifesting their ancient heritage and calling about their ancestors to aid them.
- Patron of Wyrms
As a symbol of your tie to the ancient ways you gain an animal companion wyrmling at level 3. (See variant ranger rules)
- Ancestral Bond
At level 18 you can gain 15 curse points and transform yourself into an adult dragon of your ancestry type gaining their stats and abilities. You retain you mental abilities along with your wisdom, intelligent, and charisma scores. If you go above your curse threshold while in this form you must take a long rest before losing curse points.
Multiclassing
Prerequisites. To qualify for multiclassing into the Yin Yang class, you must meet these prerequisites: 13 Dexterity, 13 Constitution
Proficiencies. When you multiclass into the Yin Yang class, you gain the following proficiencies: Simple weapons.
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