```metadata title: Scientific Ninja Tool Specialist description: >- For the Naruto 5e game Link to the offical discord https://discord.gg/AWvnA3JzyS tags: '' systems: [] renderer: legacy theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ```
# Scientific Ninja Tool Specialist
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### Scientific Route
Starting at level 3, you pick a branch of Scientific Ninja Tools that you wish to pursue. The Scientific Route
you choose grants you features at 3rd, 6th, 9th, 13th, 17th and 20th Levels.
### Ability Score Improvement/Feat
When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1 & a
Feat of your choice that they qualify for. As normal you
can’t increase an ability score above 20 using this
feature.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
### Upgraded Ninja Gauntlet
As you level in this class you improve your Ninja Gauntlet
Starting at level 6, When you cast one of your prepared jutsu you can make 1 attack as a bonus action
Starting at level 11, You can upcast your prepared jutsu by 1 rank above the rank it was prepared at a number of times equal to your int modifier for 0 additional chakra.
Starting at level 15, Once per long rest you can overload a prepared jutsu without lowering your prepared jutsu number and losing the casted jutsu. You can do this twice per long rest at lvl 18.
### Always on Hand
Beginning at level 7, You have trained to be able to switch which jutsu you have prepared during missions. You can switch 1 prepared jutsu over the course of 1 minute. You can do this a number of times equal to your int modifier. Minimum of 1.
## Scientific Routes
### High Tech Fighter
The High Tech Fighter understands that tradition is something holds shinobi back, thus has embaced the future fully.
#### Scientific Fighting Style
Starting at 3rd level, You gain the scientific fighting style
#### Scientific Fighting
While using a chakra weapon you gain the following features
* You can use dex to cast bukijutsu thru your chakra weapon
* You gain a +1 to attack rolls you make with weapon attacks with the finesse quality.
* While using your Chakra Saber when you disarm an oppentent you destroy their weapon if it is +1 or less.
* While using your chakra gun you can pay its charge cost again to double its range, ignore half cover, and give it the critical properity until the start of your next turn.
#### Chakra Weaponary
Starting at 3rd level, you choose either the chakra gun or the chakra saber. Both weapons have a bulk of 1. You gain the other weapon at level 9. You also gain the ability to prepare Bukijutsu.
- You also gain proficency in Heavy armor.
### Chakra Saber
You craft a small handle that draws chakra from your ninja gauntlet to emit a beam of chakra. The chakra saber has the light, Disarm, and finesse properities, does 2d6 force damage, and costs 1d4 chakra to use per turn. (You only gain the blocking feature benefits on rounds you use chakra to use the weapon)
- You can use your chakra saber to cast any melee Bukijutsu.
### Chakra Gun
You craft a small pistol that draws chakra form your ninja gauntlet to shoot out a beam of chakra. The Chakra Gun has the light, deadly, Finesse, and range (60) properities, does 2d8 force damage and costs 1d4 chakra to use per turn.
- You can use your chakra Gun to cast any Range Bukijutsu that doesn't require Chakra wire.
#### Elemental Upgrade
Starting at level 6, You can change the type of damage your weapon/drone does if you have the corresponding keyword.
Fire release- Fire damage
Water release- Cold damage
Lightning release- Lightning damage
Earth release- Earth damage
Wind release- Wind damage
Medical- necrotic damage
#### Fight Smarter
Starting at 9th level, You now add your intelligence modifier to all damage rolls made with your chakra weapons
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#### Chakra Drone
Starting at 13th level
You gain access to a number of drones equal to your proficiency bonus. You must use either your bonus action or reaction to control the drones depending on the action you want them to perform. Once a drone has been used it can not be used again until your next turn. It costs 1 Chakra to command a single drone.
You can use your bonus action to command any number of the drone to attack.
You can use your reaction to command any number of drones to defend either your self or any one within 30 ft of you. You start a clash between yourself and the creator of the attack. Where you have each Chakra Drone add in to the clash by adding 1d4 plus your int. mod to the clash.
___
> ## Chakra Drone
>*Tiny Construct*
> ___
> - **Armor Class** 10 + your intelligence Modifier
> - **Hit Points** 15(2d10 + 3
> - **Flight Speed** 30
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10|16|12 |1 |7 | 8
>___
> - **Damage Immunities** Poison, Psychic
> - **Condition Immunities** Charmed, Exhaustion, frightened,
paralyzed, petrified, poisoned
> - **Senses** Chakra Vision 60 ft, Passive perception 12
> - **Languages** Yours
>
> ___
> ***Defensive*** Adds a 1d4 plus your int modifier to the clash check.
>
> ***Immutable Form*** The Chakra Drone is immune to any Jutsu or
effect that would alter its form.
>
> ***Elemental Weapons*** The Chakra Drones attacks are chakra
enhanced
> ### Actions
> ***Lazer*** *Ranged Weapon Attack* (your Prof. + your Intelligence Modifier) to hit, Reach 60ft, one target. *Hit* 1d6 + your intelligence modifier force damage
>
#### Chakra Weaponary Upgrade
Starting at level 17, You can choose you pay 1d8 instead of 1d4 to supercharge your weapon.
When Super Charged the Chakra Saber gains the reach property, has it damage increased to 2d10, and deals double damgage to temp Hit points
When Super Charged the Chakra Gun gains the ability to do a mini explosion that deals 1d8 damage to all people within 5ft of your target(even on miss) on your first attack per turn, has its damage increased to 2d12, and deals double damage to temp hit points.
#### Extension of One's Self
Starting at 20th level, You no longer have to pay the chakra cost to use your chakra weapon and roll a d4 instead of a d8 for super chakra weapon.
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### Master of Scrolls
The Master of Scrolls understands that the Ninja Gauntlet lacks in versatility, thus picks up an acient form of ninja science to aid them in battle.
#### Sealed Defense
Starting at 3rd level, You put seals across your body that grant you a new Ac calculation while not wearing Armor.
* Your new AC calculation is 10 + your Int. Mod + proficiency bonus
#### Scroll Crafter
Starting at 3rd level, You gain the ability to Craft modified Jutsu Scrolls. You can create a Jutsu scroll for any jutsu that you have the keywords to be able to learn. You can only craft jutsu scrolls up to your highest Rank known Jutsu(Cant be S Rank). It takes an action to use the scroll. All Jutsu scrolls crafted this way have a bulk of 2 and use the same dc and attack modifier that jutsu cast by you normally use.
##### Crafting Costs
| Jutsu Rank | Downtime Cost | Ryo Cost |
|:----:|:------:|--------|
| E Rank | 3 Hours | 10 Ryo |
| D Rank | 1 Day | 50 Ryo |
| C Rank | 3 Days |75 Ryo |
| B Rank | 1 Week |100 Ryo |
| A rank | 2 Weeks | 150 Ryo |
#### Scroll Tinker
Starting at 6th level, while crafting a jutsu scroll, you can modify the jutsu in certain ways to change/empower the jutsu. When you craft the jutsu you can give the jutsu one of the following buffs
- It ignores Resistance.
- It gains 2 damage dice.
- It gains a plus 2 to hit/ DC.
#### Getting Full Value
Starting at 9th level, When creating a scroll you can give it a bulk of 3 and double it's downtime cost to give it all 3 benefits from your level 6 feature.
#### Reactive Sealing
Starting at 13th level, Twice per long rest you can use an empty Jutsu scroll to seal a Ninjutsu or Genjutsu that you can see being casted within 30ft of you. You use your Reaction to cause a clash to start between you and the caster of the jutsu you are trying to seal. You use your crafting stat and they use thier normal clashing stat. If you pass you gain a scroll of that jutsu at the rank they cast it at.
#### High risk/reward
Starting at 17th level, When Crafting a scroll you can give it a bulk of 6, and double it's down time cost to make it ignore immunity, gain a plus 3 to hit/DC, and be cast at S Rank.
#### Auto pilot
Starting at 20th Level, The Down time cost required to create Scroll is now Halved.
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## Dirty Fighter
When you fight you fight to win. You do not care about the honor of samuria or ninja. If you have to lie and cheat your way to victory so be it.
###
beginning at level 3,
### Invisible Casting
Beginning at 3rd level, When you use your Overloaded Scroll
feature instead of maxing damage you can make the jutsu invisible. Your jutsu can not be seen by those without true sight or chakra sight. If someone can not see the jutsu, they are unable to react to your jutsu.
### Thiefish Personital
Beginning at level 6, You gain the ability to use items as a bonus action.
###
beginning at level 9,
###
beginning at level 13
###
beginning at level 17
###
beginning at level 20
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#### Nano-Mechanic
Scientists have this terrible habit of always aiming big, always trying to one-up each other in terms of the destructive power they can create. The Nano-Mechanic however, decides to specialize in a tiny technology designed to not only support their allies but allow them to surpass their human limits: Nanites.
3rd level:
### Academic Aid
Beginning at 3rd level, you gain the Medical Keyword if you do not posses it already. Additionally, you gain proficiency in the Medicine skill and may use your Intelligence Modifier in place of your Wisdom Modifier whenever you use that skill
### Nanomachines, Son
Beginning at 3rd level, You learn to create microscopic machines that can be injected into the bloodstream, skyrocketing the body’s potential in the heat of combat.
Beginning at 3rd level, You gain either the Selfish Nanomachines feature or the Selfless Nanomachine features. You gain the other feature at level 9.
#### Selfless Nanomachine
Whenever you would attempt perform your Overloaded Scroll feature, you may instead as an action choose to shoot a syringe of Nanites into a willing creature within 30ft other than you. When a creature is affected by this feature, they receive the following benefits for 1 minute:
#### Selfish Nanomachine
Whenever you would attempt perform your Overloaded Scroll feature, you may instead as an action choose to shoot a syringe of Nanites into yourself. You receive the following benefits for 1 minute:
- Whenever the target would receive damage, they reduce the damage by a number equal to your Proficiency Bonus
- The target selects one category: Ninjutsu, Genjutsu, or Taijutsu/Bukijutsu. Jutsu they cast from the selected category cost 2 less chakra to cast, and receive a +2 to both attack rolls and save DCs. (This cannot reduce the cost of a jutsu below 1)
- Their speed increases by a number of feet equal to 5 x half your Proficiency Bonus (rounded down)
- The strain of the Nanites pushing one’s body is great. When this ability wears off, a creature who benefitted from this feature gets a -1d4 to attack rolls, saving throws, and ability checks for 10 minutes as their body tries to recuperate.
The amount of prepared jutsu you know gets reduced as normal when you use this feature, just as if you had used the Overloaded Scroll feature normally.
### Efficient Equilibrium:
Beginning at 6th level, When you successfully cast a Medical jutsu that restores HP for another creature, the next damaging jutsu you cast has its cost reduced by an amount equal to the rank of the Medical jutsu you had cast (D=1, C=2, B=3, A=4, S=5). This effect does not stack
Additionally, using your Nanomachines, Son feature counts as if you had cast a prepared jutsu for the sake of your Upgraded Ninja Gauntlet feature
### Superior Stimulant:
Beginning at 13th level, You’ve actually worked out the kinks of the Nanites, for real this time. Now they should have next to no adverse effects on patients. Nanomachines, Son feature end ihe penalty for having the s now a -1 to attacks, ability checks, and saves for a duration of 1 minute.
### Double Dose:
Beginning at 17th level, When you would target a creature with your Nanomachines, Son feature, you may now select up to two target creatures and have them both be affected. This still only consumes a single prepared jutsu slot
20th level:
### Nanite Dependent System:
Beginning at 20th level, Your body has fully adjusted to your most advanced Nanites, and now constantly has them flowing through your body. You are always considered under the affects of your Nanomachines, Son feature, and the category you select cannot be swapped after choosing. That category receives a +4 to attack rolls/save DCs, and costs 4 less chakra to cast (cannot reduce below 1).
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### Body Modifier
The body Modifier does not care for regulations or petty morality, they strive for creating the ultimate fighting machine using themselves as a basis.
#### Artifical heart
You replace your heart with your Chakra gauntlet, which allows you to prepare Taijutsu and grants you a new AC Calcuation. The new calculation is 9 + your con mod + your + int mod + half your Proficiency bonus.
#### Mechicanical Body
Starting at 3rd level, your change of heart allows you the ability to modify your body with various Scientific ninja tools and the ability to prepare taijutsu. You can choose to spend one or more prepared jutsu slots to gain access to the following features. You can replace 1 technology that you have prepared, per long rest, You also gain one more prepared jutsu slot at the following levels 3, 9, 13, 17, . Technology with this * symbol can be selected any number of times. Technology with this @ symbol can only be selected once.
### Passive Technology
* 1 slot- you gain resistance to one damage type*
* 2 slots- you gain immunity to one damage type *
* 1 slot- you regain 1d4 plus your intelligence modifier at the start of turn temp hp@
* 2 slots- you regain 1d4 plus your intelligence modifier at the start of turn temp cp
* 1 slot- your body is dangerous, creatures that touch you take 1d4 damage @
* 2 slots- your body is dangerous, enemies that enter or start their turn within 5 ft of you take 1d4 damage.@
* 1 slot- Your bulk is increased by 2*
* 1 slot- you can stay underwater for 10 minutes before you have to breathe again.
* 2 slots- When you use your lvl 6 feature to attack after you cast a jutsu you make 2 melee attacks.
* 1 slot- when you deal damage to a creature under the effects of your genjutsu. You count all 1s as the maximum damage of the die
* 1 slot- Your speed increases by 5ft and you gain the ability to glide. For every 5 ft you fall you go forward 5 ft.
* 2 slots- you pick one stat it increases by 2 and its maximum value also increases by 2
* 1 slot- all of your prepared jutsu have their cost increased by 3, and gain 1 damage die.*
* 1 slot- you gain chakra sight
* 1 slot- you gain dark vision
* 2 slots- You have advantage on Constitution saving throws that you make to maintain your concentration on a jutsu
* 1 slot- you can cast CHAKRA LEAPING for 0 chakra
* 1 slot- you can cast BODY FLICKER for 0 chakra
### Defensive Technology
* 2 slots- you can make yourself immune to genjutsu with the visual keyword, by closing your eyes and gaining blindsight.
* 3 slots- you gain the ability to absorb any ninjutsu or genjutsu that you can see being casted with 30 ft. When you absorb jutsu, you gain an amount of temp chakra equal to the amount of chakra used to cast the jutsu. You can only have an amount of temp chakra stored this way equal to your player level times your int modifier.
* 3 slots- when you use a jutsu that gives you temp hp, that temp hp has resistance to all damage types.
* 1 slot- when ever you cast a jutsu your ac is increased by 1 until the start of your next turn
### Offensive Technology
* 3 slots- pick a prepared jutsu that deals damage. The damage dealt by this jutsu deals double damage to temp hp and can only be healed by a medical jutsu of b rank or above.
* 2 slots- you gain the ability to convert your melee attack or taijutsu damage into chakra damage. When you use a prepared taijutsu or make a melee attack you can half it damage become chakra damage
* 1 slot- you turn your body into a weapon. Pick either one of your arms or legs. It transforms into any one basic weapon. It takes a bonus action to do this transformation. You can use one more slot to make the weapon count as plus 1 and to make the transformation a free action.
#### Fully intergated
Starting at 6th level you gain the following abilities
- You can spend Hp instead of Chakra to Upcast a Jutsu
- When you take damage you can count half of it as chakra damage instead of normal damage.
#### Upgrades People Upgrades
Starting at 9th level, All passive technology that use a d4 now use a d6
Starting 17th level, All passive technology that use a d4 now use a d8
#### Efficient Body
Starting at 13th level, You can half the cost needed to cast a jutsu a number equal to your int modifier halved rounded up.
#### Platium Hull
Starting at 20th level, The first time you roll initiative per long rest you gain temp hit points equal to your Constition modifier times 3 that has resistance to all damage.
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### Multi Classing Rules
Since Scientific Ninja Tool Specialist is so different than the other classes it has so unique multiclassing rules.
When calculating when you gain jutsu you gain 2 jutsu for the first level and 1 jutsu per level afterwards, jutsu learned on levels from SNTS can only be cast by using them as prepard jutsu. This means that you have 2 seperate known jutsu tables, one for SNTS jutsu and 1 for all other classes.
If a feature gives you the ability to use a keyword you gain the ability to use that keyword book wide. For example you can use the keywords given by user of science to cast normal jutsu if you multiclass
Upon multiclassing you gain proficiency in crafting and in light and medium armor
### Favoring Rules
The favoring of this clas might seem to not let many clan abilities work or to break things in the system, but an important thing to note is that mechinically all this class actually changes is that you have to prepare jutsu now. Everything else is fluff.
### things to note/Warnings
DMs since all prepared jutsu gain the fuinjutsu keywords Uzamaki Scientific Ninja Tool Specialists are very strong, so you may want to consider removing that feature.
Since you can only prepare a very limited amount of jutsu, you must be very careful in what jutsu you pick
### Clarifications
Since the term prepared Jutsu is a little vague, the base class might not do enough to full explain it's rules.
**One**, you can only cast prepared Jutsu unless you multiclass.
**Two**, prepared Jutsu cast chakra to cast and are not single use(unless you use the Overloaded scroll feature)
**Three**, When you use your overloaded Scroll feature your prepared Jutsu amount is lowered by 1 and you can not prepare the jutsu you overloaded untill your next long rest. Which means that if you overload rasengan when you have 3 prepared jutsu, you know have 2 prepared jutsu and rasengan can not be one of them.
**Four**, Your ninja gauntlet is almost indestructible, it can only be destroyed by **very** special means determined by your dm and can be recreated by means determined by your dm.
**Fifth**, Normally you can not prepare Taijutsu or Bukijutsu. Depending on what subclass you pick you may prepare either Taijutsu or Bukijutsu.
Also your Ninja guantlet is very hard to break, it won't break during combat and doesn't count as a weapon.
### Authors Words
This is my take on a spell castor kinda like warlock that doesn't cast spellls normally. I used the wizards book as a lot of the basis of prepared jutsu and artificer as a inspiration generally. Overall I hoped to create a class that while limited in versatility, could still be able to be played in almost any style. I'm sure that thiers plenty of problems due to it being so different from the other classes, but I hope that it al least is fun to play.
Also this was balanced without multiclassing at mind.
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