Dungeons & Dragons How to Play as Kazuma Kiryu

Dungeons & Dragons: How to Play as Kazuma Kiryu

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The Yakuza series has been gaining popularity, and its original protagonist, Kazuma Kiryu, could fit in a Dungeons & Dragons game.

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Dungeons & Dragons How to Play as Kazuma Kiryu

With the recent Western success of the Yakuza series, new fans have grown to love the over-the-top characterizations and brutal action on display in these games. Though much of the fanbase’s focus is on the future of the series, longtime protagonist Kazuma Kiryu has dominated hearts, minds and every street brawl he’s found himself with a combination of brute strength, endurance and a variety of fighting styles.

As the series has made a transition from 3D beat-em-up to JRPG, the question of how to represent Kiryu in Dungeons & Dragons may arise. Though the tabletop RPG can’t perfectly replicate the real-time switching of fighting styles and brutal one-versus-many action of the series, the various martial classes of D&D have plenty of tools to bring the character to life.

Kiryu’s Race and Stats

Dungeons & Dragons How to Play as Kazuma Kiryu

Kiryu is obvious a human, but his exceptional toughness and resilience means that a reskinned Goliath, Half-Orc or Dwarf could fit the bill in terms of stats. In the absence of a Dungeon Master who allows this, though, Variant Human is the best choice.

Kiryu is extraordinarily strong and can take a beating, so focus on Strength and Constitution. He also displays a strong, subtle sort of charisma and reasonably agile, so these scores should be above average as well. However, his Intelligence and Wisdom are both lacking. Consider making Kiryu’s highest stats Strength and Constitution, leave Dexterity and Charisma at positive scores but don’t focus on raising them, and leave his Intelligence and Wisdom as his lowest stats.

For the Variant Human’s starting feat, there are a few attractive option. Tavern Brawler replicates his Brawler and Beast styles fairly well, allowing stronger unarmed attacks, extra grappling attempts and the ability to use any nearby item as an effective weapon. However, Crusher is the ideal choice, increasing one primary stat and allowing Kiryu to reposition enemies with unarmed attacks, as well as providing a nice dazing effect on a critical hit that deals bludgeoning damage.

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Kiryu’s Class

Dungeons & Dragons How to Play as Kazuma Kiryu

While Kiryu can fight with weapons, all of his primary fighting styles are unarmed — with the exception of Beast, which uses improvised weapons. With this in mind, Monk seems like an attractive choice. However, the Fighter class is ideal for Kiryu, as his Brawler, Beast and Dragon fighting styles are all centered on strength, with only Rush focusing on rapid hits and avoidance. Additionally, the Unarmed fighting style from Tasha’s Cauldron of Everything gives a sizable boost to unarmed damage, making Monk less necessary.

However, Kiryu tends to fight wearing only his street clothes, meaning that picking up a level of Barbarian as soon as possible is necessary. Whether he starts as a Barbarian and then moves into Fighter or takes a short dip into Barbarian at level two, getting Unarmored Defense with his high Constitution is a must. Rage will also help with grappling, which is a key component of both his Brawler and Beast styles. It will also grant him the superhuman durability he constantly displays, plus some extra damage on all his attacks.

Representing the Styles

Moving back to Fighter after the Barbarian dip, Kiryu does more than just attacking one target. He’ll hit multiple targets with one attack, knock people to the ground or send them flying. To replicate this, consider taking the Battlemaster archetype. Any number of the maneuvers are helpful, such as Tripping or Pushing attacks to control the battlefield. New to Tasha’s is the Commanding Presence maneuver, which will serve to shore up Kiryu’s Charisma stat and represent his force of personality should the need to talk arise.

A multiclass will set back Kiryu’s Extra Attack feature, so even though one of its bonuses is made obsolete by the Unarmed fighting style, grabbing Tavern Brawler at Fighter level four will allow Kiryu to both attack and grapple in one turn. This can act as a temporary substitute for Extra Attack. From here, switching between Kiryu’s Brawler and Beast styles is as simple as activating his Rage to represent Beast and using improvised weapons where possible while in a rage. His high strength and bonus rage damage will keep him viable in terms of damage.

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The Rush style, unfortunately, seems to be an odd one out, though it could easily be represented in short bursts. The Rush style depends on avoiding enemy attacks and responding with a flurry of weaker blows in return. As Kiryu gains levels, he could feasibly spare one or two to gain Monk features. However, with so much overlap between that class and the choices he’s already made, it might be better to view Rush less as a mechanical boost and more as an actual style of fighting.

Against more dangerous enemies, use Kiryu’s Action Surge to unleash many strikes. Spend some turns focusing on defense with the Dodge action and Second Wind features, which adequately represents the patient, calculated boxing that Kiryu puts into action in this style. As grappling locks Kiryu into place with an enemy and limits his own movement, it is absent when fighting in the Rush style.

If all of these arbitrary differentiations between various styles get old — or if the chips are down and Kiryu simply needs to fight all-out — Kiryu can unleash his fourth and final style: The Dragon of Dojima. While in-game it does have unique capabilities, it essentially represents Kiryu using the strengths of all three fighting styles at once. To do that, have Kiryu pull out every trick in the book to truly become the Dragon of Dojima.

Link Source : https://www.cbr.com/dnd-yakuza-kazuma-kiryu-guide/

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