Yo-Yo Fighter

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Yo-Yo Warrior

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some warriors needed more of a challenge, something that would undoubtedly prove their combat superiority. Experimentation with the mundane and seemingly useless had unlocked to them the secrets to the ultimate weapon of skill and mastery. The few who participated in these trials became the first to create, and masterfully wield, the Combat Yo-Yo.

Though many who chose this archetype were ridiculed, believed to be less superior than other fighters, those warriors were able to prove to those who fought with them just how capable they were. They were able to fully demonstrate their combat prowess, and show all who beheld them their skill. After all, if one is able to effectively use something like that of a child's toy in combat, and emerge victorious, then they are more capable than any other fighter in becoming an unstoppable force of power.

Level Features Trick Throws
3rd Versatile Fighting, Combat Yo-Yo, Yo-Yo Adept 2
7th Weapon Tinkering, Mark II 3
10th Decisive Blows 4
15th Always Prepared, Mark III 5
18th Master of the Unconventional 6

Versatile Fighting

When you choose this archetype at 3rd level, you gain proficiency in all improvised weapons. Additionally, you may use a d6 when rolling for the damage of an improvised weapon, and improvised weapons wielded by you have the finesse property.

Combat Yo-Yo

At 3rd level, you learn to create a somewhat unconventional weapon, that when used properly can turn out to be suprisingly deadly. This weapon is called a Combat Yo-Yo. It is a somewhat small weapon constructed out of circular bit of metal or wood with about a yard of flexible wire wrapped around it, capable of doing more damage than foes would suspect.

You are proficient with the Combat Yo-Yo. The weapon is a one-handed melee weapon that deals 1d4 bludgeoning damage and has the light and finesse properties. You can create a Combat Yo-Yo over the course of a long rest by expending 5 gp worth of metal and other raw materials.

Yo-Yo Adept

When you choose this archetype at 3rd level, you learn to perform intricate trick throws to disable or damage your opponents using your Combat Yo-Yo.





































Trick Throws. You learn two trick throws of your choice, which are detailed under “Trick Throws” below. Many maneuvers enhance an attack in some way. Each use of a trick throw must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick throw of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick throw, you can also replace one trick throw you know with a different one.

Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 19 or 20 on the d20 roll for an attack with the Combat Yo-Yo, or deal a killing blow with a Combat Yo-Yo to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.

Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:

Trick Throw save DC = 8 + your proficiency bonus +

your Dexterity modifier

Weapon Tinkering

At 7th level, you modify your Combat Yo-Yo by upgrading its capabilities. You may choose to apply any one of the following modifications to any Combat Yo-Yo you create. You can apply an additional modification during creation at 10th level, and another at 15th level.

Any time you create a new Combat Yo-Yo, you can choose to apply a different set of modifications to it. During creation, each modification applied to a Combat Yo-Yo costs an extra 5 gp worth of materials.

String Attachment Your Combat Yo-Yo gains the reach property.

Improved String Attachment Requires String Attachment. Your Combat Yo-Yo becomes a ranged weapon with a range of 10/20.

Added Counterweight Whenever you succeed on an attack roll made with your Combat Yo-Yo, a second projectile is fired. This projectile deals an additional 1d4 bludgeoning damage.

Double Stringed Requires two Combat Yo-Yos. You may attack with two Combat Yo-Yos while still having a free hand. Attacking with both acts as if fighting two-handed.

Advanced Materials Your Combat Yo-Yo gains a +1 bonus on attack and damage rolls. Additionally, your Combat Yo-Yo counts as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.

Mark II

Beginning at 7th level, you have found ways to improve your Combat Yo-Yo. By expending an extra 5 gp worth of materials when creating a Combat Yo-Yo, you can instead create a Mark II Combat Yo-Yo. This model shares the same weapon statistics as the normal Combat Yo-Yo, except it deals 1d6 bludgeoning damage on hit as opposed to 1d4.

If you choose to apply the Added Counterweight modification to your Mark II Combat Yo-Yo, the counterweight deals an additional 1 point of damage.

You may only have one Mark II Combat Yo-Yo created at a time.

Decisive Blows

Upon reaching 10th level, you learn how to use both your accuracy and brute force to make your weapon attacks do more damage. Whenever you roll for attack or damage using any weapon, you may add both your Strength and Dexterity to both rolls.

Always Prepared

Starting at 15th level, when you roll for initiative and have no grit points remaining, you regain 1 grit point. You must finish a short or long rest before you can use this feature again.

Mark III

Beginning at 15th level, you have found ways to improve your Mark II Combat Yo-Yo. By expending an extra 15 gp worth of materials when creating a Combat Yo-Yo, you can instead create a Mark III Combat Yo-Yo. This model shares the same weapon statistics as the normal Combat Yo-Yo, except it deals 1d8 bludgeoning damage on hit as opposed to 1d4.

If you choose to apply the Added Counterweight modification to your Mark III Combat Yo-Yo, the counterweight deals an additional 2 points of damage.

You may only have one Mark III Combat Yo-Yo created at a time.

Master of the Unconventional

At 18th level, your Combat Yo-Yo and improvised weapon attacks score a critical hit on a roll of 19-20, and you also regain a grit point on a roll of 17 or 18 on a d20 attack roll in addition to rolling a 19 or a 20.

Additionally, you may now use a d8 when rolling for the damage of an improvised weapon.

Trick Throws

The trick shots are presented in alphabetical order.

Amusing Throw. You can use the small size and underwhelming nature of your Combat Yo-Yo to cause others to underestimate your power. You can expend one grit point while making a Charisma (Persuasion) check to give any creature that can see or hear you disadvantage on their next attack roll against you. This feature only works on creatures with an Intelligence rating of 3 or higher.

Disarming Throw. Requires the String Attachment modification. When you make an attack against a creature with your Combat Yo-Yo, you can expend one grit point to attempt to wrap the string an object from their hands and pull it free from their grasp. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Grappling Throw. Requires the Added Counterweight modification. When you make an attack against a creature with your Combat Yo-Yo, you can expend one grit point to attempt to grapple them as long as they are within 5 feet of you. On a hit, the creature suffers normal damage and must make a Strength saving throw or be grappled. To break free of your grapple, the creature must succeed on a Strength saving throw, applying a penalty to their roll equal to your penalty equal to your Proficiency Bonus. You cannot make attacks against any other creature than the one you are grappling.

Incapacitating Throw. Requires the Double Stringed modification. When you make an attack against a creature with your Combat Yo-Yo, you can expend one grit point to attempt to detach a Combat Yo-Yo and restrain the creature with it. On a hit, the target suffers normal damage and must make a Strength Saving throw or become restrained. You lose one of your Combat Yo-Yos this way. The creature breaks free of their restraints if they make a successful Strength saving throw, or if another creature uses their action to remove the restraints.

Precise Throw. When you make an attack against a creature using your Combat Yo-Yo, you can expend one grit point to gain advantage on the attack roll.

Pullback Throw. Requires the Improved String Attachment modification. When you make an attack against a creature with your Combat Yo-Yo, you can expend one grit point to attempt to pull them in closer to you. If the attack hits, the creature suffers normal damage and must make a Strenght save or be drawn 10 feet closer to you.

Pushback Throw. When you make an attack against a creature with your Combat Yo-Yo, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Power Throw. When you make an attack against a creature with your Combat Yo-Yo, you can expend one or more grit points to enhance the volatility of the attack. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Ricochet Throw. When you make an attack against a creature with your Combat Yo-Yo, you can expend one grit point to attempt to hit multiple opponents near each other. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature around the target within range. If an attack misses or there or no other creatures within range, your ricochet throw ends.

Sparking Throw. Requires the Advanced Materials modification. When you make an attack against a creature with your Combat Yo-Yo, you can expend one grit point to attempt to cause your Combat Yo-Yo to spark and deal damage to surrounding opponents. If the attack were to hit the creature using their unarmored AC, your Combat Yo-Yo creates sparks dealing all creatures within a 5 foot radius to take 1d4 fire damage

Stunning Throw. When you make an attack against a creature using your Combat Yo-Yo, you can expend one grit point to attempt to hit the forehead and dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks and Dexterity checks (including saving throws) until the end of their next turn.

Tripping Throw. When you make an attack against a creature with your Combat Yo-Yo, you can expend one grit point to attempt to trip them. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Credits
  • Credit to my friend Milo S. who inspired me and give me the idea, this subclass was designed specifically for him!
  • Yo-Yo Warrior Art from Raven Winchester on Pinterest (modified by myself)
  • Adobe Stock, PNG Guru and GBF Wiki for yoyo images






Playtest Material

Warning: this is playtest material and its is not meant to be used in any official adventures. If you would like to use this class, talk with your Dungeon Master about it. This class was made for the pure joy of it and to cause a few laughs. However, like my other creations, this is also meant to be tested out and audited, so by all means, test it out if you would like, just run it with your DM beforehand.

 

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