Yandere A young woman hides in the shadows of an alleyway, watching as her obsession dares to talk with another woman, her hand clenching ever tighter around her dagger. It's as of yet unclear if her obsession betrayed her, or if they've been bewitched by the other woman. She sees her oppurtunity, however, as her obsession takes it's leave; quickly moving in to...interrogate the other woman. She doesn't mean to kill her initially, but she's not phased when she does. Class Features As a Yandere, you get the following class features Hit Points Hit Dice: 1d10 per Yandere Level

1d10 per Yandere Level Hit Points at First Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Yandere Level Proficiencies Armor: All armor and shields

All armor and shields Weapons: All simple and martial weapons

All simple and martial weapons Tools: None

None Saving Throws: Constitution and Charisma

Constitution and Charisma Skills: Choose any two of Athletics, Acrobatics, Insight, Intimidation, Investigation, Nature, Perception or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a)Chain mail or (b) leather armor, longbow, and 20 arrows

(a)A martial one handed weapon and a shield or (b) a martial two handed weapon or (c) a one handed martial weapon and 20 gp

(a)A Dungeoneer's pack or (b) an Adventurer's pack - - The Yandere Level Proficiency Bonus Features Enhancements 1st +2 Obsessions, Stalker's Observations - 2nd +2 Fighting Style, Natural Healer - 3rd +2 Refined Oath - 4th +2 Ability Score Improvement - 5th +3 Empowered Self, Extra Attack 1 6th +3 Obsessive Clarity, Fury's Respite 1 7th +3 Refined Oath Feature 1 8th +3 Ability Score Improvement 1 9th +4 Empowered Self 2 10th +4 Refined Oath Feature 2 11th +4 Vow of Transposition 2 12th +4 Ability Score Improvement 2 13th +5 Empowered Self, Singular Clarity 3 14th +5 Obsessive Frenzy 3 15th +5 Refined Oath Feature 3 16th +5 Ability Score Improvement 3 17th +6 Empowered Self 3 18th +6 Refined Oath Feature 4 19th +6 Ability Score Improvement 4 20th +6 Snap 4

Vows of Obsession Starting at level 1 you can vow to protect another living creature, allowing you to take damage from that creature upon yourself. When a creature within 60 feet of you with whom you are obsessed with would be dealt damage, you may choose to reduce the damage dealt to your obsession by half (rounded down). After determining how much damage your ally is dealt, you are dealt the same amount of damage. You must be conscious to use this vow of protection. You can determine that a creature is your obsession regardless of whether they're willing or not, and you must use your action to establish this connection. You may possess a number of obsessions equal to your constitution modifier (minimum 1). A creature is no longer considered an obsession if either you or the afformentioned creature dies, or if you use an action to end the obsession. Stalker's Observations The yandere's obsession drives her to observe and understand the chosen creatures, regardless of their consent. Starting at level 1, you can read the body language of your obsessions within 60 feet. You can easily determine the emotional state of your obsessions, and find it much easier to tell whether or not they're lying to you. Fighting Style At level 2 the yandere may choose one fighting style from the following style list: Defense: While wearing armor, you gain a +1 bonus to AC.

Dueling: When you are wielding a weapon in one hand and no other weapons, your weapon gains a +2 bonus on damage rolls.

Great Weapon: When you damage a creature with a melee weapon held in both hands you may reroll any weapon damage die that show a result of 1 or 2. You may only reroll dice in this manner once.

Protection: When a creature you can see attacks a creature other than you within 5’ of you, you may use your reaction to impose disadvantage on that creature’s next attack roll. You must be wielding a shield to use this ability. Natural Healer Your desire and body will react more positively to any forms of recovery, working in concert to increase the potency of any force curing your wounds. At level 2 whenever a class feature, spell or other effect causes you to regain hit points, you regain additional hit points equal to your proficiency bonus. Refined Oath Upon reaching level 3, the yandere’s refines their vows of obsessions with one specific vocus. She refines her vows with either the Oath of Devotion or the Oath of Vengeance, and gains further abilities associated with their chosen oath at levels 7, 10, 15, and 18. - - - Ability Score Improvement At level 4 the yandere may improve their ability scores. They may either increase one ability score by 2, or two ability scores by 1. Alternately, if using the feats variant, the yandere may learn a feat. The yandere gains another ability score increase at levels 8, 12, 16 and 19. Empowered Self At level 5 your connection to your body and life force allows you to improve yourself, increasing your capabilities. You learn one of the following enhancements you qualify for. At levels 9, 13 and 17 you learn an additional enhancement you qualify for. Level 5 Enhancements Crimson Intellect: Your obsessive desires give you the ability to read a creature's essence, allowing you to predict their movements and find openings in their defenses, while also allowing you to glean a small amount of their lore. Upon selection of this enhancement, you gain proficiency in any two of the following Intelligence skills: Arcana, History, Nature or Religion. If you fight a creature that who's lore is associated with any Intelligence skill you have proficiency in, you gain a +2 bonus on any attack rolls you make against them.

Large pool: Your ability to recover from wounds is larger than most. The maximum number of hit dice you may possess is increased by half of your proficiency bonus (rounded up).

Speaker of Love: Learning how to tap into you natural willpower and talent for leadership, you become more influential and capable of directing your allies. Upon selection of this enhancement, you gain proficiency in the Persuasion skill, and may use your bonus action to grant an ally who can hear you advantage on their next attack roll. If you already had proficiency in Persuasion, then you may select a different Charisma skill to gain proficiency in.

Strength of Love: All parts of the body are connected, and you know how to use this to increase your physical power. You may add your half of proficiency score bonus to all Strength checks, and gain proficiency in the Athletics skill. If you already have proficiency in Athletics, or gain proficiency in Athletics from another source later, then you gain expertise in Athletics and double your carrying capacity instead. Level 9 Enhancements

Body and Mind (requires level 9): Your body is charged with the magic of the vows and your chosen path, and you may use the strength of your body to shield your mind. Upon selecting this enhancement, you may add your constitution modifier to your wisdom saving throws instead of your wisdom modifier, assuming it is higher.

Loving Maneuvers (requires level 9): Your obsessions may use you as a bastion of protection, allowing them to flee to you safely. As long as a creature you're obsessed with moves directly towards you, they do not provoke attacks of opportunity.

Level 9 Enhancements (Cont.) Reflexive Core (required level 9): Your body is always ready for combat, becoming more reactive and flexible. You add your proficiency bonus to all Dexterity checks. If you pass a Dexterity saving throw with a partial effect on a successful save you instead take no effect.

Vital Resonance (requires level 9): When you attack a creature adjacent to one of your obsessions, you can call on your obsession's strength to empower your blows. You add half of your proficiency bonus (rounded down) to the damage you deal with melee weapon attacks against creatures adjacent to a creature you are obsessed with. Level 13 Enhancements Crimson Tide: When you benefit from your Fury's Respite class feature, you may also make a saving throw to end the effect of a spell or condition you are suffering from, rolling against its save DC. If you succeed on this saving throw, the spell or condition ends immediately and you may take your turn without suffering the negative effects.

Healing Vow (requires level 13): You are able to share a part of the magic that infuses your vows with your obsessions, helping them recover from their wounds. Whenever an ally who is one of your obsessions recovers hit points from any source, they regain an additional amount of hit points equal to half of your proficiency bonus.

Master of Vows (requires level 13): Your ability to create vows is beyond that of a regular yandere. The maximum number of obsessions you may have increases by half of your proficiency bonus (rounded down).

Rapid Recovery (requires level 13): When you are struck by an attack, you are able to call on your stamina to soften the blow. When you are dealt damage by any source except one of your obsessions, you may use your reaction to immediately roll one of your hit dice, healing by the amount rolled. Level 17 Enhancements Aberrant Form (requires level 17): Upon selection of this enhancement, your body changes in such a way that you can't really be considered a humanoid anymore. Choose one of the following creature types; Aberration or Ooze. From this point on you count as a creature of that type instead of your base humanoid creature type, gain immunity to psychic damage, are immune to the charmed condition, and your mind cannot be read unless you allow it to be. Finally, your ability scores cannot be lowered via magical or physical means.

Exultant Slaughter (requires level 17): You live for combat, and bringing your foes a swift death increases your own vitality. When you kill a creature you regain three expended hit die. After regaining hit die in this manner you must finish a long or short rest before you can use this ability again.

Perfect Self (requires level 17): You know more ways to empower yourself than other yandere, though the enhancements you know are less potent. You learn two new enhancements, one that you could learn at level 13 and one that you could learn at level 9.

Unbroken Heart (requires level 17): Becoming ever closer to the unkillable heroes of legend, you enhance your already great stamina even further. Upon selection of this enhancement you may add your proficiency bonus to constitution checks and add +4 to your constitution score. Your maximum constitution score becomes 24. This is an exception to the rule that a character’s attributes may not normally be above 20. Obsessive Clarity Upon reaching level 6, you have honed your body against natural afflictions. You become immune to disease and poison damage, and may not be afflicted with the poisoned condition. Fury's Respite Starting at level 6, your body begins to react to your fury, rapidly repairing your wounds and restoring your stamina as you get angry. If any of your obsessions within 30 feet of you were injured, you regain a number of hit points equal to your Constitution modifier at the beginning of your turn. Fury’s Respite will not heal you if you are making death saving throws. Vow of Transposition At level 11, you may use your connection through the vows to magically swap places with one of your obsessions. When a creature that you can see attacks a creature within 60 feet with whom you are obsessed with, you can use your reaction to take the place of the target of the attack. If that creature is willing you both teleport, swapping places in an instant, and you become the new target of the attack. If the result of the attack roll would hit you, regardless of whether it would have hit the original target, you take the attack’s damage normally. Once you use this feature, you can’t use it again until you finish a long or short rest. Singular Clarity You eventually learn how to handle the hardships of the world, overcoming the overwhelming powers that threaten you more completely than any other. Starting at level 13 whenever you succeed on a Constitution or Strength saving throw with a partial or half effect, you instead take no effect. On a failed save, you only take the half or partial effect instead. Obsessive Frenzy Starting at 14th level, whenever one of your obsessions falls unconscious, once the current turn ends, you can use your reaction to immediately take an extra turn. During this turn, your movement speed is doubled, and you can use your bonus action to stabilize them without a Medicine check. On this extra turn, you can only attack the enemy that reduced your obsession to 0 hit points. At the end of this extra turn, your movement speed is reduced to 0 until the end of your next turn. This ability can only be used once per long rest.

Snap Starting at 20th level, you become much more protective of your obsessions, and what little sanity you still have is easily lost. Whenever one of your obsessions fall unconscious, roll 1d100. On either a 1 or 100, you snap. Additionally, whenever one of your obsessions would die, you immediately snap, forgoing the dice roll. When you snap, you gain a bonus to all of your ability scores equal to your Proficiency Bonus for either 1 minute or 10 minutes. For the duration of this ability, your maximum ability scores become 30. This is an exception to the rule that a character’s attributes may not normally be above 20. If you snap for 1 minute, then when the minute passes and you recollect yourself, you must roll on the Short-Term Madness Table. Under the right circumstances, the DM might decide that rolling on the Long-Term Madness Table would be more appropriate. If you snap for 10 minutes, then when the time passes and you recollect yourself, you must roll on the Long-Term Madness Table. Under the right circumstances, the DM might decide that rolling on the Indefinite Madness Table would be more appropriate. This ability can only be used once per long rest. Refined Oaths Oath of Vengeance Mark of Vengeance Starting at 3rd level, you gain the ability to mark an enemy for vengeance. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. Until the mark fades, you gain the following benefits: You gain a bonus to damage rolls against the marked target. The bonus equals your proficiency bonus.

Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.

If the marked target dies, you regain hit points equal to your yandere level + your Charisma modifier.

You can’t use this feature again until you finish a short or long rest. Improved Mark of Vengeance Starting at 7th level, your Mark of Vengeance is improved. It can now be used twice per short or long rest. Additionally, whenever an enemy attacks one of your obsessions, you can use you reaction to mark that enemy. If your mark is already on another creature, it is passed over to the new creature. Obsessive Revenge Starting at 10th level, your desire for revenge over those who harm your obsessions is just as strong as your vows to protect your obsessions. Whenever your obsessions attack marked creatures, they now gain the benefits of your Mark of Vengeance. - Renewed Vengeance Starting at 15th level, when your mark would be passed from one creature to another, it's duration resets. Additionally, when a marked creature dies, you can pass the mark onto a new target. If you pass the mark on in this way, you don't regain hit points for the first creature's death. Fury of Vengeance Starting at 18th level, the damage bonus granted by your Mark of Vengeance is doubled. Your obsessions do not benefit from this bonus. Oath of Devotion True Devotion Starting at 3rd level, your devotion to your obsessions won't let you remain unconscious whilst your obsessions may be in danger. You gain the following benefits: You must fail six death saving rolls instead of three to die whenever you would be reduced to 0 hit points, and you add your proficiency bonus to the death saving throw.

Whenever you would be stabilized, make a DC 10 Constitution check at disadvantange. On a success, you regain consciousness at 1 hit point. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading or watching your obsessions. Immortal Devotion At 7th level, you further alter your vows, and need only your obsessions to surive. You gain the following benefits: Your maximum hit points increases by 10 for each vow of obsessions you have.

You have no maximum age, and are immune to the effects of aging.

You no longer need to eat, drink, or breath.

You no longer suffer negative effects from being in climates of extreme heat or extreme cold. Devotion of Obsession Starting at 10th level, your devotion to your obsessions is perhaps one of the strongest powers in the world. You gain the following benefits: You and any creature you have a vow of obsession with increases their armor class by 1.

The range of all of your obsession-related class features is increased to 180 feet.

Whenever you would be healed by a source other than your class abilities, you can choose to divide the health gained between you and your obsessions. You may split the healing between any number of your obsessions and with whatever amounts you choose, as long as the sum of the healing equals the original amount healed.

Your maximum number of vows receive a -2 penalty. This penalty cannot reduce your maximum to below 0.