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# Hakari Clan \page ## Hakari Clan ***Creator:*** *Kriothan*
*I watched as he took off his shirt in front of me as I charged my ultimate attack. Confused, until he pointed at me and said 'Hey, I hope you're feeling Lucky today!" With a grin, he performed a handsign and says I sentence I can't hear, suddenly were fighting alone, and I see a slot machine behind me, I've never felt such dread in my life. * *                                                                         — Unknown                                      A Farmer's Perspective* ### Always Bet On.... ["If you are unsure on who is going to win. Always bet on Hakari."](https://youtu.be/rFUX4Z39qn8?si=P_D36EreW7CNWbiL&t=89) #### Hakari Traits **Ability Score Increase:** +2 Cha, +1 Con **Speed:** Your base walking speed is 30 feet. **Skill Proficiencies:** Performance, Chakra Control
**No Need:** You cannot gain, start with, or be given Will of Fire's by any means. #### Hakari Features **Hakari Clan Jutsu:** The Hakari Clan has access to a separate list of jutsu unique to their clan. You can add these Jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list(s).
**Superior Movement:** Starting at 1st level, a part of being in the Hakari clan gives you a unique sense of balance and freedom that others can't acquire, you can substitute any Martial Arts check for Performance instead. Additionally you can use Charsima in place of any other ability scores for your Hakari clan hijutsu.
**Lucky Number:** Additionally at 1st level, designate three numbers on a d20, from 2-19. Whenever you roll any of those numbers on the flat die for any d20 roll or a Natural 20, you gain a **Lucky Number** to a maximum of three, you can spend this unique resources to add an additional dice to any d20 roll within 30 feet of you, choosing if they take the highest or lowest roll between all of the d20's, once per turn, or as a alternative source for your Hijutsu. Whenever you roll a Natural 1, you lose a **Lucky Number**. You lose any **Lucky Numbers** you have after taking a rest. You can spend three **Lucky Numbers** to activate your **Lucky Break** as a Bonus action, while in this state, you gain the following benefits for one minute, - Roll your damage dice twice when dealing damage, taking the higher result - You can calculate your AC using Charisma - When casting a Hakari clan hijutsu, increase the Save DC by +1, or the damage dice by 2. - While in **Lucky Break**, each Hakari Clan hijutsu gains an upgraded effect, outlined in the jutsu, but they cannot be upcasted. Additionally, while in your **Lucky Break** the maximum amount of **Lucky Numbers** you can have is now equal to your Proficiency bonus. Which can be used for the above mentioned effect, or as a substitute for Chakra when Hakari Clan hijutsu, but the jutsu cannot be upcasted when cast in this way. Whenever you use **Lucky Numbers** to cast a jutsu, you pay concentration costs using Chakra after the initial casting as normal. Upon reaching 7th level, you can designate one more number to gain **Lucky Numbers** from.
**Your Own Rhythm:** Beginning at 3rd level, once per turn when you would damage a creature wtih a jutsu with the **M** component, you gain a stack of **Rhythm**, while you have this stack, increase the damage rolls of your Taijutsu by +1 and for every 2 ranks increase your Taijutsu attack rolls by +1. Up to a maximum of 5 stacks. If you miss an attack, or get hit, you lose all stacks of **Rhythm**. At 7th level, you can gain up to two stacks of **Rhythm** a turn, and you gain a +1 to AC for every two ranks you have.
**Out of Sync:** Starting at 7th level, when an ally within 30 feet of you misses with a weapon or unarmed attack roll, or fails a Str, Dex, or Con saving throw, you can have them reroll it, taking the second result. You can use this feature a number of times equal to half your proficiency bonus per short rest. Additionally, whenever your **Lucky Break** ends, you can spend three **Lucky Numbers** to continue to gain the benefits for another minute. At 11th level, you can use this feature on Taijutsu attack rolls, and any Saving Throw.
**Displaced Luck:** Starting at 11th level, a number of times equal to half your proficiency bonus per long rest, whenever you would roll a Natural 1, you are not treated as if you critically failed, and choose a creature within 60 feet of you, the next d20 roll they make is reduced by -3. (Ex. if they roll a 20, it is treated as 17 on the die.)
**Rigged Bets:** Starting at 15th level, whenever you would gain a **Lucky Number**, you can gain another one, once per turn. You can do this a number of times equal to 1/3rd your Proficiency bonus per rest. Additionally, when you cast Idle Death Gamble, you can make it so your opponent trapped in the jutsu with you cannot roll their 3d10 for a number of rounds equal to 1d4.
**All In:** Starting at 18th level. As an action, once per long rest. You can spend up to five **Lucky Numbers**. For one minute, you gain the following benefits based on how many **Lucky Numbers** you chose to expend. You cannot gain **Lucky Numbers** while gaining the benefits of this action **Tier 1 | 1-2:** You gain an amount of Temporary Hit Points at the start of each of your turns equal to half your Charisma modifier times half your Proficiency bonus. **Tier 2 | 3-4:** You gain the benefits of **Tier 1**, and increase your attack and damage rolls by your Charisma modifier. **Tier 3 | 5:** You gain the benefits of **Tier 1 & 2**, and increase your damage reduction by twice your Charisma modifier. \page ### D-Rank #### Gamblers Edge **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction when you would be targeted for an attack, or fail a save against any condition.
**Range:** Self
**Duration:** Instant
**Components:** M, CM
**Cost:** 4 Chakra, or two **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:** You strike a pose, meant to baffle enemies and fortify your body, with a flash of luck you push your body to the limits, increase your AC by +3 until the beginning of your next turn against all attacks including the triggering, or if you fail a condition saving throw, you can reroll the saving throw, if you succeed with the use of this reaction, you have resistance to the condition until the end of your next turn. **Lucky Break:** Increase your AC by +5, and choose one condition you gain resistance to that condition for one minute. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, at B-Rank, increase the AC bonus by +1, and you gain resistance to the condition for one minute, at S-Rank, increase the AC by +2, and you gain Immunity to the condition for one minute. #### Breakdancing Blitz **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 5 Chakra, or two **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu, Combo
**Description:** **(These attacks cannot crit)** Following a series of unorthodox movements, you begin to kick, punch, and swing your body. Make three melee taijutsu attacks on up to three targets, dealing your unarmed damage on a hit, you do not add your modifier to this damage. If you hit the same creature with at least two attacks, they gain 1 rank of **Dazzled**. Until the end of your turn, you can target one affected creature with a Taijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time. **Lucky Break:** If you hit with three attacks against a singular target, they have disadvantage on their next saving throw imposed by a jutsu. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, at B-Rank, add your modifier to each hit and each attack can crit. At S-Rank, increase the number of attacks and **Dazzled** rank by +1. ``` ```
#### Top Rock **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** M, CM
**Cost:** 4 Chakra, or two **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:** You settle into a low unorthodox stance, beginning to dance a improvised routine, similar to breakdancing. You cannot lose concentration on this jutsu as a result of damage. While this jutsu is active, increase your AC by +2, you do not provoke opportunity attacks, when casting a jutsu with the **M** component, increase the damage die by +1, once per turn. **Lucky Break:** Increase your AC by +3, and you do not pay concentration costs for this jutsu. #### Five-Card Draw **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 hour
**Components:** HS, CM
**Cost:** 5 Chakra, or two **Lucky Numbers**
**Keywords:** Hijutsu, Genjutsu
**Description:** By channeling your chakra through your nervous system, you can simulate a passive adrenaline rush to increase your perceptive abilities and brain waves. Simulating an increased sense of luck through pattern recognition. You do not spend chakra to maintain concentration on this jutsu. For the duration of this jutsu, whenever you make a Charisma or Sleight of Hand (Dexterity) check, add a d4 to the roll. Additionally, while this jutsu is active, increase the amount of Ryo you would gain from any type of Card or Dice game by 300. **Lucky Break:** You gain advantage on all Charisma and Sleight of Hand (Dexterity) checks, in addition to the d4. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the amount of Ryo gained by 200. If this jutsu is cast at B-Rank, increase the die bonus to 1d6, at S-Rank, increase the die bonus to 1d8. \page ### C-Rank #### Down Rock **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** M, CM
**Cost:** 8 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:** You can only cast this jutsu while concentrating on **Top Rock**, you drop concentration on that jutsu and gain the benefits of this one. You cannot lose concentration on this jutsu as a result of damage. You gain all the benefits of **Top Rock**, and increase your movement speed by 20 feet. Additionally, you increase the damage die when casting jutsu with the **M** component by an additional +1, twice per turn. **Lucky Break:** When you cast an area of effect Taijutsu, increase the radius by 10 feet, and if it would trigger a saving throw. One creature of your choice gains disadvantage on their saving throw. #### Dazzling Performance **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 9 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:** You make an attack so unorthodox and confusing that no enemy could possibly predict you. Make a Taijutsu attack roll against a creature within range, on a hit, you deal 6d6 bludgeoning damage. If the creature has any ranks of **Dazzled** this instead becomes Psychic damage. **Lucky Break:** If the creature has a rank of **Dazzled**, they cannot react to the damage of this jutsu, and you halve all damage reduction they would have until the beginning of their next turn. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the amount of damage by 1d6. ``` ```
#### Lucky Breakdown **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 8 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu, Finisher
**Description:** In an effort to further bewilder your opponents, you drop to the ground and spin your legs around in the air like a top, devastating those unlucky enough to get caught in the way. Make a single melee taijutsu attack, comparing the result to the AC of all creatures within 5 feet of you. On a hit, you deal your unarmed damage + 3d6. All affected creatures must then make a Strength saving throw, being knocked prone. When a creature knocked prone in this way would stand up, they immediately gain two ranks of **Dazzled**, as their mind struggles to recover from your flurry. If this jutsu is cast as a **Finisher**, it instead deals your unarmed damage + 3d8, and affected creatures make their Strength saving throw with a -1d4 penalty. **Lucky Break:** You instead make this attack with advantage, and on a failed strength saving throw, the target also becomes Blinded until the start of your next turn. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the damage by two die. At S-Rank, you can make an additional attack with this jutsu, and creatures knocked prone cannot stand up until the end of their next turn. \page ### B-Rank #### Freeze **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** M, CM
**Cost:** 12 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:**You can only cast this jutsu while concentrating on **Down Rock**, you drop concentration on that jutsu and gain the benefits of this one. You cannot lose concentration on this jutsu as a result of damage. You gain all the benefits of **Drown Rock** and once per turn, when you hit an enemy they gain 1 rank of **Dazzled**. Additionally, you increase the damage die when casting jutsu with the M component by an additional +1, three times per turn. **Lucky Break:** When you cast a Jutsu with more than one attack roll, you can add your Strength or Dexterity modifier to the damage rolls along with your Charimsa modifier. #### Strip Poker **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 13 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu, Finisher
**Description:** You truly begin to tap into the zone with this attack. Make a Taijutsu attack roll against a creature within range, on a hit you gain 1 **Lucky Number**, and deal 4d8 Bludgeoning damage, after you land this attack, for one minute you gain +1d4 to all your attack rolls. If this jutsu is cast as a **Finisher**, instead deal 8d8 Bludgeoning damage and the attack is unreactable. Additionally on a hit, double the ranks of **Dazzled** the target would have, and they become Blinded until the beginning of their next turn. **Lucky Break:** Make your attack roll at advantage and increase the crit range by +1. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and the damage die by 1d8. \page ### A-Rank #### Idle Death Gamble **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Special (4 Minutes and 11 seconds)
**Components:** M, W (Your shirt)
**Cost:** 18 Chakra, or four **Lucky Numbers**
**Keywords:** Hijutsu, Ninjutsu
**Description:** You take your shirt off and perform a unique handsign, calling out the name of this attack. **Idle Death Gamble** When you activate this jutsu initially, you and a hostile creature of your choice within range begin a game. At the beginning of each round, you and the creature you chose must roll 3d10, if one of the three dice successfully land on a 10, the next roll that must be hit at the beginning of next round is a 9 or 10. Finally, the next round the number that must be hit is a 8, 9, or 10. Failure to do so at any stage brings you back to zero successes. This part of the effect lasts until one person becomes unconscious or all the required numbers are rolled. The first person to gain all three stacks becomes overpowered with chakra. They regain an amount of Hit Points equal to their proficiency bonus in d6's at the start of each of their turns, and when they cast a jutsu that is not concentration of B-Rank or lower, they cast it at 0 chakra. They can do this twice per turn. If they cast a jutsu that is concentration, they half the cost instead. This lasts for 4 Minutes and 11 Seconds. (41 rounds) The secondary effect of this jutsu ends when the timer runs out, you die, or the other target of this jutsu dies. **Lucky Break:** If you cast this jutsu while your **Lucky Break** is active, you increase the odds of the first roll to 1 or 10, the second roll to 1, 2, 9, 10, and the third roll to 1, 2, 3, 8, 9, 10, only for you.
> Discaimer: If at any point during the first effect of the jutsu either user rolls three matching numbers on the 3d10, Idle Death Gamble instantly moves to the second stage for that creature. \page ## Clan Feats #### One Man Flash Mob **Category:** Clan **Prerequisite:** Hakari Clan
You're always the life of the party no matter where you go. You gain the following benefits: - Increase your Charisma or Constitution score by 1, to a maximum of 20. - You gain expertise in Performance. - As an Action you can make a Performance check to bring all the attention to you, as music appears from nowhere, when you do so, you can force all creatures that can see you to make a Charisma saving throw against your highest Save DC, on a failure, they gain 1 Ranked of Charmed and move up next to you if they can and begin to dance alongside you. For 10 minutes, they have a -10 to their Passive Perception while they are dancing. You can do this once per rest. #### Against All Odds **Category:** Clan **Prerequisite:** Hakari Clan, Level 4+ When you're on fire your luck can't be beat. You gain the following benefits: - Increase your Charisma or Dexterity by +1, to a maximum of 20. - When you activate your **Lucky Break**, each creature of your choice within 30 feet of you must make a Charisma saving throw against your highest Save DC, on a failure, for the duration of your **Lucky Break** creatures roll their damage dice twice, taking the lower result. - You no longer lose stacks of **Rhythm** when you would get hit. #### Lucky Partner **Category:** Clan **Prerequisite:** Hakari Clan, Level 8+ Your luck only enhances when you have friends and allies by your side. You gain the following benefits: - Choose one ally at the end of a long rest, whenever they would roll a Natural 20, you gain 1 **Lucky Number**. - Whenever you would cast **Top Rock**, **Down Rock**, or **Freeze**, you can designate yourself a **Dance Partner**. The creature you choose gains the benefit of the Jutsu alongside you for the duration of the jutsu as they sync to your rhythm and movements. If either of you would ever end your turns more than 60 feet away from eachother, this effect ends early. You can only have one **Dance Partner** at a time, and must finish a rest before you can use this again. - When you would make a Charisma skill check while within 5 feet of an ally, you can add a d4 to your roll.

#### Debt? What's that? **Category:** Clan **Prerequisite:** Hakari Clan, Level 12+ 90% of gambling addicts quit right before they're about to hit it big, but never you. You always play one more game. You gain the following benefits: - Whenever a creature rolls a Natural 2 within 30 feet of you, you can choose for the roll to be treated as a Natural 1. You can do this number of times equal to half your proficiency bonus per long rest. - Whenever you would fail a Skill Check or Saving Throw, you can choose to add a d6 to the roll, potentially turning a failure into a success. Twice per long rest. - Whenever you would roll a Natural 20 you instead gain two **Lucky Numbers**. - When you use your **Displaced Luck** feature you reduce their next two d20 rolls by -3 instead of just one. #### All or Nothing **Category:** Clan
**Prerequisite:** Hakari Clan, Idle Death Gamble, Level 12+ You always have room to spin one more slot machine, even at deaths door. You gain the following benefits: - As a Reaction whenever you are reduced to zero hit points, you can immediately roll 3d10, if any of those are a 10, you regain half your maximum hit points, and are treated as if you hit the Jackpot on Idle Death Gamble until the end of your next turn. You can use this reaction a number of times equal to half your proficiency bonus rounded up, per long rest. - Whenever the secondary effects of Idle Death Gamble activates for you, choose two damage types and two conditions, you become immune to both of them for the duration of Idle Death Gamble. - When you would fail a saving throw from a jutsu or effect that would instantly kill you, you can roll a d10, on a 8, 9, or 10, you are treated as if you had passed the save and suffer no additional effects. \page