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title: Team 7 ~ Sasuke's Insights of Ninja Specialty
description: The classes and subclasses of the former Team 7 book.
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\page
# [Introduction](https://homebrewery.naturalcrit.com/share/19qNYpTtJV0OFJoliy1pe-lrAkw6Xz4jRh76oE-t7ppvi)
## What's in this Book?
Sasuke's Insights of Ninja Speciality is a Team 7 book around the classification of shinobi and the branches of their professions. The following Team 7 content is featured in this book;
- **Chapter 1 (3):** Classes
- **Chapter 2 (4):** Subclasses
As with all books of Team 7, the chapter number for the specific book will be listed first, followed by the chapter number they represent in Team 7 as a whole.
### Google Drive Version
If you would like to download Sasuke's Insights, feel free to check out [this](https://drive.google.com/file/d/16TkvJZJhvCsLzokhvClWVh7McDIN00sW/view?usp=sharing) link to a standalone Google Drive.
## Other Team 7 Books
When you are done here, feel free to check out the other books of Team 7, listed below;
##### [Sakura's Notes on Shinobi Legacy](https://homebrewery.naturalcrit.com/share/dkLgGzr7nekT)
This book is themed around the study of Shinobi origin, regarding their background and clan. The following Team 7 content is featured in this book;
- **Chapter 1 (1): Clans**
- **Chapter 2 (2): Backgrounds**
##### [Naruto's Teaching on Combat Training](https://homebrewery.naturalcrit.com/share/tzoTrOC_lzHq)
This book is themed around the jutsu of the shinobi world and the esoteric feats that ninja have been able to achieve. The following Team 7 content is featured in this book;
- **Chapter 1 (5):** Jutsu
- **Chapter 2 (6):** Feats & Stances.
##### [Kakashi's Info on Shinobi Strategy](https://homebrewery.naturalcrit.com/share/qQ4WMU7IkWgo)
This book is themed around the study of the
innerworkings of shinobi, the esoteric super
powers they possess, the powerful equipment
they acquire, and the adversarial qualities
the most elite of ninja acquire. This book is
centered primarily around Dungeon
Master content, but does feature creation
guides that can be utilized by both DMs
and Players;
- **Chapter 1 (7):** Items
- **Chapter 2 (8):** Custom Rulings
- **Chapter 3 (9):** Bingo Books, DM Content, and
Homebrew Creation Guides
- **Chapter 4 (10):** Class Mods
```
```
> ##### Creators Featured in this Book
The following are a list of creators that have developed content for this book either independently or in a collaborative effort.
>
> Average Pins Reader (Malice)
>
> Awilkes97
>
> Blasteroid
>
> Drachengeist
>
> Enemy
>
> Forte
>
> Galen
>
> JimmyTimmyGaming
>
> Jovian
>
>
> KadenUchiha
>
> Kaguya, the Invincible
>
> Kaioshin_
>
> Kriothan
>
> Mind_Faze
>
> Merraidoc
>
> Optimal Style
>
> Saikusu
>
> Scrub
>
> Soapy
>
>Stranger
>
> Thokk
>
> Witheregnome86
\page
# Chapter 1 (3): Classes
This compendium features **2** new classes for the Naruto 5e system that we hope will provide an interesting experience to players without completely disrupting the feel of the world of Naruto.
### Jujutsu Sorcerer
The 1st class we have featured is Jujutsu Sorcerer. created by Mind_Faze, also known as the Gestukage. This class aims to bring the unique and refreshing powers of the anime into the world of Naruto. Rumored to use teachings descended from the Land of the Sky, shinobi who utilize this class fighting using a new class resource known as cursed energy, a form of chakra that is born of negative emotion. With cursed energy, players are able to do many things, increasing their body's stamina and durability, their fighting technique and style, and improving their existing jutsu.
Operating mainly from the shadows, these Shinobi work tirelessly to use their negative emotions to destroy the things that take form from the darkness.
### Lunar Slayer
The 2nd class we have featured is the Lunar Slayer class, created by Blasteroid and ❀malice!❀. A foreign class to many, Lunar Slayers come from the shinobi-less Land of Iron, and come bearing many unique abilities that do not rely on jutsu whatsoever. The most recognizable ability of a Lunar Slayer is their ability to craft, and their unique form of weaponry known as Trick Weaponry. Trick Weapons are special tools that can change their form into a completely different weapon with just a flick of a switch.
More insightful and attune with the mysticism of nature, Lunar Slayers utilize their gifts to take on many forms, all focused on erradicating beasts, foreign invaders, and other foes that threaten the lands they protect.
```
```
#### Additional Classes
As always, there are and will be more classes added to the official Naruto 5e discord, specifically in the #Homebrew-Classes chat, which you can find the link to [here](https://discord.com/invite/7kvUtHn8VT).
Below are a few notable classes that you may interested in viewing and may potentially be added to Team 7 in the future.
##### [Cooking-Nin](https://homebrewery.naturalcrit.com/share/S4yGeNb8TWrg)
##### [Magic Knight](https://drive.google.com/file/d/1Vc9HTk01NCz9zced5Un0pwyKEQ9x74M6/view?usp=sharing)
##### [Guardian Monk](https://homebrewery.naturalcrit.com/share/KjnqF96H_5KR)
\page
##### Jujutsu Sorcerer
| Level | Proficiency Bonus | Features | Cursed Energy | Cursed Techniques | Jutsu Known | Highest Rank Jutsu known |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +3 | Cursed Energy, Cursed Technique, Binding Vow | 6 | 2 | 6 | D-Rank |
| 2nd | +3 | The Zone, Exorcism of the Wicked | 7 | 2 | 6 | D-Rank |
| 3rd | +3 | Jujutsu Technique, Cursed Technique(2) | 8 | 3 | 7 | D-Rank |
| 4th | +4 | Ability Score Improvement | 9 | 3 | 7 | D-Rank |
| 5th | +4 | Extra Attack | 10 | 3 | 8 | C-Rank |
| 6th | +4 | Cursed Technique(3), Ever Vigilant | 11 | 4 | 8 | C-Rank |
| 7th | +5 | Jujutsu Technique(2) | 12 | 4 | 9 | C-Rank |
| 8th | +5 | Ability Score Improvement | 13 | 4 | 9 | C-Rank |
| 9th | +5 | Cursed Physique | 14 | 4 | 10 | B-Rank |
| 10th | +6 | Cursed Energy (2) | 15 | 4 | 10 | B-Rank |
| 11th | +6 | Jujutsu Technique (3) | 16 | 4 | 11 | B-Rank |
| 12th | +6 | Ability Score Improvement| 17 | 4 | 11 | B-Rank |
| 13th | +7 | Exorcism of the Wicked (2) | 18 | 4 | 12 | A-Rank |
| 14th | +7 | Cursed Technique (4), Pseudo-Skilled | 19 | 5 | 12 | A-Rank
| 15th | +7 | Jujutsu Technique (4) | 20| 5 | 13 | A-Rank |
| 16th | +8 | Ability Score Improvement | 21 | 5 | 13 | A-Rank |
| 17th | +8 | Exorcism of the Wicked (3), Ever Vigilant (2) | 22 | 5 | 14 | S-Rank |
| 18th | +8 | Cursed Technique (5) | 23 | 6 | 14 | S-Rank |
| 19th | +9 |Ability Score Improvement | 24 | 6 | 15 | S-Rank |
| 20th | +9 | Jujutsu Technique(5) | 25 | 6 | 15 | S-Rank |
## Jujutsu Sorcerer
The careful Nara studies his target, looking for the weakness in his foe’s defense. After what seems like a stalemate, the Nara lands an attack at his target’s near-impenetrable shield. 3….2…1…, both the shield and the arm that once held it come flying off in a blaze of teal-colored energy. Before the shield hits the ground, his mark’s head is rolling on the ground. A cocky Hatake pulls ahead of his squad, wishing to face off against the band of rogue shinobi on his own. As his
opponents prepared to use wind release, they
noticed something off about the Hatake. In one
hand was a blue orb and in the other
was a red orb. He combined the two orbs that seemingly gave off completely opposite forces, creating a
giant purple ball of destruction. In a
single flash the band was decimated
without a trace.
These shinobi share a common source of energy. Instead of choosing to only draw on the singular
pool of power known as chakra they also utilize energy born from the negativity of those in the world. The Shinobi who use this energy to unleash unique techniques are known as Jujutsu Sorcerers. Even when their chakra reserves run low, their Cursed Energy will ensure victory.
```
```
### Character Inspiration
While designing this class, it was built with the intent to allow the player to supplement their combat with Cursed Energy and cursed techniques. With these techniques, they offset their lower versatility in their jutsu. This class was designed after characters from the show Jujutsu Kaisen such as Gojo, Megumi, Nanami, Todo, Maki, and Itadori.
### Creating a Jujutsu Sorcerer
When creating a Jujutsu Sorcerer, think about the character’s style and how they manage their power. Do they fight like they rule the world? Do they run into fights and try to end them as fast they started? Do they hold themselves back to unleash their true power to make a flashy comeback? Do they wait for an opening in their enemy's guards?
#### Quick Build
You can make a Jujutsu Sorcerer quickly by following these suggestions. First, put your highest ability score in Dexterity or Intelligence, followed by Constitution or Strength. Second, choose the Uchiha, Sarutobi, Non-Clan, clans. Third, plan ahead with what subclass, trust me.
\page
### Class Features
As a Jujutsu Sorcerer, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per Jujutsu Sorcerer level
- **Hit Points at 1st Level and Beyond:** 10 + your Constitution modifier
#### Chakra Points
___
- **Chakra Dice:** 1d8 per Jujutsu Sorcerer level
- **Chakra Points at 1st Level:** 8 + your Constitution
modifier
- **Chakra Points at Higher Levels:** : 1d8 (or 5) + your Constitution modifier per Jujutsu Sorcerer level after 1st
#### Proficiencies
___
- **Armor:** Light armor, Medium armor
- **Weapons:** All Martial & Simple Weapons and One exotic of your choice
- **Tools:** Tracking Kit and Frosenics Kit
- **Saving Throws:** Charisma, Constitution, Dexterity
- **Skills:** Acrobatics, Chakra Control Choose any 2 from the following: Insight, Perception, Athletics, Sleight of Hand, Intimidation, Investigation, History, Stealth, Survival,
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Padded Armor or (b) Combat Jacket
- (a) 1 Martial Weapon or (b) 1 Exotic Weapon
- (a) One Kunai stack or (b) Chakram
- 2 Simple Weapons
- 2 Paper Bombs or 2 Flash Tags
- Tracking Kit or Forensics
### Jutsu Casting
#### Ninjutsu
**Ninjutsu Save DC** = 8 + Your Proficiency Bonus + your
Intelligence modifier
**Ninjutsu attack modifier** = Your Proficiency Bonus + your
Intelligence modifier
#### Genjutsu
**Genjutsu Save DC** = 8 + Your Proficiency Bonus + your
Wisdom modifier
**Genjutsu attack modifier** = Your Proficiency Bonus + your
Wisdom modifier
#### Taijutsu
**Taijutsu Save DC** = 8 + Your Proficiency Bonus + your
Strength modifier
**Taijutsu attack modifier** = Your Proficiency Bonus + your
Strength modifier
```
```
### Cursed Energy
Beginning at 1st level, you begin to produce Cursed Energy. This energy is born from negative emotions, and thus can only naturally be drawn out within combat.
You can have an amount of Cursed Energy equal to your level+5. At the beginning and end of your turn, you gain 1 Cursed Energy. If you have used a Cursed Technique or are gaining the benefits of a Cursed Technique, you do not gain Cursed Energy at the end of your turn. When you complete a short rest, you gain Cursed Energy equal to half your max. On a long rest, you restore all spent Cursed Energy.
At 10th level, when rolling initative, you gain an amount of Cursed Energy equal to half your proficiency bonus.
### Cursed Technique
Also at 1st level, your cursed energy is able to be molded into various effects, known as **Cursed Techniques**. Unless stated otherwise, when a Cursed Technique would require you to make an attack or force a creature to make a save, you use your highest relevant attack or DC between your Ninjutsu, Taijutsu, and Genjutsu attack and Save DC.
You may use one cursed technique on a turn. You have as many techniques as displayed in the class table. You may switch out one technique for another on a rest.
### Binding Vow
Finally, at 1st level you are given the opportunity to take **Binding Vows**. These vows give you power in exchange for a part of you. You have 4 vow slots and gain an additional slot at 7th level, 11th level, and 15th. There are two types of vows. Minor vows offer small trades and cost only one slot. Major, however, include much more impactful bargains that require two slots. A sorcerer can only handle one major vow at a time. on You can select as many binding vows as your slots allow. When you gain a level in this class you may either remove or add one vow.
### Exorcism of the wicked
Also at 2nd level, your cursed energy calls you to drive any and all evil creations from this plane of existence.
When attacking a creature with the cursed condition, an undead creature, a demon, or a monstrosity, you gain an additional +1 on attack rolls made against that creature.
At 9th level, when you deal damage to one of those creatures, you treat all 1's as 2's.
At 18th level, you can spend 5 cursed energy and target
up to 3 of those creatures that are at least two levels lower
than you within a 20-foot radius. Those creatures must make a constitution save vs your highest jutsu save. On a failed save, they are immediately eradicated. This cannot be used on solos or elites.
\page
### Sorcery Magnification
At 2nd level, Jujutsu Sorcerers are known to be able to intensify their techniques by expending more energy. When using a feature granted by a Jujutsu technique, you may increase the cursed energy cost of the technique by 50%. When you do, you may use its magnification effect. If it does not have a listed effect, increase the damage, damage reduction, or healing by an amount equal to twice your proficiency bonus. If there is no cost, then it cannot be magnified.
Alternatively, you may intensify your your attacks with cursed energy to attempt a ***Black Flash***. Once per turn, as a part an attack, you may spend 3 Cursed energy. When you do you make a Chakra Control check vs DC 20. Increase the DC of this check by +2 if it is a jutsu attack. If you would benefit from expertise from this check, you instead gain +1d4 in place of expertise.
On a success you increase the damage dealt by Xd4 where X equals your proficiency Bonus, change the damage to force, and decrease the DC for ***Black Flash*** by -1 to a minimum of 13.
On a failure, increase the DC of Black Flash by +1. The DC for Black Flash resets at the end of combat.
### The Zone
Finally at 2nd level, a Jujutsu Sorcerer can enter ***The Zone*** with little effort. When you use a successful Black Flash, you enter ***The Zone***. When in the Zone, until the end of your next turn you gain a +1d4 bonus to attack rolls, skill/ability checks, and saving throws.
Additionally, you gain access to one taijutsu or weapon stance of your choice.
### Jujutsu Technique
You have awakened to your own jujutsu technique. At 3rd, 7th, 11th, 15th, and 20th you gain a feature from your chosen technique.
### 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.
### Ever Vigilant
A Jujutsu sorcerer is always at the ready. At 6th level, you cannot be surprised while you are conscious. Additionally, you have advantage on saving throws to resist ***Mental*** conditions.
At 17th level, you gain proficiency in Wisdom saving throws and when you take the dodge action, attacks against you will always have disadvantage, even if the attack has advantage.
```
```
### Cursed Physique
At 9th level, your cursed energy has its own trait that sets itself apart. You may select one of the following energy traits.
- ***Standard:*** Even those without a trait are unique in that their own energy is more focused. Your maximum Cursed Energy increases by +4 and you learn an additional ***Cursed Technique***.
- ***Sturdy:*** Your Energy protects you from otherwise deadly blows. You gain Damage Reduction equal to your constitution modifier. This bonus is halved when you have cursed energy less than or equal to half your max.
- ***Nonstandard:*** Your energy is threatening. You learn the Oppressive Aura D-jutsu and may cast it for free as a bonus action. You may cast it using you Higest Save DC and can spend Cursed Energy to cast the jutsu.
- ***Rough:*** Your energy hurts to touch. Up to 3 times per turn, when a creature makes a melee attack against you, the creature takes force damage equal to your constitution modifier. This damage ignores DR.
### Pseudo-Skilled
At 14th level, your cursed energy covers you when your natural strength fails. When you fail a skill check, you can spend an amount of cursed energy equal to the difference. When you do, you succeed that roll.
\page
## Jujutsu Techniques
### Blood Manipulation
Blood flows through your veins, and you have gained access to harness its power, growing closer to the pinnacle of life. You are an apex predator, and your hunt has only just begun. ***Original Creator: Optimalstyle***
#### Blood Enhancement
Also, at 3rd level, you have learned to push your body to the limit, increasing your blood flow throughout your body. As a bonus action you can enhance various aspects of your body by increasing the blood flow in that area.
You take 3 times your profiency bonus in necrotic damage that cannot be reduced or resisted in any way you can gain expertise in all skills of a chosen category for 1 minute of a single attribute, such as Strength or Wisdom.
#### Blood Type
Beginning at 3rd level, you can discern the details of blood, allowing you to tell their type and the best way to deal with them. But first, you must start with yourself. Your cursed technique has allowed you to manifest your blood type into one that allows you to be the best version of yourself.
Additionally, you gain the ability to learn any jutsu with the ***Medical*** Keyword and you have advantage on saving throws against jutsu with the ***Medical*** Keyword.
Finally, you have learned to take account of the blood of your allies as well, improving the flow of both the battle and their blood. Allied creatures must roll a d8 and record the result, getting the corresponding result on the blood type table.
By spending 4 cursed energy as a bonus action your technique allows them to take full advantage of their blood type. For the next minute they gain the benefits listed in the ***Blood Type*** table.
```
```
##### Blood Type
| Blood Type | Effect |
|:----:|:-------------|
| AB+ | Your blood type is susceptible to most forms of assistance and as such healing is much more effective. You receive an additional die of healing from jutsu with the ***Medical*** Keyword.|
| AB- | Your blood type is more resilient than most, allowing you to tough it out longer than most. You have advantage on death saving throws. |
| A+ | Your blood type naturally flows easier than others, allowing for greater lung capacity. Increase your walking, climbing, and swimming speeds by 15 feet. |
| A- | Your blood type is volatile, almost acidic in nature acting as a deterrent to close range attacks. When you are damaged by a melee attack, the attacker takes necrotic damage equal to half of your constitution modifier, rounded up. |
| B+ | Your blood type possesses unique properties that allow it to aid others in ways that differ from other blood types. When you would remove a condition using a jutsu with the ***Medical*** keyword, you can remove another condition affecting the target that the jutsu is able to remove. |
| B- | Your blood type possesses unique properties that allow it to harm others in ways that differ from other blood types. When you would cast a jutsu with the Medical keyword that would give a condition (excluding Exhaustion) on a hit or failed save, you can give one affected creature an additional rank of the condition. |
| 0+ | Your blood type makes you more inclined to assist others. Twice per turn, when you heal a creature the creature regains additional hit points equal to +1 healing die. |
| 0- | Your blood type makes you more inclined to harm others. Twice per turn, when you deal damage you may deal additional necrotic damage equal to your profiency bonus. |
#### Malignant Blessing
Starting at 7th level, you can infect a creature's blood with a powerful curse, or a powerful blessing. While a creature is suffering from the ***Cursed*** condition when they would regain hit points they instead take that amount of healing that would have been received as necrotic damage.
Once per round, when an allied creature other than you would hit a creature suffering from the ***Cursed*** condition they gain advantage on the next saving throw or attack roll they make against that creature.
\page
#### Flatline
At 11th level, the sanctity of life finally dawns on you, but you leave no room for your enemies to grieve. Twice per combat when you kill a creature, your adrenaline flows as their body turns to dust. You enter ***The Zone*** until the end of your next
turn.
Additionally, while you enter ***The Zone*** in this way you gain resistance to the next instance of damage you take while benefitting from ***The Zone***.
#### Piercing Blood
At 11th level, you have learned to imbue even more cursed energy into your blood, allowing you to pierce through most defenses. You ignore half of all DR and deal double damage to objects, structures and constructs. Additionally, you ignore resistance to the bleeding condition.
Additionally, when you make a ranged attack you can change the damage type to necrotic damage and when you deal necrotic damage you can infuse your blood with it, strengthening the force of the strike by spending 2 cursed energy. when you infuse your blood with the strike, you pierce through attacking a target directly behind your initial target, up to 30 feet. You use the same attack roll to target subsequent targets that you used on the initial target.
```
```
#### Blood Rupture
Your cursed technique has manifested further, coalescing in even more destructive capabilities. Starting at 15th level once per turn, when you deal necrotic damage you can force them to make a Constitution saving throw against your highest Save DC, gaining the ***Cursed*** and ***Lacerated*** conditions. You may spend 2 cursed energy to increase the DC by +1 for each 2 cursed energy spent, to a maximum of 6 cursed energy.
#### Flowing Blood Scale
At 20th level, you are able to push your body to the peak of performance, rapidly circulating blood in all areas to increase your speed and power. As an action you can spend 10 cursed energy and for the next minute you gain the following benefits:
- Your movement speed is doubled and your movement does not provoke attacks of opportunity.
- You have advantage on Dexterity saving throws and when you pass a Dexterity saving throw you instead take no damage if you otherwise would.
- When you take the attack action you make an additional attack.
- You regenerate 15 hit points at the start of each of your turns.
\page
### Boogie Woogie
You have a tame cursed technique. You simply clap and swap places with another. However, by adding in a little funk and a little style you bring out the best in what would otherwise be an underwhelming technique.
#### Casper Slide
When you start clapping the beat of combat steps up. At 3rd, you gain 2 applications for the use of your Cursed Technique:
**Slide:** As a Bonus Action, you may spend 3 Cursed Energy to swap the places of two creatures within 90 feet of you. Creatures who resist must make a charisma save vs your Highest Save DC. On a failure they are moved as normal but on a success they are not moved. Creatures who do not understand your technique make this save at disadvantage. When you do this, you gain one stack of ***Rhythm***.
**Criss Cross:** As an Action, you may spend 2 Cursed Energy to swap the places of two creatures within 45 feet of you. Creatures who resist must make a charisma save vs your highest Save DC. On a failure they are moved as normal but on a success they are not moved. Creatures who do not understand your technique make this save at disadvantage. Allies who swap places may make an unarmed/weapon attack or cast a jutsu of C-rank or lower as a reaction. If this reaction kills a creature, you gain one stack of ***Rhythm***.
**When Magnified:** When magnified, you increase the Save DC to resist by +1.
#### Now It's Time to Get Funky
Though a young sorcerer, you got the flow like a professional dancer. Also at 3rd level, you gain the ability to hold ***Rhythm***. You may have a max of 3 Rhythm at a time. you may spend Rhythm to do the following
- **Strong Clap(1):** The range of ***Criss Cross*** and ***Slide*** doubles.
- **Funky Clap(2):** Until the end of your next turn, you enter **The Zone**.
- **Quick Clap(2):** As a reaction to being targeted by an attack or being in the range of a saving throw, you may use one of the options of *Casper Slide*. Swapping a creature swaps their position along with making the new creature the target of an attack and carrying over any knockback.
#### Cha Cha Real Smooth
At 7th level, you are able to better discern the energy of objects and the energy of others. You may now target objects of equal or smaller size category as you with ***Slide*** or ***Criss Cross***.
Additionally, when you take the dodge or disengage action, you may use ***Slide*** as a part of the same action.
```
```
#### Your Battle is my Battle
At 11th level, you gotta join in on the groove or you'll be left behind. When you use ***Criss Cross***, you gain an additional action, which can be used to make an unarmed/weapon attack against a creature within range. If both you and your ally attack the same creature, you gain one ***Rhythm***.
When you use ***Slide***, you gain 2 stacks of ***Rhythm***.
#### Everybody Clap Yo hands
Also at 11th level, you gotta get funky to keep up with your allies! ***The Zone*** increases its die step by 1. Also, while you are benefiting from ***The Zone*** and use Criss Cross, your ally now gains ***The Zone*** as well.
#### Turn up the Jam
At 15th level, when you are involved in a position swap, the other creature may not resist.
Additionally, when a creature fails a save to resist ***Slide*** or ***Criss Cross*** they gain the Cursed Condition.
#### Domain Expansion: Cupid Shuffle
At 20th level, at the cost of 10 cursed energy, you can summon the Cupid Shuffle. As a full turn action, you form a 120-foot radius sphere centered on yourself. This domain creates a funky dance floor with flashing lights and groovy jams. At the beginning of your turn, you may use ***Criss Cross*** or ***Slide*** on creatures inside the domain without expending Cursed Energy. This Domain persists for one minute.
Creatures cannot enter or exit the domain and cannot see in or out of it. However, any creature can attempt to end it early by destroying it. The domain expansion has 120 Hit Points, is resistant to all damage types, and has an ac equal to your Highest Save DC. You may use this once per long rest.
\page
### Copy Technique
Your cursed energy is able to mold itself to imitate other cursed techniques, making this technique the most verstile but unstable. Playing copycat alone will not get you far, so alongside your copying ability exists your *Old Friend*, a spirit of a loved one lost in the past that guards and battles for you.
#### Whats yours is mine
Beginning at 3rd level, as a reaction to seeing a jutsu casted, you may attempt to copy a jutsu you would be elligible to normally cast. You temporarily add this jutsu to your when you succeed a DC (12 + Jutsu Rank) Constitution check. You can learn a number of
jutsu this way equal to your proficiency bonus. If you
attempt to learn a jutsu while you already have the
maximum possible learned from this feature, you unlearn
one of the jutsu learned this way, replacing it. At 7th level, jutsu you learn through this feature can be cast using Constitution as your casting score. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
Additionally, you gain an additional **Cursed Technique** that does not count against your known techniques. You gain additional Cursed Techniques this way at 7th and 15th levels.
#### Old Friend, Stage 1 (Haunting)
Also at 3rd level, the spirit of your Old Friend begins to haunt your everyday life, like a scary guardian angel. On your turn during combat or during an uncomfortable social encounter, you can spend 3 Cursed Energy to have your Old Friend aid you from the shadows, out of sight, (Your character believes this is out of their control), giving you the following benefits for the next minute;
- You gain a +1d6 bonus to Insight and Intimidation checks.
- You gain a +2 to AC and saving throws.
- Once per turn, when a creature would damage you from within 30 feet, they immediately take force damage equal to your proficiency bonus.
- When you would regain Cursed Energy, you regain hit points and gain temporary hit points equal to the amount.
#### Cursed Copy
Beginning at 7th level, select between the following Jujutsu Techniques **(Boogie Woogie, Disaster Flames, Cursed Resonance, Cursed Speech, Limitless, Ratio Technique,)**. You gain one of the 3rd level features of your chosen jutsu technique up to 3rd level. If feature gained requires Cursed Energy to activate, increase the amount required by +2. You can benefit from your chosen technique a number of times equal to your proficiency bonus per long rest. You cannot change your Jujutsu Technique unless you see another technique used, in which case you can switch it during a long rest.
At 15th level, you can select an additional 3rd level feature from a different Jujutsu Technique, or the 7th level feature (up to 7th level) of the same Jujutsu Technique you copied at 7th.
#### Efficient Copycat
At 11th level, you gain an additional trait from ***Cursed Physique***. You may copy any jutsu that doesn't have the Hijutsu keyword. Finally, reduce the DC of Black Flash by -2.
#### Old Friend, Stage 2 (Manifestation)
Also at 11th level, as your Cursed Energy has grown in strength, so to has your Old Friend, to the point where they are now able to manifest fully. When you would activate **Old Friend, Stage 1**, you can choose to activate **Stage 2** by spending an additional 3 Cursed Energy.
When you activate Stage 2, your Old Friend appears next to you on the battlefield, using the statblock shown on the next page. You gain an additional action per turn which you can only use to command them. You retain all the benefits of Stage 1 for the next minute as normal or for as long as Stage 2 is active. Stage 2 deactivates early if you reach 0 hit points.
#### Old Friend, Stage 3 (Acceptance)
Beginning at 15th level, you have learned to not fear your Old Friend and embrace the cursed relationship that you share. You can manifest your Old Friend's **Stage 2** as part of rolling initative. When you do, you have advantage on all attack rolls and saving throws until the start of your next turn as an aura of fierce cursed energy surrounds you.
When your Old Friend enters Stage 2, you can spend an extra 3 Cursed Energy to have them enter **Stage 3**. While in Stage 3, their appearence changes and they gain 6 ASI points. Once per turn, when your Old Friend lands an attack, you can spend 3 Cursed Energy to impose a Constitution saving throw, giving the Cursed condition on a failed save.
#### Maximum Technique: Shallow Violet
Finally at 20th level, while your Old Friend is manifested in **Stage 3** and within 10 feet of you. As a full turn action, you and your Old Friend can charge a dark violet 15-foot sphere of Cursed Energy in front of you both. This sphere is fired in a 90-foot wide line before dissipating. This sphere does 3d6 force damage for every point of Cursed Energy put into it.
Each creature must make a Dexterity saving throw against your highest Save DC, taking the full damage of the sphere
on a failure, or half damage on a success.
Once this sphere is fired, your Old
Friend demanifests and cannot
manifest fully for 1d4 rounds.
**When Magnified:** On a failed save,
creatures become Cursed and
Weakened.
\page
___
> ## Old Friend
> *Large Construct, unaligned*
> ___
> - **Armor Class** (Shares Yours) + half Dex, rounded up
> - **Hit Points** (Shares Yours)
> - **Speed** 60ft
>___
>|STR|DEX|CON|INT|WIS|CHA
>|:---:|:---:|:---:|
>|16 (+3)|15 (+2)|14 (+2)|3 (-4)|10 (+0)|12 (+1)|
>___
> - **Damage Immunity** Non-chakra enhanced damage
> - **Damage Resistances** Bludgeoning, Piercing, Slashing
> - **Condition Immunities** Cursed, Grappled, Restrained, Incapacitated, Stunned, Paralyzed, Unconscious
> - **Saving Throws** All (Half proficiency)
> - **Senses** Chakra Sight 30ft, Blindsight 60ft, Passive Perception (Yours+5)
> ___
> ***Consume.*** When your Old Friend reduces a creature's HP to 0, you may attempt to copy the last jutsu the creature casted.
>
> ***Cursed Construct.*** Your Old Friend's attacks count as chakra enhanced. When your Old Friend makes a saving throw, treat any negative modifiers at +0.
>
> ***Cursed Tether.*** Your Old Friend can be no more than 150 feet away from you before it dismisses itself. Your Old Friend shares your hit points and chakra points. If you or your Old Friend would ever make a saving throw to resist the same affect, you instead only make one save using the higher bonus out of the two of you, suffering the effects of a failure or success once.
>
> ***Guardian Spirit.*** Your Old Friend gains a number of temporary hit points equal to 5 times their Constitution modifier at the start of each of your turns. This does not stack with itself.
>
> ***Immutable Form.*** Your Old Friend is immune to any jutsu or effect that would alter its form.
>
> ***Inexhaustable.*** Your Old Friend cannot cast jutsu or use effects that would increase its own ranks of exhaustion
>
> ***One Body, One Soul.*** You command your Old Friend using your action, bonus action, and reaction as normal. Your Old Friend possesses the same Jujutsu Sorcerer Class features that you possess (excluding subclass features) and can cast any jutsu you know as if you were in its space (Jutsu you cast through your Old Friend still require you to use your actions as normal).
>
> ### Attacks
> ***Multiattack.*** Your Old Friend can make two unarmed strikes.
>
> ***Unarmed Strike.*** *Melee Weapon Attack:* Str + Prof to hit, Reach 10ft., one target. *Hit:* 2d8 + Str in slashing and force damage.
>
> ***Cursed Screech (Recharge 5-6).*** All creatures within 15 feet of your Old Friend must make a Wisdom saving throw against your highest Save DC. On a failed save, creatures take 8d6 psychic and force damage, gain 1 rank of Fear for 1d4 turns against your Old Friend, and gain the Cursed condition on a failed save, or half damage and no further effects on a success. Allied creatures are immune to this effect.
\page
### Cursed Puppet Manipulation
A diverse and unique technique. The technique of Curse Puppet manipulation revolves around the user placing the lionshare of their Cursed Energy into one or more "Puppets" of their own creation. Users fit their Puppets with unique components made of organic material and cursed energy, granting them powerful and diverse abilities, and a high degree of intelligence and sentience.
#### Cursed Puppets
Starting at 3rd level, you have begin to create your main ***Cursed Puppet***. Your ***Cursed Puppet*** is always with you and gains unique benefits based on your selection with the **Divergent Path** feature. Your Cursed Puppet operates under the following rules; The statistics for your Cursed Puppet are listed on the following page.
- You can command your **Cursed Puppet** to move on your turn, and can use your action or bonus action to command it to take its action. You can also use your reaction to have it take its reaction.
- Your **Cursed Puppet** shares your skill proficiencies, using its ability scores in place of your own.
- Your **Cursed Puppet** begins with 5 ASI points. Your **Cursed Puppet** increases one its ability scores by +2 (or two of its ability scores by +1) each time you gain an ***Ability Score Improvement/Feat*** in this class. A Cursed Puppet can have no more than a 20 in an ability score as normal, unless otherwise specified.
- Your **Cursed Puppet** uses your chakra, for any abilities that require chakra.
- Your **Cursed Puppet **gains an amount of jutsu equal to a specified ability modifier (see ***Divergent Paths***). Your Puppet uses your maximum jutsu rank known, as its maximum jutsu rank known. Cursed Puppets cannot learn Hijutsu, nor can they learn any jutsu that you yourself cannot learn. Your **Cursed Puppet** may switch its jutsu on a full rest.
- Your **Cursed Puppet** gains access to its own pool of Cursed Energy equal to 4 + your level in Jujutsu Sorceror. Your Cursed Puppet follows the same rules for utilizing this cursed energy as specified in the ***Cursed Energy*** class feature.
At 7th level, your ***Cursed Puppet*** can take a reaction without you needing to take your reaction.
At 15th level, upon rolling initative, if your **Cursed Puppet** has no Cursed Energy remaining, it regains an amount of cursed energy equal to your proficiency bonus.
> ##### Creator Note
> "Thanks for taking the time to check out this subclass! I would like to note that this subclass is highly experimental due to the technique it is trying to emulate. I'm sure things will probably work out fine in practice, but if you notice anything while using the technique, feel free to let me know!" ~ Blasteroid
```
```
#### Divergent Path
Beginning at 3rd level you have begun to grasp the capbilities of your Cursed Technique and decide which direction you wish to take your potential. Choose between **Nature and Nurture** or **Revolution and Industrialization**. Your selection grants your Cursed Puppets new benefits. Your selection cannot be changed.
**Nature and Nurture (Wisdom):** You believe that treating your Puppets as individuals and training them organically is the best way to progress with your technique. You gain the following benefits for your ***Cursed Puppets*** feature.
- Your **Cursed Puppet** is classified as a Monstrosity.
- Your **Cursed Puppet** becomes sentient, able to speak and communicate in any language you can. It can also act for itself, in the event you can no longer command it.
- Your **Cursed Puppet** gains resistance to chakra damage, and is immune to the Charmed and Frightened conditions.
- Your **Cursed Puppet** gains an additional amount of ASI points equal to your proficiency bonus.
- Your **Cursed Puppet** gains access to *Cursed Cores*, pieces of organic material imbued with cursed energy, which allow your Cursed Puppet new abilities. Select one **Cursed Core**. This becomes your Puppet's *Main Core*, granting it its *Main Core Effects*. You may change your **Cursed Puppet's** Main Core on a full rest.
Additionally, select one *Auxiliary Core*. Your Cursed Puppet, as a bonus action, may activate this core, granting it the Core's *Auxiliary Core Effects*. While an Auxiliary Core is active, at the start of each of your **Cursed Puppet's** turns, it pay the Cursed Energy cost associated with the Auxiliary core it has active otherwise the core deactivates.
Each Core also provides a Special Action which can be used for a specified Cursed Energy cost. If your Puppet uses the Special Action of its Main Core, the Cursed Energy cost is halved.
Your **Cursed Puppet** gains an additional Auxiliary Core at 11th level.
\page
**Revolution and Industrialization (Intelligence):** Cursed Puppets, at the end of the day, are constructs meant to serve and should be treated like machines. You progress your technique by improving your Puppet with technology. You gain the following benefits for your ***Cursed Puppets*** feature.
- Your **Cursed Puppet** is classified as a Construct, and you can see, hear, and talk through your Cursed Puppet.
- Your **Cursed Puppet** gains immunity to the Bleeding and Bruised conditions, and all *Mental* conditions. It also gains immunity to Poison and Psychic damage.
- Your **Cursed Puppet** gains a +2 to its AC and DR.
- Your **Cursed Puppet** gains a pool of Chakra equal to 5 + your Jujutsu Sorceror Class level. It may spend this chakra in place of your own chakra for any ability that requires it. Your Puppet cannot transfer this chakra to any creature. Your Puppet regains half this chakra on a short rest, and all of this chakra on a long rest.
- Your **Cursed Puppet** gains any two Wood tier upgrades from the Puppet Master class, from the non-subclass exclusive upgrade lists, ignoring Technique prerequisites. You follow the rules for selecting and exchanging upgrades as specified in ***Puppet Upgrades*** class feature.
At 7th level, you gain access to two more upgrades which can be up to Bronze tier. Also, select one Puppet Master subclass. You can now select its upgrades.
At 11th level, you gain access to two more upgrades which can be up to Silver tier.
At 15th level, you gain access to two more upgrades which can be up to Gold tier.
At 20th level, you gain access to one more upgrade which can be Platinum tier.
#### The Assistant and Personal Trainer
At 7th level, realizing that Cursed Puppets are a major time sink and also do not aid the user itself very much, you craft two specific puppets to help you more personally. You gain access to the **Assistant** and **Personal Trainer**.
##### The Assistant
A small puppet of your design to help you with everyday tasks. This Puppet is proficient in every skill, using its creator's ability scores as its own. A creature with this Puppet may do the following as a bonus action;
- Gain the benefits of the Help action.
- Allow a damage roll to deal double damage
to structures, contructs, and objects, and
ignore your proficiency bonus in DR.
- Spend and roll one Hit Die or Chakra
Die, to regain hp or chakra respectively.
##### The Personal Trainer
A small puppet of your design that helps you learn and get stronger. Select one classification of jutsu from the following (Ninjutsu, Genjutsu, Taijutsu, Bukijutsu). Reduce the downtime needed to create and learn jutsu of your chosen classification, as well as any "Training" activity, by -2 Weeks (Min. 2 Weeks). This downtime reduction grows by 1 at 15th (-3) and 20th (-4) level of this class.
You may change your chosen jutsu classification on a Full Rest and this downtime reduction does not stack with other forms of downtime reduction.
___
> ## Cursed Puppet
>*Medium (Construct/Monstrosity), Proficiency = Your Proficiency*
> ___
> - **Armor Class** 10 + Dex Mod + Proficiency bonus
> - **Damage Reduction** Half Proficiency bonus
> - **Hit Points** 10 + (10 x Con Mod) + (3 x Jujutsu Sorceror Level)
> - **Cursed Energy** X
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|10 (+0)|
>___
> - **Saving Throws** Proficient in all (Treat negative modifiers as +0).
> - **Condition Immunities** Cursed, X
> - **Damage Immunities** X
> - **Damage Resistances** Non-Chakra Enhanced Damage, X
> - **Senses** Passive Perception (Yours), Darkvision 60ft.
> ___
> ***Cursed Creation.*** As a Cursed Puppet, you have access to all Cursed Techniques that your master possesses.
>
> ***Chakra Enhanced.*** The Cursed Puppet's attacks count as chakra enhanced.
>
> ***Immutable Form.*** The Cursed Puppet is immune to any jutsu or effect that would alter its form.
>
> ### Actions
> ***Multiattack X.*** At 5th level, the Cursed Puppet gains the Multiattack 2 trait. At 15th level, this becomes Multiattack 3.
>
> ***Unarmed Strike.*** *Melee Weapon Attack:* reach 5ft., one target. *Hit* 2d4 + Strength modifier + Half prof in Bludgeoning damage.
#### Evangelion
At 11th level, you experience a profound breakthrough with your Cursed Puppet Manipulation technique, gaining the following benefits based on your selection at 3rd level.
- **Nature and Nurture:** Your **Cursed Puppet** gains the benefits of your ***Sorcerery Magnification***, ***The Zone***, ***Ever Vilgilent***, and ***Cursed Physique*** class features, as if it was 9th level. It also reduces the Cursed Energy cost to maintain an *Auxiliary Core* by -1.
- **Revolution and Industrialization:** Select one Puppet Master subclass that provides the Puppet Master with a list of options to customize their Puppet Tool at 2nd level (Chassis/Frameworks/Weapon Types/etc). Your **Cursed Puppet** gains one of these options. It also gains two Puppet Upgrades of Silver tier or lower with "Armory" or "Cannon" in the name.
#### Contingency Plan
Also at 11th level, when your **Cursed Puppet** would see an allied creature die or fall to 0 hit points, it can automatically enter ***The Zone*** for 1d4+1 rounds, twice per long rest.
\page
Additionally, so long as your **Cursed Puppet** has Cursed Energy and is not at 0 hit points, you do not make death saving throws and can continue to command your Cursed Puppet as normal if you yourself enter the dying condition.
#### Second Nature
At 15th level, your ability to manipulate your **Cursed Puppet** becomes second nature. You no longer require your action or bonus action to command your Cursed Puppet as it now has its own turns, either rolling its own initative or acting directly after your turn.
#### Maximimum Technique: Neon Genesis
Beginning at 20th level your progression with your Cursed Puppetry has enabled to develop your Maximum Technique. Based on your selection with ***Divergent Paths***, you gain the following;
- **Nature and Nurture:** You improve your Cursed Puppet in two ways, one to enhance its baseline functionality and another to provide it with power to deal with a truely dire situation. Your Cursed Puppet gains a 2nd **Main Core** and increases its ability score maximum to 24.
Additionally, once per full rest as a bonus action, your Cursed Puppet may gain the Auxiliary benefits of every **Cursed Core**, aside from its Main Cores. When your Cursed Puppet activates this, it immediately gains an additional 50 Cursed Energy (going beyond their maximum), recovers all hit points, removes all negative conditions, and gains an additional action per round.
These benefits last for 10 minutes or until your Cursed Puppet is killed. Once this feature ends, you and your Cursed Puppet gain 2 ranks of Exhaustion and Slowed.
- **Revolution and Industrialization:** You gain access to the **Ultimate Cursed Puppet**, a powerful version of your main Cursed Puppet created for when things become dire. Gain an additional 3 Puppet Upgrades, of any tier. These upgrades are delegated towards your Ultimate Cursed Puppet. Also, at the end of every rest, you may delegate any amount of Cursed Energy towards this Ultimate Puppet, storing it for later use.
As an action, you may summon your Ultimate Cursed Puppet. This Cursed Puppet looks similar to your main Cursed Puppet, though much more grand. This Puppet has the same ability scores as your main puppet all of which are increased by +6, four times as many hit points, the same Puppet upgrades, is Gargantuan in size, gains a +2 bonus damage die to its Unarmed Strike, and has three times as much movement speed. This Cursed Puppet gains the benefits of the ***Mech Pilot***, Puppet Master class upgrade, even if you do not have it, lasting for 10 minutes.
You automatically enter your Ultimate Cursed Puppet and remain in it for the duration, gaining access to any stored cursed energy. Your Ultimate Cursed Puppet interposes all damage and effects that would target you, and provides you with full cover. Your Ultimate Cursed Puppet acts in your place, using your Action, Bonus Action, and Reaction.
Your Ultimate Cursed Puppet remains active for 10 minutes or until it is destroyed. Once this feature ends, you cannot use it again for 10 weeks of downtime, and gain 4 ranks of Exhaustion and Slowed.
\page
##### Cursed Cores
| Name | Description |Main Core Effect | Auxiliary Core Effects | Special Action | CE Drain |
|:----:|:-----------:|:----------------|:------------------------|:---------:|:---:
| **Panda Core** | A Core that emboldens a Cursed Puppet with the survivability and "ferocity" of a... Panda. | • +4 to Constitution
• As a reaction, gain resistance to damage from area of effects, until the end of the turn.
• On a roll of 18-20 on your Unarmed Strike, inflict one rank of Bruised or knock the target back 10ft. (Pick one).
• Once per turn, as part of taking the attack action or casting a Taijutsu/Bukijutsu, make one unarmed attack as part of the same action. | • +6 to Constitution.
• You gain resistance to damage from area of effects.
• On a roll of 16-20 on your Unarmed Strike, inflict one rank of Bruised or knock the target back 15ft. (Pick one).
• Twice per turn, as part of taking the attack action or casting a jutsu, make one unarmed attack as part of the same action. | ***Ora! Ora! Ora! (4 CE)*** As an action, make a number of unarmed attacks equal to your proficiency bonus, adding only half of your ability modifier to your Unarmed Damage.|2 |
| **Gorilla Core** | A Core that emboldens a Cursed Puppet with the might and durability of a Gorilla. | • +4 to Strength
• You become Large, and increase your DR by half your proficiency bonus.
• On a roll of 18-20 on an unarmed attack or melee taijutsu attack, you can automatically grapple the target. While grappling a target, you may throw them up to 20ft. or restrain them for the duration of the grapple as a bonus action.
• +15ft to Movement Speed, and climbing speed equal to movement speed.| • +6 to Strength.
• Increase your DR by your proficiency bonus.
• On a roll of a 16-20 on an unarmed attack or melee attack, you can automatically grapple the target. While grappling a target, you may throw them up to up to 30ft. or restrain them for the duration of the grapple as a bonus action.
• +30ft. to Movement Speed, and climbing speed equal to movement speed.| ***Drumming Beat (3 CE).*** As a bonus action, you begin to beat on your chest like a savage. Your next melee attack ignores DR and temporary hit points, cannot suffer from disadvantage, and ignores bonuses to AC as the result of jutsu, features, or traits activated this round. | 3 |
| **Triceratops Core** | A Core that emboldens a Cursed Puppet with the strength and stature of a Triceratops. | • +2 to Strength, +2 to Constitution
• You become Large and count as half cover for all creatures within 5ft. of you, other than you.
• Your Unarmed Strike can now deal piercing damage. On a roll of a 18-20 on an unarmed attack or melee taijutsu attack, you knock the target prone and inflict one rank of Bleeding.
• When you make an Unarmed or melee Taijutsu attack, if you moved at least 20 feet in a straight line before attacking, make your attack roll at advantage. |• +4 to Strength or Constitution (Pick one), and +2 to the score not selected.
• You become Large and count as half cover for all creatures within 10ft. of you, other than you.
• On a roll of 16-20 on an unarmed or melee attack, you knock the target prone and inflict one rank of bleeding.
• When you make an Unarmed or melee attack, if you moved at least 20 feet in a straight line before attacking, make your attack roll at advantage and gain a +1 bonus to crit. | ***Charge! (3 CE).*** As an Action, you charge up to half your movement speed in a straight line and make one unarmed attack against all targets in your path. On a hit, the target must make Dexterity saving throw against you or your master's highest Jutsu Save DC or become Prone and be moved with you, taking 1d8 piercing damage for every 5 feet moved. If the target fails by 5 or more, they are also Dazed.| 4 |
| **Snake Core** | A Core that emboldens a Cursed Puppet with the tacticality and mobility of a Snake. | • +4 to Dexterity
• You gain a burrowing speed equal to your movement speed, and ignore difficult terrain.
• You may cast Genjutsu using Dexterity. When casting a Genjutsu, increase your Genjutsu attack bonus and Save DC by +1, and either increase the maximum number of targets by +1 (if the jutsu could already select multiple targets) or any area of effects by 5 feet in all directions (Pick one).
• You may make a ***Fang*** attack in place of your Unarmed Strike. ***Fang:*** *Melee Weapon Attack:* Genjutsu attack to hit, reach 10ft., one target. *Hit:* 2d6 + Dexterity modifier in piercing damage. On a roll of an 18-20, this attack ignores temporary hit points and inflicts one rank of Corroded.| • +6 to Dexterity
• You gain a burrowing speed equal to your movement speed, ignore difficult terrain, and can Dodge as a bonus action.
• You may cast Genjutsu using Dexterity. When casting a Genjutsu, increase your Genjutsu attack bonus and Save DC by +2, and either increase the maximum number of targets by +2 (if the jutsu could already select multiple targets) or any area of effects by 10 feet in all directions (Pick one).
• You may make a ***Fang*** attack in place of your Unarmed Strike. ***Fang:*** *Melee Weapon Attack:* Genjutsu attack to hit, reach 10ft., one target. *Hit:* 2d6 + Dexterity modifier + half prof in piercing damage. On a roll of an 16-20, this attack ignores temporary hit points and inflicts one rank of Corroded.| ***Cursed Constriction (4 CE).*** As an Action, your Puppet hisses and the ground beneath up to three creatures of your choice within 60ft. begins to twist and turn. The target must succeed a Wisdom saving throw, becoming Restrained and Cursed on a failed saving throw until the end of their next turn. If a restrained target takes damage, after the damage is dealt and applied, they are no longer restrained. |4 |
| **Butterfly Core** | A Core that emboldens a Cursed Puppet with the infectivity and flight of a Butterfly.| • +4 to Intelligence
• You become Small and gain a flying speed equal to your movement speed.
• You gain access to jutsu with the Medical keyword and gain additional 2 jutsu with the Medical keyword (if you remove this core, you lose these jutsu).
• You may make ***Poison Spit*** attack in place of your Unarmed Strike. ***Poison Spit:*** *Melee Weapon Attack:* Ninjutsu attack to hit, reach 60ft., one target. *Hit:* 2d6 + Intelligence modifier in poison damage. On a roll of an 18-20, inflict one rank of Envenomed.| • +6 to Intelligence
• You become Small, gain a flying speed equal to your movement speed, and can Disengage as a bonus action.
• Medical Jutsu you cast increase the maximum number of targets by +1, gain a +2 bonus to healing die, damage reduction die, and temporary hit point die, and have their cost reduced by -2.
• You may make ***Poison Spit*** attack in place of your Unarmed Strike. ***Poison Spit:*** *Melee Weapon Attack:* Ninjutsu attack to hit, reach 60ft., one target. *Hit:* 2d6 + Intelligence modifier + half prof in poison damage. On a roll of a 16-20, inflict one rank of Envenomed. | ***Numbing Mist (4 CE).*** As an Action, your Puppet ejects a numbing mist in a 15-foot cube in a space within 60 feet. All creatures within range must succeed a Constitution saving throw against you or your master's highest Jutsu Save DC or become Poisoned and Blinded until the end of their next turn. | 2 |
___
\page
### Cursed Resonance
Jujutsu Sorcerers who follow the path of Cursed Resonance use their techniques to fight both from afar and up close. No matter the range with your technique no one is ever safe.
#### Hammer Time
You have decided that that some weapons are just better than others and you know which ones you enjoy. Begining at 3rd level you gain proficiency in hammers and you carry a stack of nails with you at all times. This nails are identical to kunai except when you would throw them you can choose to instead hit them with your hammer to launch them at your opponent.
Once per turn, when you hit a creature with your hammer or nail you can force them to make a Constitution saving throw or inflict the bleeding condition.
#### Cursed Assassination
Your mastery over cursed energy allows you to employ tactics that would normally be impossible for others. Also at 3rd level, you learn the ***Cursed Blast*** cursed technique and when you hit a creature with a hammer or nail you can spend
3 cursed energy to also trigger the damage from ***Cursed Blast***. If ***Cursed Blast*** is used in this way you deal 2 additional dice of damage.
##### Hammer
|Cost | Damage | Damage Type | Weapon Properties | Bulk |
|:--------:|:---:|:----:|:---:|:----:|:----:|
| 5 Ryo |1d8 |Bludgeoning | Deadly, Finesse, Light, Thrown (20/60) | 1|
#### Straw Doll Technique
Even if your target is miles away if you have any remnants of their body they are as good as dead. Starting at 7th level, you make a straw doll that you keep on your person used to execute your techniques. This straw doll is indestructible and always on your person. If a target is bleeding or cursed, you can institute your ***Straw Doll Technique***. Using this technique requires a doll and a piece of their body such as blood or hair.
Once per turn when you would make an attack with your nail, you can make an attack on your straw doll against your opponent's AC at advantage. On a success, your hit on the doll resonates within their body and they take damage as if their body had been hit by the attack.
#### Thread the Needle
You have learned to find even the smallest gaps in your opponents' guards, being able to exploit their shortcomings.
Beginning at 11th level, when you would make an attack with your hammer or nail you can spend 3 cursed energy to ignore any penalties imposed on the attack roll and ignore resistance.
**When Magnified**: You treat immunity as resistance and any attack roll penalties are now turned into bonuses.
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#### Acupuncture
Your cursed energy has grown to divulge even more secrets of your technique. Starting at 11th level, you learn the ***Cursed Strike*** cursed technique and when you would damage a creature they must make a Charisma saving throw or be cursed.
**When Magnified**: If you hit a creature with an attack who is bleeding or cursed you can deal additional damage equal to 5 times your proficiency bonus.
#### Resonance
Through many battles you have learned to aim your strikes at vital points that would send your enemy reeling in pain. Starting at 15th level, when you would hit a creature with a ***Cursed Blast*** or ***Cursed Strike*** you can spend 2 cursed energy to daze them on a successful hit.
**When Magnified**: If a creature is bleeding or cursed you can force them to make a Constitution saving throw or be stunned until the start of your next turn on a failed save.
#### Maximum Technique: Hairpin
You have reached the pinnacle of your technique, turning even the smallest injury into a fatal strike. Starting at 20th level, when you would hit a creature directly with a nail you can amplify and expand the nail, making it explode. By spending 10 cursed energy, you can force all creatures within a 20-foot radius sphere of the triggering nail to make a Dexterity saving throw.
On a failed save a creature takes 10d12 force damage and they are cursed. Creatures within 5 feet of the nail before it expanded must make this saving throw at disadvantage.
Additionally, for each rank of cursed or bleeding, you can end those conditions. They take an additional die of damage equal to the combined ranks of the conditions you ended, to a maximum of 5d12.
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### Cursed Speech
Your cursed energy allows you to make your words reality. Your screams of command cause your enemies screams of terror.
#### Influential Presence
At 3rd level, your powers allow you to influence all those who oppose you with little contest. You gain the C-rank jutsu *suggestion*. When a creature gains a condition from failing a genjutsu with auditory keyword that you cast, they gain the ***Cursed*** condition for the duration of the condition.
Additionally, when using a feature provided by this subclass, you may choose to spend no Cursed Energy and instead take Xd4 Necrotic damage. Where X equals the amount of Cursed Energy you would normally spend. Necrotic damage taken this way cannot be reduced by any means.
#### Words of Power
Also at 3rd level, your cursed speech modifies your genjutsu in terrifying ways. When casting a genjutsu with the auditory keyword, you may spend 3 Cursed Energy. When you do so, you force affected creatures to make a Constitution saving throw vs your genjutsu Save DC. on a failed save, they gain a rank of chilled, burned, shocked, or bleeding. The condition chosen depends on the phrase you said while casting the jutsu (for example "freeze!" or "burn away!").
**When Magnified:** You instead inflict 2 ranks of the condition on a failure. On a success, you inflict 1 rank.
#### Blast Away!
At 7th level, your auditory commands physically moves others. As an actionyou may spend 4 Cursed Energy and target one creature within 10 feet of you. This creature must make a strength saving throw vs your genjutsu Save DC. On a failed save, they're knocked back up to 90 feet. If the creature collides with a surface they take double falling damage.
Alternatively, when you cast a genjutsu you may spend 3 Cursed Energy. If affected creatures fail the save, they're immediately knocked prone and knocked back 45 feet.
**When Magnified:** You may target any number creature within 30 feet of you.
#### Cursed Speech Conversion
At 11th level, when you concentrate on a genjutsu with the auditory keyword, you may pay the concentration cost with cursed energy.
#### Listen!
Also at 11th level, your shouts can be heard by all. Even when they can't, it still finds a way to reach them. When a creature would be immune to Genjutsu with the auditory keyword, they instead have advantage on the saving throw.
If a creature would use a reaction against a Genjutsu with the Auditory Keyword that you cast, you may spend 4 Cursed Energy and ignore the effects of that reaction.
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#### Conditional Mind
At 15th level, you can destroy a creature's sense of safety, making them believe that they are suffering. As an action you can expend 6 Cursed Energy and force a target within 40 feet of you to make an Intelligence saving throw vs your genjutsu Save DC. On a failed save, the creature gains a rank of three ***Elemental*** or ***Physical*** conditions for a minute. These can only be cured by effects that end mental conditions. You must make a constitution save vs your own genjutsu Save DC.
**When Magnified** On a failed save, they gain an additional rank of each condition.
#### Maximum Technique: Die!
At 20th level, you can cause a creature's body to destroy itself. As an action you can expend 12 curse energy and force a target within 30 feet of you to make an Intelligence saving throw vs your genjutsu save DC+3. On a failed save they take 12d10+30 necrotic damage. You must make a constitution save vs your own genjutsu Save DC. If this reduces a creature's HP to 0, they automatically die. You may use this feature a number of times equal to your genjutsu modifier per long rest
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### Cursed Vessel
Through the consumption of a cursed object or perhaps a potent curse, you've been doomed to share your being with another spirit. Perhaps
#### Living Curse
At 3rd level, the curse in your body awakens, granting you abilities that they once had.
You gain access to a nature release of your choice and one D-rank jutsu of the nature release. Alternatively, you may choose to gain no nature release and learn 3 D-rank or lower jutsu that you're elligble to learn.
Additionally, the Curse inhabiting your body holds dominion over your soul. You gain resistance to chakra damage and when a creature would deal chakra damage to you, they take force and chakra damage equal to your proficiency bonus.
#### Divergent Pummeling
Also at 3rd, your handle on Cursed Energy isn't nearly as trained as other sorcerers. However, this lack of precision gives wake to a new technique. When you would attempt a ***Black Flash*** and fail, you instead use ***Divergent Fist***. ***Divergent Fist*** deals an additional amount of Force damage equal to your unarmed damage.
When you would make an unarmed attack or a melee attack from a jutsu with the Taijutsu keyword on a target with the ***Cursed*** condition, ***Divergent Fist*** automatically activates.
Addiionally,you gain the ***Cursed Jutsu*** Cursed Technique.
#### Misery loves company
The negative emotions that fuel cursed energy also fuels your resolve. At 7th level, for each rank of a mental condition you are suffering from, you gain an addtional Cursed Energy at the start of your turn.
Additionally, all damage you deal, regardless of the source, is considered chakra enhanced.
#### Rougher than the Rest
At 11th level, you dig deep even when times are looking dire. At the start of your turn, you may gain one failed death saving throw. When you do, you may gain either gain an amount of Cursed Energy equal to twice your proficiency bonus or gain Hit points equal to five time your proficency bonus.
#### Acclimation of the Body
Also at 11th level, your body has learned to endure powerful techniques from the curse inhabiting you. Select a damage type, you gain resistance to that damage type.
Additionally, when you land Black Flash on a creature you may spend an additional 2 Cursed Energy, they gain the Cursed Condition.
Finally, as a reaction to landing a Black Flash, you may make an additional weapon/unarmed attack against the creature. You may attempt Black Flash on this attack without spending Cursed Energy.
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#### Grade of My Own
At 15th level, your binding with this curse has fundamentally changed you. But it has also made you see the true value in numbers. As a reaction, you may interpose an attack targeting an ally within your movement speed. You move between the attacker and your ally and become the new target of the attack. When you do this, you gain resistance to the damage type of the triggering attack until the start of your next turn. Taking damage in this way cannot reduce your Hit Points to 0.
#### Domain Expansion: Malevolent Kitchen
At 20th level, at the cost of 20 cursed energy, you can summon the Malevolent Shrine. As a full turn action, you form a 90-foot radius sphere centered on yourself. This domain displays a beautiful 20 foot radius Shrine in the middle. This Shrine has 300 Hit Points and when it is destroyed, this feature ends when the Shrine is defeated. The Shrine is immune to psychic damage, has an AC equal to your highest Save DC and automatically passes Strength, Dexterity, and Constitution saving throws. At the beginning of every turn, every creature besides you takes twice your Proficiency Bonus in a damage type you decide when you cast the domain. Damage dealt this way bypasses resistance, Immunity, and all other forms of damage reduction. Otherwise, this feature lasts for a minute and you may use this once per long rest.
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### Disaster Flames
Your cursed energy takes on the properties of fire and the
intensity of volcanoes. Burning away at your enemies and
raising the ground to fulfill your goals, all you need to do is
destroy anything in your way to stand at that top.***Original Creator: Forte***
#### Contact Burns
When you blast your flames in close proximity to your
target, they incinerate them even further. Beginning at 3rd
level, whenever you deal fire damage from an unarmed
strike or melee weapon attack you can force the affected
creature to make a Constitution saving throw or gain 1
rank of burned. If they would already make a saving throw
to gain any ranks of burned you increase the amount they
gain by 1.
Additionally, an amount of times equal to half your
proficiency bonus, you force every creature behind that
affected target in a 15-foot cone to make a Dexterity saving
throw or take half the damage you just inflicted in fire
damage. At 7th level, you can use this feature with Taijutsu
and Bukijutsu.
#### Flaming Curse
Your Curse Energy takes on the properties of your Curse
Technique, now becoming rampant with heat. At 3rd level,
whenever you deal damage using Curse Energy you can
deal fire damage instead of whatever damage it would be.
Also, twice per turn, whenever you would deal damage you
can spend 2 Curse Energy and change it to fire damage,
then increase the damage die and damage die step by 1.
(d4>d6>d8>d10>d12)
#### Ember Insects
You can now summon small insect like Shikigami to aid
you in battle, for both explosive bombardment or added
maneuverability. At 7th level, for 2 Curse Energy, you can
summon any number of these insects as a Bonus action. As
a part of this action, by using three of these Shikigami at
once, you can attach them to your back and gain a flight
speed of 30 feet. Alternatively, as an Action, you can
choose a number of creatures within 60 feet of you. You
can choose how many Shikigami are sent to each creature,
and for each one sent they must make a Dexterity saving
throw, taking 4d8 fire damage on a failure and half on a
success. You can only have 4 Shikigami active at a time. At
11th level, you can have 5 at a time, 6 at 15th level, and 8 at
20th level.
#### Volcanic Sprout
Mini volcanoes are now at your beck and call, with the
concentrated firepower of your stronger attacks. At 11th
level, as an Action and for 5 Curse Energy, choose up to 2
spaces within 30 feet of you and choose which direction
they face. Whenever you make these sprouts choose a jutsu
that deals fire damage and uses a Cone, Cube, Cylinder,
Sphere, or Line for its range. You ignore the components
needed for the jutsu when using it this way. These sprouts
cannot be seen before they are activated, unless a creature
has Chakra sight or True sight. As an Action or Reaction,
you can activate any amount of these sprouts, spending
half the chakra cost, but increasing the Save DC by +1 or
damage die by +2. At 15th level, you can now summon 3 of
these at a time, and 4 at 20th level.
#### Agonizing Pyre
You’re able to ignite anything in your way easier than ever,
with a pain that’s almost impossible to ignore. Starting at
11th level, as a Bonus action, while in combat, pick any
amount of creatures and objects within 120 feet of you that
currently have ranks of burned. If it’s an object they do not
need ranks of burned for this feature to activate. Those
creatures make a Constitution saving throw take their
burned damage on a failed save and half on a success.
During the same turn you use this feature, if you damage
those creatures with fire damage then they take their
burned damage again, twice per turn.
Additionally, fire damage you deal ignores resistance
and treats immunity as resistance. You also become
immune to fire damage.
#### Maximum Technique: Maximum Meteor
Reaching the near peak of your own sorcery, you create a
giant flaming ball of destruction to crash down and
eviscerate anything it touches. Beginning at 15th level, as a
Full Turn Action, by spending 12 Curse Energy, you can
pick a point that’s at minimum 120 feet from you to a
maximum of 300 feet from you in the air. From that point
you create a meteor that’s a 150-foot radius sphere that,
on your turn, can move 90 feet in any direction.
For every
90 feet this sphere moves you increase the damage it deals
by d8. When the meteor touches down onto the ground
every creature within the area of the meteor must make a
Dexterity and Constitution saving throw. On a failed
Dexterity saving throw they take 10d8 fire damage or half
on a success. On a failed Constitution saving throw they
gain 2 ranks of burned, and nothing on a success.
If a
creature would be in the meteor’s path before it touches
down onto the ground then they must make a Strength
saving throw or be stuck to the meteor until it touches the
ground as it’s velocity is too hard to break from. Objects
and Constructs in the area of the meteor take double
damage from this feature. If the meteor has been
summoned for longer than 1 minute then it immediately
explodes.
#### Domain Expansion: Coffin of the Iron Mountain
Imbuing your technique into a domain, you trap your
opponents in a recreation of the inside of a volcano, the
magma searing away at their flesh as you turn them into
ash. At 20th level, as a Full Turn Action and for 20 Curse
Energy, you make a 60-foot radius sphere centered on
yourself.
Hostile creatures must make a Constitution saving
throw at the beginning and end of their turns, gaining 5
ranks of burned on a failed save and 2 ranks of burned on a
success. Whenever you deal fire damage to creatures
within your domain you increase your damage die by the
amount of burned ranks the creature has. You remove
creatures’ resistance and immunity to fire damage and the
burned condition. If the creature would heal from fire
damage they now are treated as vulnerable to fire damage.
Creatures cannot enter or exit the domain and cannot
see in or out of it. However, any creature can attempt to
end it early by destroying it. The domain expansion has 125
hit points, is resistant to all damage types when
attacked
from the interior and has an AC equal to your highest Save
DC. This may be done once per long rest.
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### Heavenly Resolve
While anyone can be born with the Heavenly Restriction, you take full advantage of the physical might you hold. If you can't keep up in unusual abilities, then you'll keep up with your raw power and winner mindset. If thats not enough, you have weapons with unusual abilities.
#### Heavenly Pact
At 3rd level, the growth of your cursed energy is stunted. However, you do your best to adapt into this.
You gain the *Heavenly Restriction* Major Binding Vow. This vow and its grades does not cost any slots for you.
Additionally, you gain a bonus to HP and Chakra equal to your level. Hereafter, increase your HP and Chakra each level by +1.
When a feature would require the cost of Cursed Energy, you may instead pay the cost in chakra.
#### Cursed Tool: Grade 3
Also at 3rd level, you gain proficiency in Exotic Weapons. One weapon you are proficient in becomes known as your *Cursed Weapon*. A Cursed Weapon can only be wielded by you or one who you grant permission and becomes Greater in quality.
Additionally, select one adversary trait of D-rank or lower, this is applied to your weapon and you gain its benefits while you wield it. This cannot be an iconic trait.
Finally, you gain a Taijutsu/Weapon Stance of your choice.
#### Cursed Tool: Grade 2
At 7th level, you gain an additional *Cursed Weapon*. Thia Cursed weapon becomes unbreakable, is Superior in quality, and when you make an attack with it, you may spend 5 Chakra. On a hit, the target must make a Constitution saving throw vs Your Taijutsu Save DC. On a failed save, they gain the Cursed Condition.
Additionally, you may learn an additional taijutsu/weapon stance. You may gain the benefits of two stances at once.
Finally, select one adversary trait of C-rank or lower, this is applied to this weapon and you gain its benefits while you wield it. This cannot be a iconic trait. Creatures of a different class/subclass do not gain the benefits of this trait.
#### Cursed Tool: Grade 1
At 11th level, your Cursed Weapon is able to be molded in new ways. As a bonus action, you may choose to reshape a *Cursed Weapon* manually, changing its damage type to bludgeoning, piercing, or slashing. Once this is done, it cannot be changed back unless you repair it during a rest. Additionally, while wielding this weapon you may take the disengage or dodge actions as a bonus action.
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#### Heavenly Body
Also at 11th level, you may select any minor binding vow of your choice. You gain this vow's benefits but none of it's drawbacks. A vow gained this way does not cost any slots. Additionally, you reduce any falling damage taken by five times your level. Finally, while you are in the air, you may make any movements that would normally require you to be on solid ground.
#### Cursed Tool: Special Grade
At 15th level, Your tool has ascended, becoming its peak form. You gain an additional *Cursed Weapon* that is Mastercraft quality, and select one adversary trait of A-rank or lower, this is applied to your weapon and you gain its benefits while you wield it. This cannot be an iconic trait and creatures of a different class/subclass do not gain the benefits of this trait.
#### True Freedom
At 20th level, you're truly at your best! Once per round, you may gain the benefits of an additional action or reaction.
Additionally, attacks with your Cursed Weapons treats all targets as if they have the ***Cursed*** condition.
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### Idle Transfiguration
Your technique understands the essence of the soul. The soul is what forms first, then the body. You control the soul to its fullest. With that in mind, the only thing that holds you back is your own imagination.
#### Awareness
At 3rd level, you're aware of the innerworkings of the soul front to back. You gain access to the medical keyword, but all medical jutsu have their range reduced to Touch. Medical jutsu you cast may use Charisma as the casting modifier. When you would heal or deal damage to a creature using medical jutsu, you may spend any amount of Cursed energy, adding the result to the damage/healing. Damage you deal with medical also reduces the target's max Hit Points by an equal amount for one minute.
#### Imagine Shape
Also at 3rd level, your body's limit is truly your imagination. As an action or bonus action on your turn, you may make one of your arms into a weapon. You are proficient with this weapon and if it is twohanded then both your hands converge into a singular weapon. The weapon is considered chakra enhanced and of a rank equal to your highest jutsu known limitation. At the end of a long rest, you may delegate what seals affect the weapon. This weapon may be used for casting bukijutsu and may use your Charisma modifier for attack & damage rolls with this weapon.
#### Soul Storage
At 7th level, you can't let a good body go to waste. You gain a stock of ***Humanity*** equal to your Proficiency Bonus. When you kill a creature with a jutsu with the medical keyword or cast a damaging medical jutsu on a dead body, you convert the body into a stack of ***Humanity***. When you would heal or deal damage to a creature, you may spend any amount of ***Humanity***, adding an additional die for each ***Humanity*** added. This additional damage is necrotic damage that reduces the target's maximum hitpoints an amount equal to the damage dealt. You lose all ***Humanity*** on a long rest.
#### Body Repel
At 11th level, your imagination expands, motivating you to utilize the bodies as a new weapon. When you make an attack with a weapon created from *Imagine Shape*, you may spend a point of ***Humanity*** or 4 Cursed Energy to make the attack into a ranged attack with the range of 60 feet. If the attack hits, it adds your Charisma Modifier to the damage dealt. As a bonus action when you do this, you may move with the attack, moving to a space within 5 feet of the target that can hold you regardless of a hit or miss. You may use this feature twice on your turn, but the second time must use the other resource.
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#### Transfigured Humans
Also at 11th level, you use your power over the soul to craft the perfect henchmen. You learn the *Shadow Clone Technique*. This jutsu may use your Charisma as its casting modifier. However, you may substitute the cost of each Clone with ***Humanity***. Clones summoned using ***Humanity*** gain temporary hit points equal to your level + your Proficiency Bonus, can cast an additional jutsu, and add your Charisma modifier to damage it deals.
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#### Domain Expansion: Self-Embodiment of Perfection
Your prowess with the soul allowed you to unlock an ability that someone would denote as their peak, DOMAIN EXPANSION! At 15th level, at the cost of 20 cursed energy, you can summon your domain. As a full turn action, you form a 30-foot radius sphere centered on yourself. This domain can push all those who you choose outside of its range as multiple hands push them out and form the interior's design.
You may target any creature within your domain with Medical jutsu as if they were within 5 feet of you. Creatures reduced to 0 Hit Points while in your domain may automatically be converted to ***Humanity***. All damage you deal reduces the target's maximum Hit Points by an equal amount for the duration of the Domain Expansion.
Creatures cannot enter or exit the domain and cannot see in or out of it. However, any creature can attempt to end it early by destroying it. The domain expansion has 125 hp, is resistant to all damage types on attacks from the interior, and has an AC equal to your highest Save Dc. This may be done once per long rest.
#### Metamorphosis
At 20th level, you've finally grasped the true power of your soul. As an action on your turn, you may spend 9 ***Humanity*** to transform to your *Perfect Self*. For the next minute you gain the following benefits;
- You may add your Charisma Modifier to all instances of damage you deal.
- You reduce the cost of all jutsu you cast by half your Charisma Modifier.
- Increase your AC by +1 and gain immunity to Bludgeoning, Piercing, and Slashing damage.
- At the beginning of your turn, you gain your Level in Temporary Hit Points.
- You may no longer hold ***Humanity***.
This feature ends early if you are reduced to 0 Hit Points and you may use this once per long rest.
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### Limitless
You utilize one of the rarest techniques, infinity, to control the battlefield. With this infinite power you are able to break the enemies and force them to battle on your terms.
#### Infinite Space
At 3rd level, you are able to bring forth infinity into a tangible state. You gain a barrier called ***Infinity***. Infinity has an amount of hit points equal to Four times your Jujutsu Sorcerer level. Whenever you would take damage, Infinity takes the damage instead. If Infinity would take all the damage, conditions from the attack, save, or damage does not affect you as they hadn't even reached you. Damage reduction from armor does not reduce damage done to the HP of Infinity. You may choose to deactivate Infinity at any time(no action required). Reactivating it requires a bonus action.
If these hit points would be reduced to 0, you take the remaining damage.
As a bonus action, you may recover the HP of Infinity. By spending 1 chakra, Infinity recovers 1 Hit point.
While Infinity is activated, all creatures of your choice within 10 feet of you move as though they're in difficult terrain as they slow down when they approach you.
Additionally, you gain the ***Cursed Defense*** technique. When using the technique, half the damage reduction is added to the hit points of Infinity. Infinity recovers all it's HP at the end of a long rest. This becomes a short rest at 11th level.
#### Blue: Convergence
Also at 3rd level, your influence on infinity is powerful, allowing control of negative forces. When you would cast a jutsu that forcibly moves a creature, you may spend 3 Cursed Energy this to give the jutsu the ***Azure*** keyword. You can select which direction to move the creature, regardless of the specified direction in the jutsu. Additionally, the distance the creature is moved is multiplied by 1.5.
Alternatively, you may activate this effect when you make a melee attack. When you do, you increase the range by 15 ft. If this attack hits, you move this creature into a space adjacent to you that can hold it.
**When Magnified:** You instead double the distance and increase the melee attack's range by 30 ft.
#### Red: Divergence
At 7th level, your influence on infinity has become more refined, being able to control positive forces. When you would cast a jutsu that forcibly moves a creature, you may spend 5 Cursed Energy to give the jutsu the ***Scarlet*** keyword. Jutsu with this keyword have their inflicted fall damage increased to d8s and inflicts the cursed condition if they fail the jutsu's save.
Alternatively, you may activate this effect when you make an attack. When you do, regardless of a hit or miss, force them to make a constitution saving throw. On a failure you may push the target back up to 30 ft.
**When Magnified:** Increase the damage by an additional step and push back the target back by an additional 30 ft on a failure and 15 ft on a success.
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#### Infinite Spectrum
At 11th level, your Infinity is absolute and unshakeable. However, you're still resilient without it. While your Infinity is deactivated you reduce all damage received by your proficiency bonus. This does not stack with damage reduction from armor but cannot be reduced or ignored by any means.
\page
#### Crimson Sky, Azure Blood
Also, at 11th level your proficiency with Blue and Red skyrocket. When you apply Scarlet to a jutsu or attack that would deal damage to a creature with the cursed condition, an undead creature, a demon, or a monstrosity, increase all damage dealt by the jutsu by one step. When you apply Azure to a melee attack and hit, you apply the Cursed Condition.
#### Hollow Purple
At 15th level, as a Full-Turn Action, you combine both the attractive force of blue and the repelling force of red to form a 15-foot radius sphere that shoots out in a 120-foot line before dissipating. This sphere does 1d12 Force damage for every point of cursed energy spent.
Anything that comes into contact with the sphere must make a Dexterity saving throw against your Highest Save DC. On a failed save they take the determined damage and gain the cursed condition, on a successful save they only take half.
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#### Domain Expansion: Unlimited Void
At 20th level, at the cost of 20 cursed energy, you can summon the infinite void. As a full turn action, you form a 30-foot radius sphere centered on yourself. This domain displays to every creature inside of it, everything in the universe. Their senses are bombarded with every feeling, sight, sound, taste, and smell in the universe at once. Creatures must make a Wisdom saving throw vs your highest Save DC.
On a failed save, the creature is inflicted with all the "Frenzy" genjutsus as if they critically failed all of them simultaneously. On a success, you inflict them with only 3 of them as if they failed normally. Creatures affected by this can make a save at disadvantage at the end of their turns to end these effects. The domain is in effect for one minute.
Creatures cannot enter or exit the domain and cannot see in or out of it. However, any creature can attempt to end it early by destroying it. The domain expansion has 150 hp, is resistant to all damage types, and has an ac equal to your HIghest save Dc.
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### Ratio Technique
Your technique allows you to force a weak point on a target, allowing you to damage it. Even if someone has no weaknesses, you take that fact and show them that if there are no weakness in their defense that you can simply provide them with one.
#### Ratio
Beginning at 3rd level, you're adept at dividing the target's person into a line then forcing a weak point. You gain a pool of d10s called ***3:7***. Once per turn, when you land a melee attack against a target with the ***Cursed*** condition or land a critical hit you may add the 3:7 dice to the damage.
You begin with 2 ***3:7 dice***. At 7th level this becomes 3. At 11th level this becomes 4.
Additionally, your naturally organized nature helps you keep up with all the vows you make. You gain an additional slot for binding vows and may have two major vows at once.
Finally, when you have a natural result of 3 or 7 you land a critical hit.
#### 3:7 Critical
Also, at 3rd level, you have learned to guarantee a fatal blow by hitting a creature in a specific point. When you make a melee attack, you may spend 3 cursed energy to attempt to critically injure a target. You may roll your ***3:7 dice***.
On a result of a 3 or 7, you increase the damage dealt as if you activated Black Flash. If this was activated alongside
the Black Flash, treat the target as if they had the
***Cursed*** condition.
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#### Critical Destruction
At 7th level, when you score a critical hit on a creature, you ignore damage reduction and deal double damage to
objects, structures and constructs.
**When Magnified:** When magnified, the target and all hostile creatures within 20 feet must make a Constitution saving throw vs your Taijutsu Save DC. On a failed save,
they are knocked ***Prone*** and ***Dazed*** and that area
becomes difficult terrain.
#### Ratio: Sever
At 11th level, your technique allows you to critically
hit anyone, regardless of their defenses. When you
would score a critical hit on a creature, but they have
a trait, jutsu, or feature that block critical hits, you
may spend an additional 5 cursed energy to ignore
that trait, jutsu, or feature.
When you spend Cursed Energy to do this, you ignore resistance.
#### Cursed Critical
Also at 11th level, your strikes are imbued with cursed energy almost subconsciously, allowing for more effective attacks. Twice per turn, when you land a critical hit on a
creature, it gains the ***Cursed*** and ***Weakened*** conditions.
#### Ratio: Brutalize
You have begun to almost cleave through matter itself, and as such your power is greatly multiplied. At 15th level, twice per turn, when you hit a target with a critical you intead triple your ***3:7 dice***. You also treat immunity as resistance.
#### Maximum Technique: The Perfect Ratio
At 20th level, you are to perfectly open up a target's defenses. Twice per rest, when making an attack, at the cost of 12 cursed energy you may choose to score a critical hit.
If you score a critial hit as a result of this feature, it ignores immunity and it cannot be reacted to.
\page
### Shadow Summoning technique
Your cursed energy allows you to summon and control creatures made from pure shadows. Although they lack the pure offensive capabilities of other cursed energy users, they battle side by side with their shadow creations.
#### Shadow Summon
At 3rd level, you are able to manipulate shadows to form majestic creatures. You learn the *Summoning Technique* Ninjutsu. You are unable to make normal contracts with sage creatures. Instead, you use the jutsu to control shadows that take the form of these creatures. Summons from this jutsu are called **Shadow Summons**. You begin with two different D-Rank summons.
At 6th level, you gain two C-rank Shadow Summons. At 10th level you gain two B-rank Shadow Summons. At 14th level you gain two A-rank Shadow Summons. At 18th level you gain two S-rank Shadow Summons. All these creatures are summoned from the same Summoning Jutsu. You can pay the cost of the jutsu using cursed energy.
If your creatures were to die, you may recover one at the end of a long rest.
You may command a summon with your Action or Bonus Action.
#### The Toad and the Hare
Also at 3rd level, you can mold and control hordes of lesser shadows without any effort. You gain access to the two following special abilities:
- **Overwhelm:** As an action, you may spend 2 Cursed Energy make a Ninjutsu Attack against a target within 30 feet. On a hit, you deal Xd4 chakra enhanced bludgeoning damage where X equals your proficiency bonus.
- **Impede:** As an bonus action, you may spend 2 Cursed Energy select a 10 foot radius within 30 feet of you. All creatures within the radius must make a dexterity save against your Ninjutsu Save DC. On a failed save, they gain the proned condition. If they fail by five or more they also gain the slowed condition. If they fail by 10 or more, they also gain the restrained condition.
```
```
#### Shadow Sacrifice
At 7th level, when a **Shadow Summon** would die, you can choose to pour its power into a living shadow summon. At the end of a rest, you may sacrifice a dead summon to a living one. A shadow summon who is given this power gains the following benefits:
- The summon is marked as a *Totality*
- The shadow summon's HP increases by an amount equal to half the sacrificed shadow summon's HP.
- The summon also gains half the jutsu slots of the sacrificed summon
- The shadow summon gains 2 of the jutsu of the sacrificed summon.
- The shadow summon's gains an ability score improvement of +4.
- The shadow summon gains one feature from the sacrificed summon.
- If the sacrificed shadow summon was of the same species, the shadow summon's rank increases by 1. If the shadow summon is S-rank, it gains an additional 2 jutsu within its jutsu limitations.
If a Totality summon is involved in this process, you must select one effect and its result is halved*(excluding the last two effects)*.
#### Shadow Storage
At 11th level, you are able to reach use shadows as a way to hold your items. You gain access to a shadow pocket dimension. This pocket dimension can hold up to 10 bulk of items. You can draw an item out of the dimension by paying 2 Cursed Energy as a bonus action.
Additionally, as an action you may spend 5 Cursed Energy to move into a shadow. Whilist in the shadow you are fully aware of your surroundings and cannot take any damage. If the shadow disappears then you are immediately ejected. While in a shadow, you cannot take any actions, except leaving the shadow as an action.
\page
#### Onslaught
Also at 11th level, you can cast *Summoning Technique* using your action or bonus action.
Additionally, you can cast *Overwhelm* or *Impede* up to 4 times in a single action or bonus action respectively. When you do, subsequent uses after the first happen at the beginning of each following round(Ex: You use Overwhelm three times in one action. At the beginning of the next two rounds, Overwhelm targets the selected creature.)
#### Cursed Link
At 15h level, your Shadow Summons each gain a pool of Cursed Energy equal to their rank. They may use all the techniques that you have access to. Totality shadow summons have twice the amount of cursed energy. At the end of a long rest, all their Cursed Energy is restored. (D-Rank: 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10)
```
```
#### Domain Expansion: Chimera Shadow Garden
At 20th level, once per long rest as a full turn action you can spend 20 Cursed energy. In doing so, you activate the **Chimera Shadow Garden**. As a full turn action, you form a 60-foot radius sphere centered on yourself.
For the next minute, all your *Shadow Summons* are summoned. You can control two creatures as an action, one as a bonus action, and three as your reaction. If a shadow summon were to reach 0 HP, they are immediately unsummoned.
Creatures cannot enter or exit the domain and cannot see in or out of it. However, any creature can attempt to end it early by destroying it. The domain expansion has 100 hp, is resistant to all damage types, and has an ac equal to your Highest Save DC. Alternatively, if you are in an enclosed space, you may activate this domain and it cannot be broken.
\page
## Cursed Techniques
#### Cursed Blast
As an action or bonus action you may spend 4 Cursed Energy and make a ranged attack on a creature within 60 feet. On a hit you deal 3d8 force damage. A creature hit must make a charisma saving throw or gain the Cursed condition.
***At Higher Levels:*** *At 5th level, this becomes 4d8. At 9th, it becomes a 5d8, At 13th, the target rolls at disadvantage to resist the cursed condition.*
#### Cursed Charge
As a bonus action, you may charge your Cursed Energy, gaining 1d4+1 Cursed Energy. As an action, you may charge and instead gain 1d8+2
#### Cursed Dash
When you move, you may spend 3 Cursed Energy. Increase your movement speed by 15 ft until the end of your turn.
***At Higher Levels:*** *At 5th level, this becomes 30 ft. At 9th level, it becomes 45 ft.*
#### Cursed Defense
**Cost:** 4 Cursed Energy
As a reaction when you would take damage from an attack
or saving throw, you may reduce the damage by 3d8. Any damage after the triggering damage is reduced by half the result until the beginning of your next turn.
***At Higher Levels:*** *At 9th, this becomes 4d8 damage.
At 13th, this becomes 5d8.*
#### Cursed Jutsu
You are able to substitute chakra that would usually fuel jutsu. When you would cast a jutsu, you may pay an amount of Cursed Energy in place of chakra. You must still pay chakra to concentrate. ***(D-Rank/C-Rank: 3 CE, B-Rank/A-Rank: 6 CE, S-Rank: 12 CE)***
#### Cursed Sight
At the start of your turn, you may spend 2 Cursed Energy gain Chakra Sight and Dark vision of 90 feet until the end of your next turn. Dark vision granted in this way allows you to see as if you were in bright light.
#### Cursed Mark
At the start of your turn, you may spend 4 Cursed Energy and select one creature within 30 ft. Until the end of your next turn, they are under the effects of *Chakra Mark*.
#### Cursed Strike
Spend 2 Cursed Energy on your turn and make an unarmed/Weapon attack, this attack deals either your unarmed or weapon damage respectively. This attack deals an additional 2d4 damage.
***At Higher Levels:*** *At 5th level, this becomes 2d6. At 9th, it becomes a 2d8, At 13th, it becomes a 2d12.*
#### Reverse Curse Technique: Heal
As an action, you may spend 4 Cursed Energy and select one creature within 5 feet of you. You restore 3d6 Hit points to the target.
***At Higher Levels:*** *At 9th level this increases to 4d6 Hit Points.*
#### Reverse Curse Technique: Cleanse
As an action, you may spend 4 Cursed Energy and select one creature within 5 feet of you. If the creature has an ***Elemental*** condition, you remove 2 stacks of the condition.
#### Reverse Curse Technique: Overflow
As an action, you may spend 4 Cursed Energy and make an attack against one creature within 5 feet of you. If the attack hits, you deal 3d10 Necrotic. If the target is an undead creature, a demon, or a monstrosity, they are treated as vulnerable to this damage.
***At Higher Levels:*** *At 5th level, this becomes 4d10. At 9th, it becomes a 5d10, At 13th, it becomes a 5d12.*
#### Reverse Curse Technique: Purify
As an action, you may spend 3 Cursed Energy and select one creature within 5 feet of you. If the creature has a ***Mental*** condition, you remove 1 stack of the condition.
### New Condition
##### Cursed
***Max Stacks: 5***
***Type: Physical***
- A creature with the cursed condition cannot benefit from advantage.
- Whenever a creature who possesses the cursed condition would roll a d20 for any roll, they replace the d20 with a 2d8. This aspect of the cursed condition can only trigger twice for the duration of the condition.
- When a creature takes damage from any feature from the *Jujutsu Sorcerer Class*, they take an additional 2d8 Force Damage.
- A creature with 5 Stacks of the condition that are killed cannot be revived through any means.
- A creature with the cursed condition can attempt to remove the condition as an action. The creature must make a DC 16 charisma check. Otherwise, it is removed within a minute.
\page
## Minor Binding Vows
#### Seeing Without Eyes
You gain blindsight and tremor sense of 500 feet, being able to perceive your surroundings as well as someone who can see. However, you permanently gain the blinded condition.
#### Cursed Vitality
You gain an additional amount of cursed energy equal to your level in this class. Thereafter, you gain an additional +1 cursed energy every level. You reduce your max health points by an amount equal to your level in this class. Thereafter, you lose an additional -1 every level. You may take this multiple times.
#### Curse-tinged spirit
You may gain a point of cursed energy at the end of your turn, even if you used a technique during the turn. Additionally, your Cursed Energy max increases by your level. You reduce your max chakra points by an amount equal to your level in this class. Thereafter, you lose an additional -1 every level.
#### Always Bet on Jujutsu
Choose even or odds, you may not change this choice later. Once per turn, when you make an attack, you may call even or odds. Roll a d20, if it lands on your choice, you gain the benefits of ***The Zone*** for that attack. If the d20 does not land on your choice, then you lower the attack result by -1d4.
```
```
#### My Technique
As a bonus action you give away the intricacies of your jujutsu technique to up to 3 creatures within 80 feet of you. A creature can only be told if they understand the language you are speaking. Once a creature is informed, this cannot be used on that creature until they complete a long rest. For 1 minute after being informed of your technique, features requiring Cursed Energy are automatically magnified. If your technique does not have a magnification effect, it deals additional damage equal to your proficiency bonus(In the case of shadow summons, their attacks do additional damage equal to your proficiency Bonus) or increase their Save DC by +1. Informed creatures gain a +3 to their AC and against saving throws against any attack/save that originates or is augmented from your Jujutsu technique.
#### Stastistical Anamoly
You trade physical power for mental power, or perhaps vice versa. Select one ability score and increase the ability score and that score's max by +2. However, you lower it's linked stat and it's maximum by -2. You may take this vow multiple times.
| Mental Stat |Physical Stat |
|:---:|:-----------:|
| Intelligence | Strength |
| Wisdom | Dexterity |
| Charisma | Constitution |
#### Elemental Binding
You gain access to a nature release of your choice. Jutsus from the nature release increase their damage dealt or damage healed by two die(Once per casting). If you are damaged by the damage type that is surperior to your element, you take additional damage equal to twice the caster's proficiency modifier. For example, if you chose fire release and take cold damage, you take the additional damage.
#### Restriction of the Sun
You lower your Maximum Cursed Energy by half your level(Rounded up). However, when you deal damage to a a creature with the cursed condition, an undead creature, a demon, or a monstrosity, you gain 1 Cursed Energy.
#### Restriction of the Moon
You no longer gain Cursed Energy at the beginning of your turn. However, if you do not deal damage to a creature on your turn, you gain an additional 2 Cursed Energy at the beginning of your next turn.
#### Restriction of the Stars
Increase your Cursed Energy by your level+5 and decrease the cost of all features requiring Cursed Energy by -1(min 1). However, you cannot regain Cursed Energy outside of a rest.
\page
## Major Binding Vows
#### Hellish Restriction
A pact to harm your vitality in exchange for a power up beyond your mortal understanding. As an action, you may choose to enter a circle of hell. To enter the circle you must pay a specified amount of Hit Points. If you choose to skip to a higher circle, you must pay the Hit Point cost of each circle. Hit Points spent cannot be recovered until you take a long rest.
- **1st Circle(10):** Increase your maximum Cursed Energy by half your level.
- **2nd Circle(10):** Double your movement Speed and you may dash or disengage as a bonus action.
- **3rd Circle(15):** You may dodge as a bonus action or reaction.
- **4th Circle(15):** Increase your AC and save results by +1
- **5th Circle(20):** You're immune to all ***Mental*** Conditions.
- **6th Circle(20):** You are always under the effects of the dodge action and always under the effects of ***The Zone***.
- **7th Circle(25):** Each Cursed Energy you spent is now considered 2.
#### Heavenly Restriction
A pact to reduce your natural Cursed Energy to instead increase the natural abilities of your physical body. This must be selected at character creation and cannot be reversed by any normal means. This pact in particular has multiple steps. At any point when you would be able to choose binding vows, you may advance this binding vow up to any stage. The first step requires one major binding vow slot, each step after requires an additional minor binding vow slot.
- **(1):** Reduce your maximum Cursed Energy by half your level. Increase your Maximum HP by your level. Hereafter, every level increase your Maximum HP by +1.
- **(2):** Reduce your maximum Chakra by -1. Hereafter, every level decrease your Maximum CP by -1. Increase your passive stealth(10+ Stealth Skill) by +5. You are considered hidden to creatures who rely on Chakra Sensing or Chakra Sight to see you. If the creature also has true sight, this is ignored.
- **(3):** Reduce your maximum Cursed Energy by an additional -3. Increase your unarmed damage/weapon die by one step and you may take the dash action as a bonus action.
- **(4):** You no longer regain Cursed Energy naturally on your turn.. Increase your movement speed by +20 feet and ignore difficult terrain. You also increase your Passive Perception and Insight by +5.
- **(5):** Reduce your maximum Cursed Energy to 0. At the beginning of your turn, you regain hit points equal to your Constitution Modifier. Gain DR equal to half your level(min 2).
```
```
#### Overtime
During the hours of 9 to 5(or the equivalent to them) on a “workday”, you purposely restrict your power. Reduce your maximum Cursed Energy by 3 and you do not recover cursed energy at the end of your turns. When your proficiency bonuses increases, the reduction increases by -2. However, outside this timeframe your energy spikes! Remove the effects of all reductions to your Cursed Energy and the negative effects of this vow. Then, increase your maximum Cursed Energy by the reduction from this vow. Finally, when this activates you immediately gain cursed Energy equal to your proficiency bonus.
*If this timeframe does not work, then simply have this activate when the user skips resting during a long rest. The effects disappear when you take a long rest.*
#### Divine Imitation: Six Eyes
You must keep your eyes obscured to hide an attempt to mimic the Six Eyes. You may choose to do this with a blindfold, a vow, or sunglasses. If not, this vow is considered active and drains your chakra.
As a bonus action on your turn, you may uncover your eyes and reveal the six eyes. While the *Six Eyes* are active you gain the following benefits;
- You gain a +1 to AC and all saving throws
- You gain immunity to the blinded condition
- You gain Chakra sight with a range of 500 feet.
- Increase your passive perception and insight by half your level(min 1).
- Reduce the cost of any class feature requiring curse energy by -1(min 1).
At the end of every round while the *Six Eyes* are active, reduce your chakra points by -4. If you reach 0 chakra points, this cost becomes -12 hit points. You may deactivate the six eyes at the beginning of your turn.
#### 'Till Death Do Us Part
While under 50% HP you gain the benefits of ***The Zone***. However, you only have one Death Saving Throw. You cannot gain any more Death Saving Throws or any bonuses to this single Death Save.
\page
#### Second Coming
**Prerequisite:** Cursed Vessel
The Curse inhabiting your body is a threat to everyone in the world. Once per long rest, at anytime you would be feeling great distress or as a Full-Turn Action, you may call upon your Cursed Spirit. When this happens, you must make a DC 20 Charisma Check. On a failure, the Spirit takes over and acts as it pleases(the DM controls your character). However, it most normally prioritizes self preservation through any means necessary. Regardless, you gain the following benefits for the next minute.
- You immediately gain 15 Cursed Energy, this can surpass your maximum. You also may use up to 2 Cursed Techniques per turn.
- At the beginning of your turn, you may spend any amount of Cursed Energy and gain an equal amount in Temporary Hit Points
- You gain access to every *Cursed Technique*.
- Reduce all damage received by your Proficency Bonus.
This ability may be used once per rest.
#### The 11th Shikigami
**Prerequisite:** Shadow Summoning Techinque
You gain access to the final Shadow Summoning creature that no one can control. As a Full-Turn Action, you may spend 10 Cursed Energy to summon Makora. Every creature within 100 feet of you upon summoning is a part of the *Subjugation Ritual*. Makora is controlled by the DM, is hostile to every creature, and moves before the summoner in turn order. In order for the ritual to end, every creature's Hit Points besides Makora's must be reduced to 0 or Makora's Hit Points must be reduced to 0. Anyone reduced to 0 during the ritual does not roll death saves and if they remain at 0 by the end of the ritual, they immediately die. If you are alone(excluding summons/clones) when you defeat Makora, you gain control over it and may summon it as if it were an S-Rank summon. If anyone else is included in the ritual, the ritual is seen incomplete. Building Makora has two options. You may either use the [Jujutsu Sorcerer Class Mod ](https://homebrewery.naturalcrit.com/share/CjkEdNjtP_Lz) Shikigami summon build as if it were a level 20 S-rank or use the [Jujutsu Sorcerer Class Mod Level 6](https://homebrewery.naturalcrit.com/share/Lcf_qLv0m_-j) Mahoraga stat block
:).
#### Out of Control
**Prerequisite:** Copy Techinque
When you are in danger, your Old Friend goes berserk. While your Old Friend is active or when you activate it while under 50% Hit Points, your Old Friend activates at Stage 3. When it does, you must make a Charisma Check vs DC 20. On a failure, the Old Friend gains an additional 4 ASI and cannot be controlled by you. While this is active, the Old Friend will be in the DM's control and is under the effects of the Berserk condition targetting hostile creatures. When all hostiles are defeated, the Old Friend will treat the creature closest to you as a Hostile. On a success, the Old Friend gains an additional 4 ASI and can be controlled as normal. If your Old Friend is Berserk, as an action you may remake the check. ON a success, the Old Friend immediately deactivates.
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```
#### Loud and Proud
**Prerequisite:** Cursed Speech
You expand the range of your technique, however every use now strains you. Your Class features now apply to genjutsu with the Tactile and Visual keywords. However, you always take the damage listed by Influential Presence when using a feature from the subclass.
#### 7:3 Obsession
**Prerequisite:** Ratio Techinque
You limit your technique further to create an even more powerful effect. You no longer have a critical threat range and may only land a critical hit on a natural d20 result of a 3 or 7. However, if this occurs, you enter ***The Zone***.
#### Positive & Negative
**Prerequisite:** Limitless
You forsake the power of your nuetral limitless to break the limit upon your Cursed Energy. Your Infinity's Hit Points now are only equal to your Jujutsu Sorcerer level. However, Your ***Limitless*** Subclass features are always magnified.
#### Clap It Up
**Prerequisite:** Boogie Woogie
Your hands really hurt, but that won't stop you. Increase your maximum Rhythm by 6 and you may swap places with objects of one size category larger than you. However, the cost of ***Criss Cross*** and ***Slide*** are doubled.
#### Eye for an Eye
**Prerequisite:** Cursed Resonance
When you would use Straw Doll Technique, you may instead deal the max possible damage to yourself. Damage dealt in this way cannot be reduced in any way. The targeted creature then takes the listed damage of the attack. The creature cannot react to the damage nor reduce it in any way.
#### Soul First, Body Second
**Prerequisite:** Idle Transfiguration
Your Health and Chakra are added together and become their own resource called *Soul*. Any ***hostile*** effects besides damage that would affect your Chakra or Health is halved and applied to your Soul. You may spend Soul in place for effects that require Chakra or Health. Soul is considered both Health and Chakra.
\page
#### Stand Proud, You're Strong
**Prerequisite: Disaster Flames**
You compliment your enemy during their dying breaths;
however, it leads to an even stronger one setting their eyes
on you. Whenever you would kill an adversary that’s an
elite or solo you can compliment them right before death,
gaining the benefits of a long rest when you do. You can
only do this once per rest. Afterwards, an enemy that is
overwhelmingly stronger than you is set to fight you in the
near future, with survival not being a guarantee.
#### Blood Brothers
**Prerequisite:** Blood Manipulation
Your blood has allowed you to form a bond with the one you hold the most dear. This bond is created by holding a ritual in which you two now share the same blood, as well as your own.
An unwillingy creature can make a Chakra Control check contested by your own Chakra Control check, if the unwillingly creature succeeds, they do not become your ***Blood Brother*** and you cannot attempt this again until you spend 1 week of downtime.
Choose one allied creature, this creature becomes your ***Blood Brother*** and you each gain the following effects:
- You and your ***Blood Brother*** always know the other's approximate location, up to 1 mile.
- You and your ***Blood Brother*** gain the first archetype feat that corresponds to the opposite creature's class. You do not need to meet the level or ability score prerequisites.
- You and your ***Blood Brother*** have advantage on saving throws and skill checks that would make you harm your ***Blood Brother***.
- When you or your Blood Brother are suffering the effects of a ***Physical*** or ***Elemental*** condition, the other not suffering from it, has disadvantage on checks and saving throws to avoid these conditions
- You and your ***Blood Brother*** take additional psychic damage equal to half your proficiency bonus twice per turn if you see the other take damage, this feature does not trigger off of itself.
- If your ***Blood Brother*** fails a death saving throw you have disadvantage on the next death saving throw this make, until the end of combat.
#### Major Binding Vow: True Life's Work
**Prerequisite:** Cursed Puppet Manipulation
You take upon a major vow to allow your technique to flourish the most it can. Upon taking this Vow, you forgo your existing character and now play as your **Cursed Puppet**. Your Cursed Puppet gains access to all of your senses, resources, features, jutsu, and abilities that do not come from your clan. Any ability score the Cursed Puppet possesses that is less than your equivalent scores, becomes equal to your equivalent score. Your Cursed Puppet's maximum hit points are also doubled. Cursed Puppets are considered conscious during any form of rest.
Cursed Puppets do not possess death saving throws, instead, so long as a fraction of them can be recovered, they can be revived upon recieving hit points again.
Your motivations and actions change depending on your ***Divergent Path***, granting you following esoteric benefits;
- **Nature and Nurture:** You believe it would be best for your creation to grow organically, on its own independent of you. Your existing character becomes an NPC under the DMs control.
- Your **Cursed Puppet** gains an Archetype class feat for free.
- Your **Cursed Puppet** gains the Bloodline, Latent feat for free.
- Reduce the cost of all **Cursed Cores** by -1.
- **Revolution and Industrialization:** You form a pact to bestow yourself with immense Cursed Energy, at the cost of your physical vitality. While you are not an NPC, you have become completely unable to move properly, and your health has degraded so much to the point where even the sunlight will kill you.
- You gain twice as much **Cursed Energy**.
- You have access to every ***Cursed Technique***.
- Using downtime, you may craft additional Puppet Upgrades from the Puppet Master class. The amount of downtime required is equal to 10 + an amount equal to the rank of the desired upgrade. You can craft upgrades up to one tier higher than your highest known tier. (Wood: 2, Bronze: 4, Silver: 6, Gold: 8, Platinum: 10). You can craft an additional number of upgrades this way equal to your proficiency bonus.
\page
##### Lunar Slayer
| Level | Proficiency Bonus | Features | Caryll Runes | Tricks | Jutsu Known | Highest Rank Jutsu Known
|:---:|:---:|:---|:---:|:---:|:---:|:---:|
| 1st | +3 | Wrath of the Moon, Trick Weaponry| ─ | 1 | 6 | D-Rank |
| 2nd | +3 | Slayer's Stance, Hunter of the Profane, Caryll Runes | 1 | 1 | 6 | D-Rank |
| 3rd | +3 | Slayer's Oath | 1 | 1 | 6 | D-Rank |
| 4th | +4 | Ability Score Improvement/Feat | 2 | 1 | 6 | D-Rank |
| 5th | +4 | Extra Attack | 2 | 1 | 7 | C-Rank |
| 6th | +4 | Rally, Quickstep | 2 | 1 | 7 | C-Rank |
| 7th | +5 | Wrath of the Moon (1), Slayer's Rifle | 2 | 2 | 7 | C-Rank |
| 8th | +5 | Ability Score Improvement/Feat | 3 | 2 | 7 | C-Rank |
| 9th | +5 | Eyes on the Inside | 3 | 2 | 8 | B-Rank |
| 10th | +6 |Gemstone Infusion, Flora's Dream | 3 | 2 | 8 | B-Rank |
| 11th | +6 |Slayer's Oath (3), Quickstep (2) | 3 | 2 | 8 | B-Rank |
| 12th | +6 | Ability Score Improvement/Feat | 4 | 3 | 8 | B-Rank |
| 13th | +7 | Insightful Strikes | 4 | 3 | 9 | A-Rank |
| 14th | +7 | Slayer's Rifle (2)| 4 | 3 | 9 | A-Rank |
| 15th | +7 | Slayer's Oath (4), Eyes on the Inside (2) | 4 | 3 | 9 | A-Rank |
| 16th | +8 | Ability Score Improvement/Feat | 5 | 3 | 9 | A-Rank |
| 17th | +8 | ─ | 5 | 4 | 10 | S-Rank |
| 18th | +8 | Flora's Dream (2)| 5 | 4 | 10 | S-Rank |
| 19th | +9 | Ability Score Improvement/Feat | 5 | 4 | 10 | S-Rank |
| 20th | +9 | Slayer's Oath (5) | 5 | 4 | 10 | S-Rank |
## Lunar Slayer
*A clanless woman enters the battlefield knowing no jutsu, carrying a large staff weapon and attire fit for quick movement, she finds herself surrounded by several beasts summoned by the shinobi she is fighting. Drawing her weapon, with a special motion she activates a rotary mechanism that cleaves all beasts in two with a single strike.*
*A Hebi is hunting a rogue shinobi he has lost sight of when he calms his breath and focuses. With no chakra left, he miraculously discovers the shinobi from afar, and with one swift motion of his sword, he transforms it into a bow, striking down the runaway in a single shot.*
*A technique first uncovered in the shinobi-less Land of Iron, these warriors, known commonly as Lunar Slayers, are all connected by a desire to transcend the norm of battle and enlighten themselves to the mysticism of the world. To follow an unknowing path to learn what lies in the shadows, opening their eyes to all that is possible.*
### Character Inspirations
When designing this class, it was built with the intention of giving the player as many non-jutsu options as possible, providing many alternative methods and tools to do so. While similar to Taijutsu or Bukijutsu Specialists, this class gives the player far more modularity in their kit, granting them
far greater control over how they do battle.
This class was inspired by Father Gascoigne, The Bloody
Crow of Cainhurst, Valtr, Gerhman the First Hunter, Eileen the Crow, The Kin, and Alfred from the Bloodborne franchise created by Fromsoftware. The newest subclass, Oath of the Tarnished, is inspired by the protagonist of Elden Ring, also created by Fromsoftware.
### Creating a Lunar Slayer
When creating a Lunar Slayer consider what led your character down this path. How or who showed them this unique battle style? What is their end goal? Have they experienced perhaps a trauma in their life that led them to pursue this path? Are they utilizing the foreign powers this class provides purely to prove a point or are they just curious? Ask yourself these questions.
#### Quick Build
You can make a Lunar Slayer by following these suggestions. First, set your highest ability score to Dexterity, followed by either Wisdom or Constitution.
Second, choose the Namikaze,
Sarutobi, Kurama, Uchiha,
Inuzuka, Hebi, or Non-Clan, Clans.
##### Sasuke Hunter
[YG](https://fineillsignup.tumblr.com/post/621467383353196544/sasuke-as-the-hunter-from-bloodborne-by-yg)
\page
### Class Features
As a Lunar Slayer, you gain the following class features.
#### Hit Points
**Hit Dice:** 1d10 per Lunar Slayer level
**Hit Points at 1st Level and beyond:** 10 + your constitution
modifier
#### Chakra Points
**Chakra Dice:** 1d8 per Lunar Slayer level
**Chakra Points at 1st Level:** 8 + your Constitution modifier
**Chakra Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Lunar Slayer level after 1st.
#### Proficiencies
**Armor:** Light armor, Medium armor
**Weapons:** All Simple and Martial Weapons
**Ninja Tools:** Alchemist Kit, Armorsmith Kit, Disguise Kit, Forensics Kit, Trappers Kit, Weaponsmith Kit
**Saving Throws:** Dexterity, Wisdom, (Intelligence)
**Skills:** Acrobatics, Crafting, Choose two from Athletics, History, Intimidation, Insight, Perception, Ninshou, Stealth, Survival, Martial Arts
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Padded Armor or (b) Combat Jacket
- (a) 1 Simple Weapon or (b) 1 Martial Weapon
- (a) 1 Simple Weapon or (b) 1 Martial Weapon
- Shinobi Waist Bag, Belt Pouch, and Leg Pouch
- One kits of your choice
### Jutsu Casting
#### Ninjutsu
**Ninjutsu save DC** = 8 + your proficiency bonus + your Intelligence modifier
**Ninjutsu attack modifier** = your proficiency bonus + your Intelligence modifier
#### Genjutsu
**Genjutsu save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Genjutsu attack modifier** = your proficiency bonus + your Wisdom modifier
#### Taijutsu
**Taijutsu save DC** = 8 + your proficiency bonus + your Strength modifier
**Taijutsu attack modifier** = your proficiency bonus + your Strength modifier
### Wrath of the Moon (Changed)
Beginning at 1st level, you gain a +1 to attack rolls with your ***Trick Weapon***, and once per turn, when you deal damage with it, you may add your proficiency bonus to the damage.
At 7th level, you gain a +1 bonus to critical threat range with weapon and taijutsu attacks with your ***Trick Weapon***.
### Trick Weaponry
Beginning at 1st level, you begin to integrate the ways of the Lunar Slayer into your kit, and forge a weapon that can adapt to any situation. You gain your first ***Trick Weapon.*** Only Lunar Slayers are proficient in Trick Weapons.
***Trick Weapons*** are special in that they are able to transform between two different weapons by being pressed or moved in a specific way. Select two weapons, such as a Great Axe and a Sasumata, or a Tanto and a Longbow. You merge these weapons into a hybrid weapon that can switch between both weapons. While formed into a Trick Weapon, both of your chosen weapons become Greater in quality and increase their damage die by 1 step, up to a 2d8.
One weapon is denoted as the Trick Weapon's **Base Form**, and the other its **Trick Form**. The design of your hybrid weapon is up to you, though generally the more complex weapon of the two is listed as its Trick Form. You can switch between both forms of your weapon during your turn (no action required), and can switch which weapons make up your Trick Weapon on a full rest.
***Trick Weapons*** can use Strength or Dexterity for weapon and Bukijutsu attacks, and your Save DC for Bukijutsu. You can also always use Bukijutsu that your weapon qualifies for, regardless of its current damage type or form (This does not allow you to cast Bukijutsu that require a ranged weapon with a melee weapon, and vice versa.)
Finally, your ***Trick Weapon*** gains access to 1 **Trick** of your choice, which are listed at the end of this class. Your weapon gains more tricks as you level up in this class. You may swap your any Tricks you have chosen on a long rest or level up.
### Slayer's Stance
Beginning at 2nd Level you adopt a particular Weapon Stance to aid you in the hunt. Choose one of the Weapon Stances located in Chapter 13: Customization Options; You can’t take a Weapon Stance more than once, even if you get to choose again later.
### Hunter of the Profane
Beginning at 2nd level, you have learned to specialize the forms of your Trick Weapon to deal with foes more vile than that of typical shinobi. You gain access to two new weapon properties, ***Righteous*** and ***Serrated***. Your Trick Weapon's base form gains one of these properties, while its Trick Form gains the other. These properties allow you to ignore resistance and treat immunity as resistance against specific types of adversaries, listed below;
- **Righteous:** Aberrations, Celestials, Demons, Otsutsuki.
- **Serrated:** Beasts, Monstrosities, Undead, Plants
### Caryll Runes
Beginning at 2nd level, you gain access to **Caryll Runes**. These runes have been passed down from generations of Lunar Slayers, and are believed to be utterings from beings from far beyond that when inspired bear fruit to new power.
You gain 1 Caryll Rune, and gain additional runes as indicated on the Lunar Slayer class table. Caryll Runes are listed at the end of this class, and you can switch any number of Caryll Runes on a long rest.
\page
### Slayer's Oath
Beginning at 3rd level, you choose an Oath to follow. Your oath grants you features at 3rd, 6th, 11th, 15th & 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.
### Rally
Beginning at 6th level, you have learned a tactic to mend your own wounds by extracting the life energy from creatures you attack. In combat, when a hostile creature damages you, record the hit points lost. If you are damaged multiple times, you must record the most recent instance of hit points lost.
Until the end of your next turn, when you damage a hostile creature with an unarmed, melee weapon, or melee taijutsu attack, you recover Xd6 hit points, where X equals half your proficiency bonus. This healing cannot be boosted by any means outside of this class. Once you recover a total number of hit points equal to your recorded value, this feature ends. A creature resistant or immune to ***Bleeding***, halves or prevents any hit point recovery from this feature respectively.
### Quickstep
Beginning at 6th level, you learn the iconic evasive technique used by slayers throughout the ages, known as **Quickstep**.
As a reaction and 3 chakra, you gain a +3 bonus to your AC and Dexterity saving throws until the start of your next turn, and immediately move up to 10 feet. If this movement would move you outside of an area of effect that imposes a Dexterity saving throw, you have advantage on the saving throw. Also, while benefitting from ***Quickstep***, you can move up to 5 feet when an attack misses you. Movement from Quickstep cannot provoke attacks of opportunity.
At 11th level, you can increase the cost of ***Quickstep*** to 5 chakra to increase the bonus to a +5. Also, while under the effects of ***Quickstep***, on a successful Dexterity saving throw you take no damage or effects, and take half damage on a fail.
### Slayer's Rifle (Changed)
Beginning at 7th level, you craft a unique weapon that no other real shinobi could or would consider making; A Gun.
You gain the ***Slayer's Rifle***, a ranged weapon (*Properties: Ammunition, Finesse, Light, Multiattack, Range(30/60)* that deals 2d4 piercing damage. If ever lost, you can craft an identical rifle on a long rest for 100 ryo. You wield your Slayer's Rifle in your non-dominant hand. The Slayer's Rifle can be used as a component for Bukijutsu that require a bow.
The Slayer's Rifle uses a special form of ammunition known as **Quicksilver Bullets**, which only you can produce. When your rifle runs out of ammunition, you can gain a full stack of Quicksilver Bullets by spending 1 hit die.
The Slayer's Rifle has access to its own set of tricks listed in the tricks section.
Your gun is always equipped with the ***Slayer's Parrying Trick***, which does not count against your known Tricks. You can equip the rifle with a single other *Slayer's Trick* in addition to this Trick. Wielding the Slayer's Rifle does not prevent the use of Hand Signs with that hand.
At 14th level, you improve your rifle's design. Its range becomes (60/90), it gains the critical property, and its damage die becomes 2d6.
### Eyes on the Inside
Beginning at 9th level, in your pursuit towards enlightenment, you gain access to a special resource known as ***Insightful Eyes***. You can use these eyes in the following ways to garner insights about a creature within 30 feet of you on your turn, once per turn. Knowledge gained from this feature miraculously comes to your character's mind, as they are not even sure how they know the things that they do.
You have a number of eyes equal to your proficiency bonus. You regain half your spent eyes on a long rest, and all eyes on a full rest. Each time you use an Insightful Eye, you gain 15 feet of true sight until the end of your next turn. This becomes 30 feet at 15th level.
- **1 Insightful Eye:** Increase your Passive Perception and Passive Insight by half your Lunar Slayer level, rounded up, until the end of your next turn.
- **1 Insightful Eye:** You learn your target's Ninjutsu, Genjutsu, Taijutsu Save DC (Pick one).
- **2 Insightful Eye:** You may ask your DM if the target is resistant or immune to a specific damage type.
- **2 Insightful Eyes:** You may ask your DM is the target is resistant or immune to a specific condition.
- **3 Insightful Eyes:** You learn your target's highest or lowest ability score (Pick one).
- **3 Insightful Eyes:** Learn the target's jutsu list of a specific classification (Ninjutsu, Genjutsu, Taijutsu, Bukijutsu).
- **5 Insightful Eyes:** You learn the current and maximum, hit points or chakra points of your target (Pick one).
### Gemstone Infusion
Beginning at 10th level, you gain expertise in Crafting, and reduce both the downtime and ryo needed to craft Chakra Enhanced Items by half (Min. 1 Week and Min. 100 Ryo).
When you would craft a weapon or armor seal, you can choose to store the seal into a **Lunar Gemstone** for an extra week of downtime. Lunar Gemstones can be embedded and removed from a weapon or armorset by you on a rest, allowing you to recustomize equipment without destroying it.
When you gain this feature, all seals you possessed previously are converted into Lunar Gemstones.
### Flora’s Dream
Beginning at 10th level, your journey in understanding the mysticism of the world has granted sympathy from an unknown force when you would be confronted with death.
After gaining this feature, the next time you would fail three death saving throws or die, you instead do not die. By the mercy of the forces that guide you, your body and all equipment on your person vanish from the material plane, reforming in a pocket dimension known as ***Flora's Dream.***
\page
***Flora’s Dream*** is modeled after a real life location, which contains many small aberrations known as servants, and one humanoid servant. Work with your DM on how to make the dream more fitting and unique for your character.
After one day's time, you gain the benefits of a full rest, however, you gain 2 ranks of exhaustion and only recover a number of hit points and chakra points equal to half your maximums. You return to the real world 1 mile from your comrades during nightfall.
To trigger this feature again after the 1st time, you must meet the same conditions as you did before and make a **Flora's Grace Check**. Roll a d20 and add 1/3rd your Lunar Slayer level to the result. Your result cannot be increased by any jutsu, feat, or clan/class feature. If your result is a 13 or higher, you return to the dream, however, you cannot leave until one week has passed.
If you desire to leave the dream early, your DM can impose one or more checks at their discretion to allow you to do so, however, be warned that leaving the dream early can and will cause your character to return in a far weaker state.
At 18th level, just like before, you can now leave Flora's Dream after 1 day as opposed to a week. When you leave Flora's Dream, you re-enter the world within
500 feet of your comrades, at your full hit
points and chakra points, with no ranks
of exhaustion.
```
```
### Insightful Strikes (Changed)
Beginning at 13th level, flavor. When you would attack a creature that is of Huge or larger size, you can choose to continously lower your attack bonus by -2 and increase your critical threat range by +1, as you aim for a specific part of their body such as their head, arm, leg, or tail. You cannot reduce your attack bonus below 0. If you score a critical hit this way, you inject some of your chakra into the creature, and it feels as though that area is broken indicated by an excruciating amount of pain. As part of using this feature, you can spend 1 **Insightful Eye** to ignore any other penalties to the attack roll, and ignore immunity to critical hits.
Until the end of your next turn, each time this creature takes damage, it takes an additional die of damage in necrotic damage which cannot be reduced and ignores temporary hit points. Once your next turn ends, your chakra leaves their body in a surge of red energy and this feature ends. You cannot activate this feature if the target possesses temporary hit points. You can use this feature 3 times per long rest.
##### Soulsborne x
Monster Hunter
[Shimhaq](https://shimhaq.tumblr.com/post/618572255475253248/soulsborne-x-monster-hunter-world-it-was-a-blast)
\page
### Oath of Beasthood
Slayers who follow the Oath of Beasthood travel down a path to awaken their Ghastly Beast. These slayers prioritize offense over defense, fighting up close and personal, ripping through their enemy’s defenses and tearing them down before ever gaining the chance to launch a counterattack.
#### Beast Slayer's Tools
As you begin to follow this Oath at 3rd level, you uncover the following tools listed below to aid you on your journey. Select one tool. You gain the other tool at 9th level. These tools use your Taijutsu attack bonus and Save DC.
Each tool requires a specific amount of chakra to activate, and you can use these tools a total number of times equal to your proficiency bonus per long rest. If you lose any of these tools, you regain them on a short rest.
___
- ***Beast Claw (5 Chakra):*** The claw of an ancient beast. As a
reaction when you would be targeted with an attack, you
can cause the claw to release a powerful shockwave. Each
hostile creature within 15 feet of you must make a
Strength saving throw, being knocked back 10 feet on a
failed save, or half as much on a successful one. If a hostile
creature is within 5 feet of you when you use this tool, they
make their saving throw at disadvantage, and creatures
who fail this saving throw by 5 or more are knocked prone.
If this claw is used in response ranged attack, a clash is
initiated. Make a Martial Arts check, adding a number of
d4s equal to your current stacks of ***Beasthood*** (Min. 1) to
your roll. On a success, the attack is deflected. Neither you
or the triggering creature suffer the effects of a failed clash.
- ***Mystic Urn (5 Chakra):*** Craggily urns filled with potent
smoke. As a bonus action, you can throw an urn at space
within 60 feet of you. The urn explodes when it hits the
ground, causing a 30-foot radius of smoke to appear that
heavily obscures all creatures that are inside of it for 5
rounds. You are able to see through this smoke just fine.
This smoke is chakra enhanced, preventing creatures who
possess special sights, such as chakra sight and blindsight
(excluding True Sight), from gaining advantage or bonuses
to see through the smoke. Moderate wind disperses this
smoke in 4 rounds. Strong wind disperses it in one round.
#### Beasthood (Changed)
At 3rd level, your tenacity and battle hood prowess begins to imitate that of an apex predator. While in combat, when you hit with an unarmed, melee weapon or melee taijutsu attack, you can choose to gain 1 stack of ***Beasthood***. You can gain up to 3 stacks of Beasthood.
For each stack of ***Beasthood*** you possess, you gain a +2 bonus to damage rolls that include your unarmed or weapon's damage. This amount of times this bonus can trigger per turn is equal to how many stacks of Beasthood you have. However, when you take damage from a hostile creature, you take an extra +2 damage for each stack of Beasthood you possess.
When you deal 0 damage on your turn, or lose an amount of hit points as the result of taking damage equal to 12 + your Lunar Slayer level, you lose 1 stack of Beasthood. You lose all stacks of Beasthood when you exit combat or reach 0 hit points.
```
```
#### Beasthide
Starting at 3rd level, your flesh begins to embody the essence of nature, granting you her grace. You gain proficiency in Martial Arts (can use Strength or Dexterity) and gain proficiency in heavy armor (You can meet Strength requirements for heavy armor, if your Dexterity score is +2 higher than the heavy armor Strength requirement).
Additionally, you also gain the ***Unarmed Trick***, which does not count against your known tricks.
Finally, select one nature release, picking from Earth, Wind, Fire, Water, or Lightning. You gain this nature release affinity. If you pick a release you already possess, you gain 1 additional jutsu with your release's keyword. When you deal your unarmed or weapon's damage, you can change the damage type to that of your chosen release.
#### Beast Infusion
Starting at 6th level, your Oath grants your ***Trick Weaponry*** a rite of passage. Each Trick Weapon you possess gains the **Embrace** property. On your turn when equipped with a Trick Weapon with the Embrace property, you can ignite the power within the weapon, granting it the following benefits for 1 minute, once per short rest. You can choose to spend 1 chakra die to reactivate your infusion before taking a rest.
- Increase your weapon's damage by +1d4.
- For every 2 stacks of ***Beasthood*** you have, your critical threat range for unarmed, melee weapon, and melee taijutsu attacks increases by +1.
- Once per turn, you may make an extra unarmed attack as part of taking the attack action, or casting a Taijutsu or Bukijutsu.
#### Beast's Embrace (Changed)
Starting at 11th level, the path you have followed has begun to change who you are, down to your very core. As an action, you may unleash the **[Ghastly Beast](https://bloodborne.wiki.fextralife.com/file/Bloodborne/beast_transformation-bloodborne.jpg)**. Your hair grows longer, your eyes glisten brightly in the light, your teeth grow sharper, your hands and feet morph, gaining claws, and lastly your voice becomes more feral sounding in tone.
You gain the following features until you detransform as a bonus action, reach 0 hit points, or are killed. You can use this form a number of minutes equal to your Lunar Slayer level per long rest, but you may spread out this time throughout multiple uses.
- You are classified as a **Beast** creature. You take an additional die of damage from the element superior to the one you selected with your ***Beasthide*** feature.
- You can gain up to 4 stacks of ***Beasthood.*** You can also choose to remove a single stack of beasthood at the end of your turn, and can choose to not lose a stack of Beasthood when you deal 0 damage in a turn.
- You gain a bonus to Strength, Constitution, and Wisdom saving throws equal to your stacks of ***Beasthood***.
- Your movement speed is increased by 20 feet (Your water/climbing/burrowing speeds equal your movement speed), and either as a bonus action or once per turn by spending 2 chakra, you can Dash or Disengage.
- When you take the attack action against a *bloodied* creature, you can make an extra attack, once per turn.
- Finally, while you have 2 or more stacks of ***Beasthood***, your Taijutsu ability score increases by +2, up to 22.
\page
#### Vicar of Beasts
Starting at 15th level, your primal being attunes you further to nature. You gain resistance to the damage type of the nature release affinity you selected with your ***Beasthide*** feature, and have advantage on saving throws against the conditions associated with your nature release. *(Earth= Bruised, Wind=Bleeding, Fire=Burned, Water=Chilled, Lightning=Shocked)*
While in your ***Ghastly Beast*** form, you instinctually manifest an aura of your chosen nature release affinity, granting you immunity its associated damage type and a bonus to concentration checks equal to your current stacks of ***Beasthood*** when you are only concentrating on jutsu with your chosen element's keyword.
Lastly, once per turn, when a creature hits with you with an attack roll while within 10 feet of you, they immediately take damage equal to your Taijutsu ability modifier of your release's damage type.
#### The Old Blood (Changed)
Lastly at 20th level, you have reached the end of your journey and the essence of the beast flows through your blood fully. Transforming in or out of your ***Ghastly Beast*** form now can be done as a bonus action, and while you are in the transformation, the benefits you gain become the following; You no longer have a time limit for how long you can stay in this form.
- You are classified as a **Beast**. You take an additional die of damage from the element superior to the one you selected with your ***Beasthide*** feature.
- You can gain up to 5 stacks of ***Beasthood.*** At the end of your turn, you can choose to remove up to 2 stacks of Beasthood you possess, and when you lose a stack of Beasthood, you can choose to keep it.
- You gain a bonus to Strength, Constitution, and Wisdom saving throws equal to your stacks of ***Beasthood***, and cannot make these saving throws at disadvantage or any penalties.
- Your movement speed is increased by 40 feet (Your water/climbing/burrowing speeds equal your movement speed), and you ignore difficult terrain. As a bonus action or once per turn by spending 2 chakra, you can Dash and Disengage.
- Creatures cannot react to the first Unarmed Attack you make against them per turn. If they are *Bloodied*, this becomes the first two Unarmed Attacks per turn.
- You can Dash and Disengage using your bonus action. When you would Dash, your movement is increased by twice your movement speed. When you would Disengage, your movement is doubled until the start of your next turn. Alternatively, on your turn, you can spend 2 chakra to gain the benefits of both the Dash and Disengage actions.
- Once per turn, when you take the attack action, cast a Taijutsu, Bukijutsu, or a jutsu with your chosen affinity's keyword, you can make an extra unarmed attack (no action required)
- Finally, your Taijutsu ability score increases by +2, up to 22. When you have 2 or more stacks of ***Beasthood***, your Taijutsu ability score increases by +2, up to 24.
##### Blaidd (Elden Ring)
[AFinnstark](https://www.artstation.com/artwork/2qZO0J)
\page
```
```
### Oath of Corruption
Slayers who follow the Oath of Corruption travel down a path of selfishness in the pursuit of perfection. These slayers specialize in the use of blood to grant them vile, overwhelming strength. Just when the enemy thinks the fight is over and the Slayer is slain, the fight has only just begun.
#### Corrupted Slayer's Tools (Changed)
As you begin to follow this Oath at 3rd level, you uncover the following tools listed below to aid you on your journey. Select one tool. You gain the other tool at 9th level. These tools use your Taijutsu attack bonus and Save DC.
Each tool requires a specific amount of chakra to activate, and you can use these tools a total number of times equal to your proficiency bonus per long rest. If you lose any of these tools, you regain them on a short rest.
___
- ***Crimson Glove (5 Chakra):*** An old dainty red glove, with an ominous aura. As a bonus action, you can activate this tool to gain the following effects for 4 rounds. This duration increases to 6 rounds at 6th level, 8 rounds at 11th level, and 10 rounds at 15th level.
• Your movement speed increases by 10 feet and attacks
of opportunity made against you have disadvantage.
• Once per round, when you would be hit by an attack,
you can become invisible until the end of the turn.
• When you use the ***Quickstep*** feature, you can move up to 20 feet initially, instead of 10, and when an
attack would miss you, you can instead move 10ft.
- ***Nightmare Whistle (5 Chakra):*** A deteriorated whistle with a texture reminiscent of snakeskin. As an action, you blow on the whistle, sending out a wave of snakes in a 15-foot cone. All creatures within range must make a Dexterity saving throw, taking Xd6 poison damage and becoming Envenomed on a failure, or only half damage on a success. X equals your proficiency bonus. For every two 6s rolled, increase the ranks of Envenomed by +1.
#### Blood Dregs (Changed)
Also at 3rd level, your chosen oath has blown the wind of fortuity in your favor. When you face the call of death, from the depths of your body, a new life springs forth and claws to keep you alive.
You gain access to a pool of d6s equal to your Lunar Slayer level, known as ***Corruption Dice***. On your turn, you can roll any number of dice up to your proficiency bonus, regaining the result + 1 for each die spent, as hit points. If you roll a 6 on a die, you regain 1 die. If you heal this way while *Bloodied*, you add a +3 to the roll for each die spent.
You regain half your spent Corruption Dice on a short rest, and all dice on a long rest.
#### Ichorous Talent
Also at 3rd level, your corrupted blood unlocks a path to incredible power, improving your capabilities as a warrior. You gain the ability to learn jutsu with the Medical keyword that deal acid, necrotic or poison damage. Medical Ninjutsu you cast use Constitution as your Ninjutsu ability modifier.
Additionally, you gain the ***Blood Rapture*** Caryll Rune, which does not count against your known runes.
Finally, when you cast a jutsu with the Medical Keyword that deals damage, you may change it to necrotic, increasing its damage die by 1 step.
##### Bloody Crow
of Cainhurst
[Le_gris_No9](https://twitter.com/Le_gris_No9/status/1309761923114622977?s=20&t=a8Fj2sRjnIOVRPnwgcyZDw)
\page
#### Vileblood Infusion
Starting at 6th level, your Oath grants your ***Trick Weaponry*** a rite of passage. Each Trick Weapon you possess gains the **Royal** property. On your turn when equipped with a Trick Weapon with the Royal property, you can ignite the power within the weapon, granting it the following benefits for 1 minute, once per short rest. You can choose to spend 1 chakra die to reactivate your infusion before taking a rest.
- Increase your weapon's damage by +1d6 necrotic damage.
- At the start of each of your turns, you can sacrifice 2 hit points. When you do, until the end the current turn, increase your weapon's range by 5 feet if melee or 15 feet if ranged, and a +1 bonus to critical threat range.
- At the start of each of your turns, you can sacrifice 2 hit points. When you do, until the end of the current turn, increase your weapon's range by 5 feet if melee or 15 feet if ranged, and increase the damage bonus of this infusion to 1d8.
#### Atavistic Control
Starting at 11th level, your dedication to the Oath of Corruption has taught you newfound ways of using your life force to empower your arsenal. You have developed new arcane methods of using your ***Corruption Dice.*** You can now roll your Corruption Dice to corrupt your blood, causing you to instead lose hit points equal to the result. In exchange you can use one of the following abilities, up to 2 times per turn;
You cannot be reduced below 1 hit point when using Corruption Die this way, and rolling a 6 on a die prevents it from being spent. If you use any of the aforementioned features while *Bloodied*, you only lose hit points equal to half the result.
- Reduce the chakra cost of a Medical jutsu that deals damage, a Bukijutsu, or a Lunar Slayer or Clan feature by half the result of the die (Min. 1). You cannot use this feature to reduce a single cost twice on one turn.
- Add the result of 1 die to a Strength, Dexterity, or Constitution saving throw.
- Gain a bonus to a weapon, Taijutsu (Bukijutsu only), or Medical jutsu attack roll equal to the result of the die.
- Roll 1 die and automatically end one ***Sensory*** condition, or the Bleeding, Bruised, Poisoned, or Envenomed conditions.
#### Ritualistic Exsanguination
Starting at 15th level, you can use your blood to sharpen your blade to new heights, capable of cutting through anything. Once per turn, when you would deal damage with your ***Trick Weapon***, you can choose to spend 5 hit points to ***Exsanguinate***. When you do, your attack deals an additional 2d10 necrotic damage. The target gains 1 rank of the bleeding condition for every 8-10 rolled on this feature's dice. You can spend an additional 5 hit points to add 2 additional dice of damage up to a maximum of 20 Hit Points spent.
The cost of this feature is added to your next rally on the beginning of your next turn, as long as you do not ***Exsanguinate*** on that turn. When you ***Exsanguinate***, the additional damage cannot benefit from a critical hit.
```
```
#### Sanguine Royalty
Finally at 20th level, the blood that pumps through your veins is the blood that fuels the ultimate life form.
You gain an extra 5 ***Corruption Dice*** and you can reroll any 1s or 2s, taking the second result. If you begin combat and have no Corruption Dice remaining, you can spend 10 chakra to gain a number of dice equal to twice your Constitution modifier, which last until the end of combat. You can do this once per long rest.
Lastly, you can now use your ***Ritualistic Exsanguination*** feature with your Slayer's Rifle. The die used for your Slayer's Rifle are d6s, and it costs 3 hit points per 2 die to use it on your rifle, up to 12 hit points total.
##### Bloody Crow
of Cainhurst
[Unknown Artist](https://www.pinterest.co.uk/pin/351773420890606059/)
\page
### Oath of Impurity
Slayers who follow the Oath of Impurity follow a path of redemption and medicine. These slayers carry within them great admiration for their companions and deem their enemies as vermin to be squashed underneath their heel. Under this Oath, cooperation is key to guaranteeing a better future, for one cannot win a war alone.
#### Impurity Slayer's Tools
As you begin to follow this Oath, you uncover the following tools to aid you on your journey. Select one tool below. You gain the other at 9th level. These tools use your Taijutsu attack bonus and Save DC.
Each tool requires a specific amount of chakra to activate, and you can use these tools a total number of times equal to your proficiency bonus per long rest. If you lose any of these tools, you regain them on a short rest.
___
- ***Blacksky Orb (4 Chakra).*** A palm-sized orb of obsidian glass, the inside appearing like the night sky. As an action, make a number of ranged attacks equal to half your proficiency, rounded up, at a creature within 60 feet as you fire small meteoric blasts. On a hit, the creature takes 1d8 force damage and is knocked back 10ft. Affected creatures must succeed a Strength save, with a -1 penalty for every attack they were hit with this tool, or fall prone. The first attack made per turn, per creature, is unreactable.
- ***Silver Bell (7 Chakra).*** A tiny silver bell that glistens like the moon. As a bonus action, you can ring this bell, causing all creatures of your choice within a 30-foot radius that hear the bell recover hit points equal triple your proficiency bonus, gain temporary hit points equal to half the amount for 1 minute, and are cured of one ***Mental*** or ***Sensory*** condition affecting them.
#### The League
As you begin to follow this Oath at 3rd level, you specialize in tactics to aid your comrades and vanquish vermin. You gain proficiency in Medicine and Medicine kits. You gain access to a resource known as ***League Points***, which can be used to power the following ***League Techniques*** below. You gain a number of League Points equal to your proficiency bonus per long rest, regaining half of your spent Points on a short rest.
You begin with 2 **League Techniques**, and gain one more League Technique at 11th, 15th, and 20th levels. You can use any number of League Techniques per turn, though you cannot use the same League Technique twice on one turn (no action required).
#### Righteous Passage
Also at 3rd level, you gain the ability to learn jutsu with the *Medical* keyword that restore hit points, grant temporary hit points, reduce damage, or provide a boost or boon to an allied creature in any way, using Constitution as your casting modifier.
Additionally, you learn the ***Gear Trick***, which does not count against your known tricks.
Finally, you learn 2 jutsu with the Medical keyword that you qualify for. You learn one more jutsu at 6th, 11th, and 15th levels of this class. Jutsu learned from this feature do not count against your jutsu known, and you can switch these jutsu when you gain a level in this class.
#### League Infusion
Starting at 6th level, your Oath grants your ***Trick Weaponry*** a rite of passage. Each Trick Weapon you possess gains the **Companionship** property. On your turn when equipped with a Trick Weapon with the Companionship property, you can ignite the power within the weapon, granting it the following benefits for 1 minute, once per short rest. You can choose to spend 1 chakra die to reactivate your infusion before resting.
- Increase your weapon's damage by +1d6 damage.
- Your ***Trick Weapon*** exudes an aura of confidence. Allies within 30 feet of you cannot make saving throws or skill checks at disadvantage as the result of a hostile creature's effect of a rank less than your highest jutsu known.
- Once per round, when you damage a creature with your ***Trick Weapon***, you gain a number of League Points equal to the amount of allied creatures within 30 feet of you. League Points gained this way dissipate at end of your next turn.
#### Slayer's Quarry
Starting at 11th level, you've become very attached to your fellow comrades, those who hurt them shall be crushed like vermin. When an ally, other than yourself, becomes bloodied or reaches 0 hit points as the result of a hostile creature, you may enter a vindictive range and mark the triggering creature as your ***Quarry***. You gain the following benefits for the next minute or until your Quarry dies.
Alternatively, you can spend a Will of Fire to activate this feature. When you do, you can also gain another benefit of using a Will of Fire alongside activating this feature.
Once this feature ends you gain 2 rank of Exhaustion for the next hour and cannot use this feature again until you take a long rest. You can spend 2 chakra die when the conditions of this feature would be met, or spend a Will of Fire once more, to activate this feature before resting.
- All jutsu you cast that provide healing, temporary hit points, or damage reduction, increase the amount given by your proficiency bonus.
- You have advantage on checks to maintain concentration of jutsu that would provide allies, other than yourself,
any form of benefit.
- You gain full proficiency in all saving throws
when making a saving throw against your
***Quarry***.
- You are always under the effects of your
***League Infusion*** feature for the duration,
and, against your ***Quarry*** increase
the damage bonus granted to a 1d8.
- All **Oath of Impurity** features that have
a specified range, have this range
doubled for the duration.
- If you kill your ***Quarry*** in this state, a
writhing worm crawls out of their
corpse. You may crush it (no
action needed) and when you do,
roll the creature's hit die.
All allies within 60 feet of you
can recover a total number of
hit points equal to the result.
This feature then ends.
\page
#### Pursuit Towards a Common Goal
Starting at 15th level you and your comrades have formed a close bond with one another. When you and your party roll for initative, or you enter your ***Slayer's Quarry*** state, you and all allies gain a number of temporary hit points and temporary chakra points equal to 3 times the number of allies present in battle with you. These temporary resources stack with other sources of temporary resources of the same type. You can benefit from this feature 3 times per long rest.
#### Dedication to the League
Starting at 20th level, your dedication to the Oath of Impurity bolsters the hearts and vigor of you and your allies. When you begin combat and have no ***League Points*** remaining, you regain 3 League Points.
Additionally, your ***Slayer's Quarry*** feature now replenishes on a short rest, and when in your ***Slayer's Quarry***, all hostile creatures count as being Marked as your Quarry.
Finally, once per long rest, if you enter your ***Slayer's Quarry*** feature without spending a will of fire, you gain a will of fire.
### League Techniques (Changed)
##### League's Advancement
Spend 1 ***League Point*** to allow all allies within 30ft to ignore difficult terrain and increase their movement speed by 10ft until the end of their turns. You can also use this technique when you would roll for initative. If you do, all allies add a +1d8 to their initative rolls.
##### League's Assault
Spend 1 ***League Point*** to increase the attack and damage roll of an ally within 30ft by +1d4.
```
```
##### League Assistance
Spend 1 ***League Point*** to take the help action as a bonus action or reaction. Regardless of whether League Points are spent, when you take the help action, you can always assist creatures with skill checks, even if you aren't proficient, and you can help an ally within 30ft, as long as they can see or hear you.
##### League's Protection
Spend 1 ***League Point*** to decrease the attack and damage roll of a hostile creature within 30ft by -1d4.
##### League's Replenishment (New!)
You can cast a Medical jutsu with the casting time of one action, with the same restrictions as specified in the ***Iron Passage*** feature, as a bonus action. To use this technique, you spend a number of ***League Points*** equal to the rank of the jutsu cast *(D/C-Rank: 1, B/A-Rank, S-Rank: 3)*
##### League's Reinforcement (Changed)
Spend 1 ***League Point*** when you would heal or protect an ally, they gain a number of damage reduction equal to half your proficiency bonus, rounded up, until the end of their next turn. This damage reduction cannot stack with itself and does not protect against psychic damage.
##### League's Retaliation
Spend 2 ***League Points*** to allow an ally, other than yourself, to take an additional reaction to defend themselves from a hostile creature.
##### League's Stability (New!)
After seeing a hostile creature give an allied creature a *condition*, you can spend 2 ***League Points*** to give all allies within 30 feet a +1d4 bonus to saving throws to avoid gaining this condition. The condition also, cannot be applied to an ally without a failed save. This technique lasts for 1d4+1 rounds, and if this technique is used again while it is still active, the prior activation ends.
\page
### Oath of the Milkweed
Slayers who follow the Oath of the Milkweed seek enlightenment with the forces of the divine, far more than any of their comrades. By taking in the remnants of the past, these Slayers evolve into something greater, the Kin.
#### Milkweed Slayer's Tools
As you begin to follow this Oath, you uncover the following tools to aid you on your journey. Select one tool below. You gain the other at 9th level. These tools use the attack bonus and Save DC attributed to your ***Mystic Focus'*** jutsu type.
Each tool requires a specific amount of chakra to activate, and you can use these tools a total number of times equal to your proficiency bonus per long rest. If you lose any of these tools, you regain them on a short rest.
___
- ***Phantasmic Augur (5 Chakra):*** A wristband made of dozens of tiny phantasms, known as Augurs. As a bonus action, or reaction when you be targeted with an attack, you summon forth large tentacles from your wristband in a 10-foot cone. Make a melee attack against each hostile creature within range, dealing 5 + your Lunar Slayer level in force damage and imposing a Strength saving throw, knocking a creature back feet and prone on a failure. Creatures damaged by this Tool reduce their next save against you by -1d4.
- ***Tiny Tonitrus (5 Chakra):*** As an action, you slam the Tonitrus to the ground and unleash a wave of chakra in a X-foot long, 5-foot wide line *(X = 10 x proficiency)*. Select a damage type listed below. Each hostile creature within range must make a Dexterity saving throw. On a failed save, creatures take twice your proficiency bonus in your chosen damage type and gain 1 rank of a condition associated with your chosen damage type until the end of their next turn, or half damage and no effects on a pass. When you use this tool, you can spend increments of 5 chakra to increase the width by 5 feet (up to 15ft total). *(Earth =Bruised, Wind=Bleeding, Fire=Burned, Water=Chilled, Lightning=Shocked, Force=Dazed)*
#### Mystic Blessings
Starting at 3rd level, you begin to miraculously uncover mystical knowledge about the world, revealing secrets that you could hardly fathom. Compared to other slayers, those who follow the Milkweed Oath are blessed with tremendous control over more complex chakra techniques. Choose between Ninjutsu or Genjutsu. Your choice becomes known as your ***Mystic Focus*** and you gain the following benefits based on your selection;
- **Ninjutsu:** You find a calling with Ninjutsu. You learn an extra C-Rank Ninjutsu of your choice that you qualify for, and treat your Intelligence score as +2 higher for the purposes of casting Ninjutsu through ability score restrictions. You also learn one **Efficient Molding** of the Ninjutsu Specialist class. At 9th and 15th levels, you learn another Ninjutsu you qualify for and an**Efficient Molding**.
- **Genjutsu:** You find a calling with Genjutsu. You learn an extra C-Rank Genjutsu of your choice that you qualify for, and treat your Wisdom score as +2 higher for the purpose of casting Genjutsu through ability score restrictions. You also learn one **Onijutsu** of the Kurama Clan.
At 9th and 15th levels, you learn another Genjutsu you qualify for and another **Onijutsu**.
#### Intuitive Insight
Also at 3rd level, you form a special bond with your ***Trick Weapon***. You cannot be disarmed of your weapon unless you are incapacitated and as long as you are on the same plane of existance as your weapon, you can instantly teleport it to your hand as a bonus action.
Additionally, you learn the ***Celestial Trick***, which does not count against your known tricks.
Lastly, when you cast a jutsu denoted under your ***Mystic Focus***, reduce its chakra cost by -1 (Min. 1).
#### Byrgenwerth Infusion
Starting at 6th level, your Oath grants your ***Trick Weaponry*** a rite of passage. Each Trick Weapon you possess gains the **Arcane** property. On your turn when equipped with a Trick Weapon with the Arcane property, you can ignite the power within the weapon, granting it the following benefits for 1 minute, once per short rest. You can choose to spend 1 chakra die to reactivate your infusion before taking a rest.
- Increase your weapon's damage by +1d4 force damage.
- Tendrils surround your weapon. Increase the range of your weapon's weapon attacks and jutsu cast using the Trick Weapon (including this feature's 3rd bullet) by 10ft.
- Once per turn, when you cast a jutsu denoted under your ***Mystic Focus*** that affects a hostile creature, a spectral version of your Trick Weapon appears and attacks on affected creature. Add your Trick Weapon's damage to the damage dealt of your jutsu (even if your jutsu deals no damage). This counts as landing a melee weapon attack for the purposes of Lunar Slayer class features.
#### Parasitic Host
Starting at 11th level, you discover a small larva of an ancient creature and gracefully agree to become its new host. As an action on your turn, you can cause the larvae to manifest and change you, turning you into one of their ***[Kin](https://bloodborne.wiki.fextralife.com/file/Bloodborne/Kos_Parasite_Milkweed_Loch_Shield_Sword_Of_Moonlight_Concept_Art.jpg).***
Your skin becomes a pale blue in color, your hair becomes like the tendrils of a squid. When creatures gaze into your eyes, they can seemingly see a cosmos forming. Wrapping around your arms and legs are pale tentacles.
You gain the following features until you detransform as a bonus action, reach 0 hit points, or are killed. You can use this form a number of minutes equal to your Lunar Slayer level per long rest, but you may spread out this time throughout multiple uses.
- You are classed as an **Aberration**. When you take bludgeoning, piercing, or slashing damage you take an additional die of damage.
- Increase your AC by +1.
- You can spend any number of **Insightful Eyes** on your turn, and can use Insightful Eyes outside of your turn. While in this form and have no eyes remaining, you can spend 2 hit and chakra die to regain a number of eyes equal to half your proficiency bonus, once per long rest.
- Increase your Passive Perception and Insight by +5. You also become fluent in every conceivable language.
- Increase the Save DC and reduce the cost of jutsu denoted under your ***Mystic Focus*** by +1/-1 respectively.
- Finally, you have advantage on the first saving throw you make per round against a Genjutsu or Fuinjutsu.
\page
#### A Call Beyond
Starting at 15th level, you begin to hear voices from the beyond, the ether. These voices begin to teach you a way to contact them, granting you access to their power.
As an action, you can spend 15 chakra to clasp your hands together above you. In the sky, a stellar cloud appears and manifests a number of small comets equal to your proficiency bonus. Select a number of creatures within 90 feet of you equal to the amount of comets created.
Each creature must make a Dexterity saving throw against your ***Mystic Focus***' Save DC, taking 5d10 force damage, falling prone, and becoming dazed on a failed save as the meteor collides into them. You can target a creature with multiple comets, increasing the damage dice by 1 for each comet after the first and Save DC by +1 for every 2 comets aimed at them.
#### Great One's Wisdom
Lastly at 20th level, your ability to see into the realm beyond the mortal plane has granted you knowledge akin to a deity.
While in your ***Kin*** form, you gain additional benefits; You no longer have a time limit for how long you can stay in this form.
- Choose any 3 ***Mental*** conditions. You become immune to those conditions.
- Twice per long rest, you can automatically succeed a saving throw against Genjutsu or Fuinjutsu, suffering no damage or effects.
- When a creature makes a saving throw against an Oath of Milkweed feature or a jutsu denoted under your ***Mystic Focus***, they cannot make the saving throw at advantage.
##### Ebrietas, Daughter of
the Cosmos
[mono (jdaj)](https://www.pinterest.com/pin/348747564903508468/)
\page
### Oath of the Moon
Slayers who follow the Oath of the Moon specialize in tactics to pursue and break their quarry down. These slayers focus on moving faster than the eye can see, maneuvering past their enemy’s best efforts to go for the finishing blow.
#### Moon Slayer's Tools
As you begin to follow this Oath, you uncover the following tools to aid you on your journey. Select one tool below. You gain the other at 9th level.
Each tool requires a specific amount of chakra to activate, and you can use these tools a total number of times equal to your proficiency bonus per long rest. If you lose any of these tools, you regain them on a short rest.
***Hollow Phantasm Shell (5 Chakra):*** An empty, slimy
invertebrate shell, it glows dimly. As an action or bonus
action, you coat your trick weapon with energy for 5
rounds. For the duration your weapon emits a 10-foot
radius of dim light, and, once per turn, when you would
cause a creature to make a concentration check as the
result of you hitting them with your Trick Weapon, they
subtract your ***Bold Counter*** bonus from their next
concentration check. If this causes the creature to lose
concentration, you gain temporary chakra equal to the cost
of the jutsu.
```
```
___
- ***Old Slayer Charm (5 Chakra):*** A charm made out of the dark feathers of a crow, providing great protection to those who follow this oath. As a bonus action, you can activate this tool to gain the listed effects for 5 rounds. This increases to 6 rounds at 6th level, 7 rounds at 11th level, 8 rounds at 15th level, and 9 rounds at 20th level.
• Your movement speed increases by 10 feet and you
have advantage on attacks of opportunity.
• Once per round, when a creature would miss you,
you can make a weapon attack against them.
• When you use the ***Quickstep*** feature and would move
outside the radius of an area of effect, instead of
gaining advantage to the roll you automatically
succeed the roll and suffer no damage of effects,
leaving behind wisps of golden mist.
#### Bold Counter
Beginning at 3rd level, you have learned how to block the tricks of man. You learn the **Chakra Shatter** Genjutsu. As a reaction, when a creature within your weapon's range would cast a jutsu with the HS component, you can make one weapon attack against them. If you hit with this attack, you simultaneously cast Chakra Shatter, and use your Taijutsu ability modifier instead of your Genjutsu ability modifier.
Additionally, you gain a bonus to rolls to negate, counter, or dispel a chakra based effects, known as your **Bold Counter** bonus, which is a 1d4.
#### Hunter's Eye
Also at 3rd level, you ignore the bonuses of both half and partial cover that hostile creatures may be receiving. When you would attack a creature benefitting from a bonus to AC from a jutsu, feature, or trait, on each attack you can spend 2 chakra to ignore half of this bonus to AC, per attack. This does not count for changes in AC calculation.
Additionally, you also gain one **Trick** of your choice, which does not count against your known tricks.
Finally, both forms of your Trick Weapon gain the *Righteous* and *Serrated* properties. These properties can stack with one another, if the conditions are met.
#### Crowfeather Infusion
Starting at 6th level, your Oath grants your ***Trick Weaponry*** a rite of passage. Each Trick Weapon you possess gains the **Mercy** property. On your turn when equipped with a Trick Weapon with the Mercy property, you can ignite the power within the weapon, granting it the following benefits for 1 minute, once per short rest. You can choose to spend 1 chakra die to reactivate your infusion before taking a rest.
- Increase your weapon's damage by +1d6 force damage.
- When you would use your ***Hunter's Eye*** feature to ignore half of a creature's bonus to AC, you can spend an additional 2 chakra to ignore the entire bonus to AC.
- Once per turn, when you hit with your weapon, decrease your target's movement speed by 10ft until the end of their next turn.
##### Elieen the
Crow
[Rod Wong](https://www.artstation.com/artwork/9a92a)
\page
#### Crow's Agility
Starting at 11th level, you have developed various skills and traits to aid you in maneuvering the battlefield and oppressing your foes. You become more tactical, faster, and more agile, like a crow stalking its prey in the night. You gain the following benefits;
- Your movement speed cannot be reduced by any means (other than *conditions*) and you ignore difficult terrain.
- You can Dash, Disengage, or Hide as a bonus action.
- You have advantage on rolls to resist being Grappled, Restrained, Incapacitated, or Stunned. If you would already roll at advantage to resist this condition, you can add your ***Bold Counter*** bonus to your roll.
- You can attack twice, instead of once, when you take an attack of opportunity, once per round.
- Finally, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
```
```
#### Ruthless Hunter
Your ability to dispatch and disable your prey is brutally efficient. Beginning at 15th level, when you hit a creature twice on your turn, you can spend 10 chakra to impose a Constitution or Charisma saving throw (your choice) against your Taijutsu Save DC. On a failed saving throw, the creature loses the ability to mold chakra until the end of your next turn.
You can use this feature a number of times equal to half your proficiency bonus, per long rest.
Also at 15th level, once per turn, you may spend 1 **Insightful Eye** to activate your ***Hunter's Eye*** AC reduction feature on a single creature you can see until the end of the current turn. If your ***Crowfeather Infusion*** is active you gain the benefits of the 2nd bullet when you use this ability.
#### The Hunt on a Moonlit Sky
Finally at 20th level, you have become an unparalleled hunter. You gain an extra bonus action per round, which can only be used to Dash, Dodge, Disengage, Hide, or use a Lunar Slayer class feature.
Also, for every consecutive attack you land on your turn, you gain a +1 to attack rolls with attacks that would use a weapon. This bonus resets at the end of the turn.
##### Gerhman, the First Hunter
[GuidoMng](https://www.deviantart.com/guidomng/art/Gehrman-The-First-Hunter-606325512)
\page
### Oath of Radiance
Slayers who follow the Oath of Radiance travel a path of fanatical devotion to a specific cause, emboldened by their passion to achieve inhuman feats of strength with weapons thought to be unwieldable.
#### Radiant Slayer's Tools (Changed)
As you begin to follow this Oath at 3rd level, you uncover the following tools to aid you on your journey. Select one tool below. You gain the other at 9th level. These tools use your Taijutsu attack bonus and Save DC.
Each tool requires a specific amount of chakra to activate, and you can use these tools a total number of times equal to your proficiency bonus per long rest. If you lose any of these tools, you regain them on a short rest.
___
- ***Executioner's Gauntlet (5 Chakra):*** A strange bronze gauntlet with multiple skull adornments. As a bonus action, you can twist the gauntlet and summon forth a number of ethereal skulls equal to 1/3rd your proficiency bonus. These skulls each target one creature within 120 feet, dealing 1d8+4 force damage. Affected creatures must succeed a Charisma saving throw or gain 1 rank of Fear against you for 1 minute on a failed save. A creature can repeat this saving throw at the start of each of their turns.
- ***Martyr's Blade (5 Chakra):*** An ornate sword, with a dull dark blade. It emanates an off putting aura. As a bonus action, you can plant this blade into a space within 5 feet of you, creating a cloud of ethereal blades in a 30-foot radius sphere centered around the blade for 1 minute or until you recall the blade back to you (no action needed). This area counts as difficult terrain for hostile creatures, and they cannot use any movement speeds with the exception of a walking speed. Hostile creatures that enter or start their turns in this area must succeed a Dexterity Saving Throw, or take Xd6 slashing damage, where X equals your proficiency bonus . The Sword has an AC equal to your save DC and HP equal to your Lunar Slayer level, and if it is destroyed, it reappears in your possession at the start of your turn . This tool gains the benefits of the **Righteous** property of the **Hunter of the Profane** feature.
#### Radiant Fervor
At 3rd level, as an action, you can spend 1 Chakra die to unleash your inner zeal, entering a state of zealous rage, gaining the following benefits for 1 minute or until you end the effects on your turn (no action needed):
- You shed bright light in a 5-foot radius, and dim light for an additional 10 feet.
- Once per turn, whenever you deal damage to a creature, all hostile creatures within 5 feet of them, other than them, take damage equal to your proficiency bonus, of your weapon's damage type.
- Twice per turn, when you make an attack with your trick weapon, you may spend 5 chakra, giving yourself advantage on the attack roll.
- You reduce all damage you take by -2 and gain a +1 bonus to Saving Throws. You increase your damage reduction by 2 and bonuses to saving throws by 1 for every 2 hostile creatures within 60 feet of you (up to a maximum damage reduction of -6 and saving throw bonus of +3).
##### Alfred, Hunter of
Vilebloods
[NSlacka](https://twitter.com/NSlacka/status/1365626497667526657?s=20&t=xiP-6spc3CunfUwgnZhArw)
\page
#### Wrathful Spirit
Also at 3rd level, your devout passion has instilled in you an increased sense of responsibility to cut down your foes. You gain proficiency in Strength Saving throws.
Additionally, You gain the **Winding Trick**, and it does not count against your Tricks Known.
Lastly, while in your ***Radiant Fervor***, increase the Save DC of your ***Radiant Slayer's Tools*** by 1/3rd your proficiency bonus.
#### Executioner Infusion
Starting at 6th level, your oath grants you a rite of passage for your Trick Weaponry. Each Trick Weapon you possess gains the ***Divinity*** property. When using a Trick Weapon with the Divinity property, you may as a free action ignite the power within the weapon, granting it the following benefits for 1 minute. You can use this feature once per short rest, otherwise, you must spend 1 Chakra Die to activate it again.
- Increase your weapon's damage by +1d6 fire damage.
- You halve all damage reduction effects when dealing damage with your ***Trick Weapon*** (excluding resistance/immunity)
- Once per turn, per creature, when you deal damage with your ***Trick Weapon***, you may add your Charisma modifier to damage (minimum of 1).
```
```
#### Luminous Defense
Starting at 11th level, your awakened insight is elevated further by your unyielding anger. Medical pills you consume that provide you with hit points, chakra points, or temporary equivalents, increase the amount of the resource gained by your Charisma modifier.
You also gain access to the **Ardeo**, an odd helmet made of some prestigious metal in a large conical shape. You can don or doff this helmet on your turn as a bonus action, or as a part of rolling initiative, gaining the following effects while worn.
- Your field of vision is reduced to 100 feet, and you have disadvantage on perception checks. You do not count as making direct eye contact when looking at a creature.
- You are immune to ***Sensory*** conditions from hostile sources.
- When a creature attacks you, it treats its critical threat range as 1 lower than what it is normally (Ex. A creature that can score a critical hit on a 19-20, can only do so against you with a natural 20).
- You reduce all damage you receive by half your Charisma modifier, rounded up.
#### Queen Killer
Starting at 15th level, your shimmering devotion has rendered you powerful enough to take down royalty. When you deal damage to a creature, it can't regain hit points until the start of your next turn. You can do this a number of times equal to half your Charisma modifier, rounded up, per long rest (Min. 1).
Also at 15th level, when you deal damage to a creature, within the same round if you deal damage to a different creature, increase all damage die rolled by 1 step. This effect can trigger up to 2 times per round.
#### Incandescent Brilliance
At level 20, your zeal knows no bounds, and you've become an unstoppable beacon of light. Once per turn when you damage a creature you can leave a resonance of wrathful chakra which causes their soul to fracture. At the start of the creature's next turn they immediately take 1 point of force damage for every die of damage they've taken on your turn. (For example: 10d4 damage = 10 points of force damage.) You may use this feature a number times equal to your Charisma modifier per long rest.
Finally, once per Full Rest, when you enter your Radiant Fervor, you can choose to spend 15 chakra to enter **True Radiance**, gaining the following benefits in addition to your Radiant Fervor:
- You shed bright light in a 30-foot radius, and dim light in an additional 30 feet. This light dispells chakra enhanced darkness.
- You halve all damage reduction effects when dealing damage. While your ***Executioner's Infusion*** is active, you completely ignore damage reduction, temporary hit points, resistance, and treat immunity as resistance.
- Increase the saving throw bonus from your ***Radiant Fervor*** by +1, and the damage reduction by +2.
##### Martyr Logarius
[NSlacka](https://twitter.com/NSlacka/status/1428303271358173185?s=20&t=PUwCzZvnD9iH3M1gLIO8Pw)
\page
### Oath of the Tarnished
Slayers who follow the Tarnished Oath are considered the lowest of all Slayers, due to their reliance on the strength of others, with little to nothing esoteric. These Slayers venture throughout the world, foraging for their party's survival and gaining allies to fight alongside them as Spirits.
#### Tarnished Slayer's Tools (Changed)
As you begin to follow this Oath at 3rd level, you uncover the following tools to aid you on your journey. Select one tool below. You gain the other at 9th level.
___
- ***Crimson/Cerulean Flasks:*** Two unbreakable glass flasks, one containing rejuvenating red and blue chakra respectively. As a bonus action, you can take a swig of one of these flasks. The crimson flask restores a number of hit points equal to twice your Lunar Slayer level. The cerulean flask restores a number of chakra points equal to twice your proficiency bonus. You can use these flasks a number of times equal to half your proficiency bonus, rounded up, per long rest. Only you can benefit from these flasks.
- ***Spirit Steed Whistle (4 Chakra):*** A gilded finger whistle. On your turn, you can summon a ***Spirit Steed*** and automatically mount it if you so choose, as a bonus action or reaction. You decide the Steed’s name and species. The Steed uses the statistics listed at the end of this subclass.
#### Adept Voyager
Starting at 3rd level, you are adept at venturing out into the world. You gain the following benefits;
- You have advantage on initiative rolls.
- You gain proficiency in Animal Handling and Survival.
- You and your party cannot become lost unless by magical or chakra enhanced means.
- When you forage, you find twice as much food and ammunition as you normally would.
- You and your allies are immune to being surprised while within 30 feet of you and you are conscious.
#### Ashes of War (Changed)
Starting at 3rd level, your ***Trick Weapon*** and an armor set you have gain 1 D-Rank Weapon and Armor seal respectively.
Your ***Trick Weapon*** is embedded with a special jutsu scroll known as an ***Ash of War***.
Your Ash of War contains a jutsu with a casting time of one action, bonus action, or reaction, that you could qualify for. You do not need to have this jutsu on your jutsu known list. Your Ash of War follows the same casting rules as the Storing Seal, however, you cast your Ash of War with chakra instead of charges. This jutsu always uses your
highest attack bonus and Save DC. You can switch
this jutsu on a full rest. Your Ash of War cannot have concentration unless the range is self or touch (Touch
range can only affect you or the weapon.)
#### Wonderous Physick Flask
Starting at 6th level, as opposed to Infusion that most Slayer's are gifted as this stage of your journey, the
Tarnished have no such infusion to call their own.
Instead, you gain a special flask known as the
***Wonderous Physick Flask***.
During a short rest, you can equip this flask with 2 **Droplets** of your choice, detailed on the next page. Once per short rest, on your turn (no action required) you can drink this flask, gaining the benefits of the chosen droplets. Your flask can be equipped with more droplets at 11th, 15th, and 20th levels.
#### Spirit Calling Bell
Starting at 11th level, you gain a new ***Tarnished Slayer Tool*** known as a **Spirit Beckoning Bell**. A small ethereal bell infused with multiple fuinjutsu. During a long rest, you can select one Ninjutsu with **"Beast Imitating Art"** that is of a rank equal to or less than your highest jutsu known that summons a construct. Your Ninjutsu ability modifier for this tool is treated as a +4 for all calculations, unless your actual modifier is higher. This bell has a number of charges equal to your proficiency bonus per long rest.
___
- ***Spirit Beckoning Bell:*** As a bonus action, you can ring this bell to cast the jutsu inscribed into it, at no initial cost, spending a specified amount of charges based on the rank of the jutsu. Constructs summoned by the bell appear as ghostly apparitions of sky blue chakra, instead of ink. They also gain special benefits depending on the rank of the jutsu stored. These constructs are not commanded by a bonus action, instead acting directly after your turn. You cannot use this bell again until the constructs are killed or until you dispel them on your turn (no action required). You cannot lose concentration on jutsu cast with this bell due to damage. Constructs summoned with this bell are proficient in all saving throws.
- **D/C-Rank (3 Charges):** You gain an additional construct from this jutsu, and each construct increases its hit points by your Lunar Slayer level, increases its ability scores by +4, gains a +3 bonus to AC, and attack and damage rolls.
- **B/A-Rank (4 Charges):** Each construct increases its hit points by your Lunar Slayer level, increases its ability scores by +2, gains a +2 bonus to AC, and attack and damage rolls.
- **S-Rank (6 Charges):** Each construct increases its hit points by your Lunar Slayer level, increases its ability scores by +2, gains a +1 bonus to AC, attack and damage rolls.
\page
#### Broadened Horizons (Changed)
Starting at 15th level, the horizons you have explored with your trusty steed and your party has taught you much about the importance of coming prepared. Once per full rest while out of combat, you can spend 5 hit and chakra die to create a small bonfire of your description. You and your party can choose to rest at this bonfire for 1 hour. When a creature rests at this bonfire, they gain the benefits of a long rest, even if they already benefitted from a long rest within the past 24 hours. For you, this rest does not restore hit or chakra die.
Also, on your turn you can summon the Spirit Steed without using a bonus action or reaction. While riding your ***Spirit Steed***, you and up to a second rider gain a +1 bonus to AC while mounted. As part of summoning and immediately mounting your steed, you can move up to half your movement speed (Movement with this feature, does not cause attacks made against you, or area of effects you are targeted with, to automatically be avoided if used as a reaction.)
#### Lord of the Lands Between
Finally, at 20th level, you have developed an incredible intuition for navigating the lands between the nations, the seas, and the skies. Once per long rest, when you would roll for initiative, regardless of your result you automatically take a turn at start of the first round in combat, after which you then act again following the normal initiative count (this grants you two turns during the first round of combat).
Also, when constructs summoned from your ***Spirit Beckoning Bell*** would first reach 0 hit points per summoning, they instead fall to 1 hit point instead, negating all effects that would come alongside the damage they receive when this occurs.
```
```
### Wondrous Droplets
##### Bubble Droplet
After consuming, the first time you fall to 0 hit points within the next 5 minutes, recover twice your level in hit points.
##### Crimsonburst Droplet
Recover 3 hit points at the start of each of your turns for 1 minute, as long as you are not at 0 hit points.
##### Ceruleanburst Droplet
Gain 3 temporary chakra points at the start of each of your turns for 1 minute, as long as you are not at 0 hit points.
##### Greenburst Droplet
Gain the benefits of the Dash and Disenage actions at the start of each of your turns for the next 5 rounds.
##### Hard Droplet (Changed)
For the next minute, become unable to be moved against your will (excluding teleports), and gain a +3 bonus to rolls to resist **Physical** conditions from hostile sources.
##### Knot Droplet
When activated, select one ability score other than Constitution. Increase this ability score by +2, for 1 minute.
##### Opaline Droplet
Gain twice your Constitution modifier in temporary hit points at the start of each of your turns for the next minute.
##### Purifying Droplet
When activated, remove all conditions of a specific classification you possess (**Elemental**, **Mental**, **Sensory**).
##### Ruptured Droplet
For the next minute, deal an extra die of damage, when you deal damage, twice per turn.
##### Shrouding Droplet
When activated, select one damage type. Gain a +2 bonus to damage rolls, when you deal damage of this damage type.
##### Speckled Droplet
Ignore damage from conditions and extra damage you would recieve for just having a condition, for the next 5 minutes.
##### Stonebarb Droplet
When equipped, damage you deal for the next minute ignores damage reduction as the result of armor, seals, or traits.
##### Thorny Droplet
For the next minute, on your turn after hitting an attack, you gain a +1 bonus to hit with that attack type until the end of the turn. This can stack to a +2 bonus, but resets on a miss.
##### Windy Droplet (Changed)
Gain a +2 to saving throws for the next minute, but take an extra 5 damage when you take damage, once per turn.
##### Winged Droplet
Gain advantage on the first attack roll you make per turn, for the next minute.
\page
___
___
> ## Spirit Steed (Changed)
>*Large Sage Creature, unaligned*
> ___
> - **Armor Class** 15+ your proficiency bonus
> - **Hit Points** (Your Lunar Slayer Level + 5) times 10
> - **Speed** Twice your movement speed
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|20 (+5)|18 (+4)|14 (+2)|18 (+4)|16 (+3)|
>___
> - **Condition Immunities.** Poisoned
> - **Condition Resistances.** Grappled, Incapacitated, Paralyzed, Restrained, Stunned
> - **Saving Throws** All
> - **Skills** Athletics, Acrobatics, Insight
> - **Senses** Keen Sight, Keen Smell, Darkvision 60ft
> - **Languages** Common (Comprehend)
> ___
> ***Adept Explorer.*** While riding on the Spirit Steed during exploration or land travel, you treat normal travel pace as fast travel pace, and you double fast travel pace distances. This does not negatively affect your passive perception. (See Chapter 7 Rules). The Spirit Steed also does not take damage as the result of the natural environment, and protects its riders from these effects (A brutal blizzard, lava, etc)
>
> ***Adaptive Capacity.*** The Spirit Steed can carry up to 2 medium sized creatures, or 1 large creature, and has a maximum bulk of 20. When you summon the Spirit Steed, you can spend 5 chakra to summon the Steed with a wagon of your description. This wagon increases the bulk the Steed can carry to 10 times your proficiency bonus, and the Steed can carry an additional number of creatures equal to your proficiency bonus.
>
> When summoned with the Wagon, the Steed's movement speed is no longer innately doubled, and it no longer grants the riders any bonuses to saving throws while in combat.
>
> ***Bold Stride.*** The Spirit Steed cannot have its movement speed hindered or reduced by any means (other than conditions), has its maximum jump height doubled, and has a water walking speed equal to its movement speed.The Spirit Steed has advantage on Dexterity saving throws. Out of combat, riders also gain advantage on Dexterity saves, whilst in combat, they only gain a +2. Lastly, on a failed Dexterity saving throw, the Spirit Steed takes half damage. For both itself and its riders, on a successful Dexterity saving throw, both parties suffer no damage or effects.
>
> ***Bonded Spirit.*** You and your Spirit Steed can communicate across a 500ft distance. While your steed does not speak, the two of you can communicate various emotions, such as surprise, anger, distress, etc. Jutsu you cast, that could normally only target you, can target your steed instead if you are mounted.
>
> ***Charge Attacker.*** While riding on your Spirit Steed, once per turn, when you move at least 30 feet towards a creature and take the attack action, you have advantage on the first attack. If you hit with this attack, you can immediately spend your bonus action to knock the creature prone.
>
> ***Ethereal Form.*** The Spirit Steed protects itself and its riders from fall damage from the first 80 feet of fall damage, after which it and its riders take fall damage normally. The Spirit Steed disappears if you are unmounted from it and it cannot see you for an entire minute. When the Spirit Steed disappears, all riders and objects it was carrying fall gently to the ground. If the Spirit Steed dies you can no longer summon it again until you complete a long rest. At 9th level, you can spend 1 Crimson Flask to regain the ability to summon the Spirit Steed as an action.
>
> ***Loyal Steed.*** The Spirit Steed only listens to you or your allies in the event of your absence. The Spirit Steed cannot be controlled or mounted against its will. If a creature attempts to mount the horse without permission, they fall through the horse.
##### Tarnished
[Shimhaq](https://shimhaq.tumblr.com/post/653721313077346304/rise-tarnished-and-be-guided-by-grace-to)
\page
## Tricks
Tricks are special augmentations that a Slayer can make to their prized Trick Weapon to grant extra power and utility.
### Trick Weapon Tricks
#### Boom Trick
You install a compartment into your Trick Weapon to store an assortment of explosive tools within your weapon. During a rest, you can store an Explosive Ninja Tool in your Trick Weapon, which you can only access while your weapon is in its ***Trick Form.*** At 7th, 14th, and 18th levels of this class, you can store an additional explosive tool.
When you declare a weapon attack against a creature, you may choose to consume any amount of the explosive tools stored in your Trick Weapon causing the end of your weapon to become emblazoned in embers. On a successful hit, the target creature must make a Dexterity saving throw against highest DC of the explosive tools used, or your Taijutsu Save DC, suffering the effects of the Explosive Tool on a failure.
#### Celestial Trick
You install a mechanism to utilize the celestial light above to empower your weapon. Twice per rest, as an object interaction, you can raise your trick weapon to the sky and activate the light stored within. This trick lasts for 1 minute.
For the duration an aura of turquoise chakra outlines your weapon, radiating a 15-foot radius of bright light and a 30-foot radius of dim light. This light nullifies chakra enhanced darkness. Your weapon damage also counts as force damage.
If your weapon is a melee weapon, at the start of your turn, you can spend 3 chakra to increase its range by 15 feet until the beginning of your next turn.
If your weapon is a ranged weapon, at the start of your turn, you can spend 3 chakra to grant yourself an additional amount of range equal to half your normal range until the beginning of your next turn.
While benefiting from this trick in sunlight, gain a +1 to weapon attacks. In moonlight, ignore this trick's chakra costs.
#### Driving Trick
You install a mechanism into your Trick Weapon that allows it to inflict devastating power. When you take the attack action, you can choose to take a readying stance, condensing all attacks into one. On a hit, a javelin-like mechanism emerges and pierces the creature, dealing piercing damage as if you had hit with all attacks. You still count as landing separate attacks for your ***Rally*** feature. Once this Trick is used, it cannot be used again for 1d4 rounds.
The affected creature must make a Strength saving throw at disadvantage against your highest save DC. On a failed saving throw, they are unable to free themselves as you activate the secondary mechanism of this trick, a large explosion that knocks the creature back a number of feet equal to 5 + 5 times your Lunar slayer level.
Damage the creature takes from colliding from another object is doubled, and if the creature flies into another creature, the distance the triggering creature travels is halved and that creature must make the same Strength saving throw at disadvantage, being sent flying along with the triggering creature. This can occur repeatedly.
#### Efficiency Trick
**Prerequisite:** Level 7+
You install a mechanism to decrease the toll of more advanced weapon techniques, such as a chakra receiver, or a simply lighter weapon-frame. Jutsu that use your Trick Weapon as a component have their cost reduced by -2 (Min. half). Additionally, you add a d4 to checks to maintain concentration of such jutsu.
#### Elemental Trick
You install a mechanism inside of your Trick Weapon that allows it to conduct elemental affinities. If you do not have a nature release, select one nature release upon creating this trick, picking from Earth, Wind, Fire, Water, or Lightning. On your turn (no action required), you can spend 3 chakra to make a swift motion with your Trick Weapon, coating it in an aura of your chosen release. If you have a nature release, you can do this without spending chakra, with any nature release you have.
For 1 minute, your weapon’s damage also counts as your element’s damage type, for the purposes of overcoming resistance and immunity. Once per turn, when you hit a creature with your weapon, you can spend 3 chakra to impose a Constitution saving throw, giving the creature one rank of a condition associated with your element on a failed save. ***(Earth=Bruised, Wind=Bleeding, Fire=Burned, Water=Chilled, Lightning=Shocked)***
##### Retired Hunter, Djura
[SwordOfMoonlight](https://www.tumbex.com/swordofmoonlight.tumblr/post/190579240628 )
\page
#### Gear Trick
You fit a saw into your trick Weapon, able to rapidly spin in place or bounce off walls. Pick your Base Form or Trick Form, depending on if the form is melee or ranged you get one of the following options;
- **Melee:** Whenever you take the attack action, in place of one attack, you can choose to spend 5 chakra and wield your weapon with two hands as the saw begins to spin. Make a melee attack on a creature within range, dealing Xd6 + your Taijutsu ability modifier slashing damage, where X equals your proficiency bonus. On subsequent turns you may choose to use your action to keep the saw spinning, if the creature is still in range they automatically take the damage again. While this trick is active both you and your target's movement speeds are halved.
- **Ranged:** When you take the attack action, in place of one attack you can choose to spend 5 chakra, letting loose a saw from your weapon. Make a ranged weapon attack against a creature within range, dealing Xd4 + your Taijutsu ability modifier slashing damage on a hit, where X equals half your proficiency bonus. Regardless of whether you hit or miss, at the beginning of your next turn ricochets off a nearby surface towards the closest enemy, allowing you to make another attack roll against that creature dealing the same damage as before. The saw can ricochet twice per round.
#### Integrated Trick 2.0
You decide to expand upon your already expansive arsenal. You add a third weapon, or your ***Slayer's Rifle*** if you possess it, to your ***Trick Weapon***. This becomes known as the Trick Weapon's **Surprise Form**. This form counts as your Trick Weapon's, *Trick Form*, for the purposes of interactions with Lunar Slayer features. When you first take this trick, choose between the *Righteous* property or *Serrated* property. Your Trick Weapon's Surprise Form gains this property.
```
```
#### Pragmatic Trick
Instead of using strange and outlandish mechanisms and components to improve your Trick Weapon, you instead opt for more functional, tried and true upgrades, select 2 of the following Mechanisms, you decide which form of your Trick Weapon is affected by each of these upgrades:
- **Deadly Mechanism:** You install a mechanism to improve your weapon's life-taking capabilities, such as additional blades, or a self-sharpening metallic scabbard. Your Trick Weapon gains the **Deadly** property. You may apply the Deadly property to Bukijutsu.
- **Defensive Mechanism:** You install a mechanism to improve your weapon's defensive capabilities, such as a cross guard, or blade-catching grooves along the blade. Your weapon gains the **Blocking** property.
- **Extended Mechanism:** You install a mechanism to increase your weapon's reach, such as a larger grip, or a longer blade. Your weapon gains the **Reach 2** property. If your weapon is a ranged weapon, it instead has both of its ranges increased by 15ft. If your Weapon already has the Reach property, you may increase its ranks of reach by 2.
- **Folding Mechanism:** You install a mechanism within your Trick Weapon that folds inward and outward to throw enemies off balance. Your weapon gains the **Trip** and **Hidden ** properties.
*You may select this Trick a second time, gaining 2 more upgrades.*
#### Splitting Trick
You install a mechanism to allow your Trick weapon to split into two weapons. As bonus action, you can spend 5 chakra to split your Trick Weapon in two, granting you access to your Trick Weapon’s base form and trick form at once. You can revert your weapon back to normal on your turn (no action required).
For the duration, your Trick Weapon loses the Two-Handed and Heavy properties if it had them in either form, and you gain the benefits of ***Two-Weapon Fighting Stance.*** While this Trick is active, you cannot use your ***Slayer’s Rifle*** as you do not have a free hand to fire it. Any additional tricks you possess are split between the two weapons.
#### Unarmed Trick
You install a mechanism to allow your Trick weapon to morph and cover one or both of your hands or legs, such as claws or brass knuckles.
As a bonus action, you can spend 5 chakra to activate this trick. For the duration, your unarmed damage assumes the damage of either your Trick Weapon's base form or trick form, although the total damage die is reduced by -1 (Min. 1 die). Your Trick Weapon also gains the unarmed property.
When you select this trick, you learn one taijutsu fighting stance and can automatically assume it as a part of activating this trick, or unassume it as part of deactivating this trick. You ignore any stance restriction that states you cannot use a weapon. Your chosen stance cannot be changed, even if you would reselect this trick. You can dismiss this trick on your turn (no action required).
\page
#### Venomous Trick
You fit some kind of toxic organic matter into your Trick Weapon, like the vertebrae of a deceased mammal or fang of a poisonous snake. When you first craft this trick, choose between *Acid*, *Necrotic*, or *Poison* damage. Your weapon's damage counts as this damage type for the purposes of overcoming resistance and immunity.
Once per turn, when you hit with your Trick Weapon, you can spend 3 chakra to excite the living matter within your weapon, causing it to lash out. On a hit, the affected creature must make a Constitution saving throw, gaining a special effect depending on the damage type of the weapon.
- **Acid:** On a failed save, the creature gains 1 rank of Corroded.
- **Necrotic:** On a failed save, the creature gains 1 rank of Lacerated.
- **Poison:** On a failed save, the creature gains 1 rank of Envenomed.
#### Winding Trick
You install a mechanism that allows you to move your weapon with more speed in order to increase the damage that it deals, such as a rotating mechanism, or integrating flexible materials to allow you to take advantage of the Momentum of your Trick Weapon. Select the Base form or the Trick form of your weapon, you get the following benefit when your weapon is in that form;
As an object interaction, you can wind your trick weapon, gaining up to 2 stacks of **Momentum**, up to a maximum of 4 stacks, for every stack of Momentum you have, your Trick Weapon deals an additional 1 damage, and for every 2 stacks, gain a +1 to hit with attacks with your Trick Weapon. However, at the beginning of your turns, you lose 1 hit point for each stack of Momentum you have, as your weapons' speed causes it to recoil, this damage adds to the calculation of your ***Rally*** feature.
You lose 1 stack of Momentum if you don't hit an attack before the end of your next turn. You can choose to lose all Momentum stacks on your turn, but you can only do so after you lose hit points from any stacks of **Momentum** you have accumulated (no action needed).
```
```
### Slayer's Rifle Tricks
#### Slayer's Cannon Trick
You install a mechanism into your Slayer’s Rifle that allows it to morph into a large, incredibly heavy, cannon as a bonus action. Reverting the Slayer's Rifle also takes a bonus action.
While your rifle is in this state, you cannot attack with this weapon, or utilize any other tricks it may have. It also gains the heavy and two-handed properties. As an action, you can lower your ammunition die by a step to fire a shot from the cannon at a space within 300 feet. All creatures within 20 feet of the space must make a Dexterity saving throw against your highest save DC, taking Xd10 force damage on a failed save, or half as much on a success, where X equals your proficiency bonus.
Each time you use this trick, the Xd10 is lowered by 1 step until you take a long rest. If this damage would ever go below Xd4, this trick becomes inoperable until you take a long rest.
#### Slayer's Fuming Trick
You install a mechanism into your Slayer's Rifle to fit a small canister of flammable oil or poison gas (Select one, when you craft this trick). Based on your choice, you can use your action for one of the listed effects; After using this trick, at the start of your next turn, you can immediately use your action to use this trick again, without lowering your ammunition die.
- **Flame Canister:** You unleash a 10-foot cone of fire in front of you. All creatures within range must make a Constitution saving throw, taking twice your Slayer's Rifle damage in fire damage and becoming Burned for 1 minute on a failed save, or half damage on a success.
- **Poison Canister:** You unleash a 10-foot cone of fire in front of you. All creatures within range must make a Constitution saving throw, taking twice your Slayer's Rifle damage in force damage, gaining 2 ranks of envenomed for 1 minute on a failed save, or half damage on a success.
#### Slayer's Gatling Trick
You install a mechanism into your Slayer’s Rifle to fit multiple barrels that can fire multiple shots, similar to a Minigun.
As an action, you can lower your ammunition die by a step to fire a barrage of bullets at creatures within a 60-foot long, 10-foot-wide line. Each creature must make a Dexterity saving throw, taking your Slayer’s Rifle damage + your Lunar Slayer level in piercing damage on a failed save, or half as much damage on a success.
##### Blood Starved Beast
[mamuru](https://www.pixiv.net/en/artworks/49574790)
\page
#### Slayer's Hookshot Trick
You install a spiked chained hookshot mechanism onto your Slayer's Rifle, which can be used for offense as well as movement. As a bonus action, you can lower your ammunition die by a step and make a ranged weapon attack against a creature within 30 feet of you as you fire the hookshot at them.
On a hit, the creature takes your Slayer's Rifle's damage. If the creature is of your size or smaller, it must succeed a Strength saving throw or be pulled to the nearest empty space adjacent to you. If the creature is of a larger size than you, you are pulled in a straight line to the nearest empty space adjacent to it. The hookshot detaches from the creature and reattaches itself to the rifle at the end of the turn.
You can also grapple to a non-sentient or allied structure, construct, or object within range, without lowering your ammunition die. When you would choose to do this, you automatically hit the target and deal no damage.
#### Slayer's Iron Trick
You install some sort of mechanism such as a button to melt down your Rifle temporarily into a fist like weapon hardened with Quicksilver.
By lowering your ammunition die by a step, you can activate this trick until the end of the turn. When you do, your Slayer's Rifle becomes a melee simple weapon, losing the range and ammunition properties, and gaining the unarmed property. The damage die of your rifle also becomes d8s.
When you land a melee weapon attack against a creature with your Slayer's Rifle, you can impose a Strength saving throw, Dexterity saving throw, or Constitution saving throw. On a failed strength saving throw, you hit the creature with so much force that they are knocked back 30 feet. On a failed Dexterity saving throw, you quickly slam the creature to ground, knocking them prone. On a failed Constitution saving throw, you hit the creature in a vital area, causing them to become Weakened until the end of your next turn. You can dismiss this Trick early on your turn (no action required).
```
```
#### Slayer's Parrying Trick
As a reaction when you would be targeted by an attack roll, you can lower your ammunition die by a step to fire a shot from your ***Slayer's Rifle*** to attempt to interrupt their attack and potentially launch a counterattack.
Make a ranged weapon attack contested by your attacker's attack roll. If you succeed or roll a natural 20, their attack automatically fails. This is known as a **Parry**. If you fail this contest the creature automatically hits you and deals the maximum possible damage. You do not roll at disadvantage if you are within 5 feet of the creature.
If you succeed, as part of the same reaction you can move up to half your movement speed to your attacker, and if you are within 5 feet of them, you can make an unarmed attack against them at advantage. This unarmed attack uses your highest available attack bonus, cannot be reacted to, and scores a critical hit on a 16-20. On a hit, you deal Xd6 + your Lunar Slayer level, where X equals your Strength or Dexterity modifier and is knocked back 15ft and prone. If this attack reduces your target to 0 hit points, they are immediately killed as you rip their heart out. This is known as a **Riposte**.
#### Slayer's Repeating Trick
Instead of focusing on complex gadgets, you choose to improve on the basic fundamentals of your rifle. Your Slayer's Rifle gains a second barrel, allowing you to make two attacks with your Rifle as a bonus action, instead of only one, though you must have already used your action to have the bonus action benefit from this trick. If you take the attack action with your rifle, you can attack three times, instead of only twice, with ranged weapon attacks. Lastly, on your turn you can lower your ammunition die by a step. When you do, your Slayer's Rifle deals an additional +2 damage with ranged weapon attacks.
#### Slayer's Shielding Trick
You install a mechanism to allow your rifle to transform into one of two shields. Slayer's do not normally employ shields, as the greatest defense is a strong offense, but you disagree.
When you take this Trick, select between the **Timber Shield** or **Crystal Lake Shield**. You gain this shield. As a reaction, you can lower your ammunition die by a step to transform your Slayer's Rifle into your chosen shield and immediately block with it. Once activated, on subsequent rounds you can block with your shield again as a reaction. While your shield is active, you cannot use your ***Quickstep*** feature or attack with your Slayer's Rifle. Reverting your shield back into your rifle takes a free action.
You can take this trick twice. When you do, your Slayer's Rifle gains the ability to transform into either shield.
- **Timber Shield:** Your rifle transforms into a wooden shield with a steel foundation. When you block with your shield, you gain a buffer of hit points equal to your Lunar Slayer level, and are resistant to Bludgeoning, Piercing, and Slashing damage while you possess these hit points.
- **Crystal Lake Shield:** Your rifle transforms into a beautiful aquamarine tinted shield made of a unique crystal. When you block with your shield, you gain a buffer of hit points equal to your Lunar Slayer level, and are resistant to Earth, Wind, Fire, Water, and Lightning damage while you possess these hit points.
##### Iron Fist Alexander
[blaisechambers](https://www.deviantart.com/blaisechambers/art/Alexander-Iron-Fist-910532668)
\page
## Caryll Runes
Below are the available Caryll Runes, listed in alphabetical order.
#### Anti-Clockwise Metamorphosis
For every level you have in this class, increase your maximum chakra points by +1.
#### Arcane Lake
Whenever you take psychic damage, you reduce the amount by your Constitution modifier. You also cannot become vulnerable to psychic damage from hostile effects.
#### Blood Rapture
**Prerequisite:** Level 7+
While benefitting from ***Rally*** and deal damage to a creature with ***Trick Weapon***, increase the amount of hit points recovered by +1 each time you roll the maximum amount on a damage die (Ex. Rolling an 8 on a d8). Additionally, when you hit a creature with your ***Riposte*** attack after ***Parrying***, you recover a number if hit points equal to your proficiency. Double this healing if your ***Riposte*** attack reduces the creature to 0 hit points
#### Clawmark
Select a type of attack roll (Ninjutsu attack, Taijutsu attack, Genjutsu attack, Weapon attack, or Unarmed attack). Your critical threat range increases by +1, up to the maximum of 16-20, for the chosen attack type.
#### Clear Deep Sea
When you would make a roll to resist gaining the Charmed or Fear conditions, you can add your full proficiency bonus to the roll if you wouldn't already. If you would, roll at advantage.
#### Clockwise Metamorphosis
For every level you have in this class, increase your maximum hit points by +1.
#### Communion
When you would use a consumable item that provides a resource, such as a blood, chakra, or military pill, add a +2 to the amount gained. When using a consumable item that deals damage, such as an explosive tool, you deal an additional die of damage. You can benefit from this rune a number of times equal to your proficiency bonus per long rest.
**At Later Levels:** At 5th level, select either the Base Form or the Trick Form of your Trick Weapon, you may choose to replace one of the traits of that weapon with another trait of your choosing. You cannot replace the Two-Handed trait with this feature.
#### Deep Sea
When you would make a roll to resist gaining the Blinded or Deafened conditions, you can add your full proficiency bonus to the roll if you wouldn't already. If you would, roll at advantage.
#### Dissipating Lake
Whenever you take Acid or Necrotic damage, you reduce the amount by your Constitution modifier.
Additionally, you cannot become vulnerable to these damage types from hostile effects.
#### Eye
Select 2 skills or tools. You gain proficiency in your chosen skills or tools. If you are already proficient, you instead gain expertise.
**At Later Levels:** At 9th level, the maximum range and True Sight given by your ***Eyes on the Inside*** feature doubles.
#### Fading Lake
Select two elemental damage types, picking from Earth, Wind, Fire, Water, and Lightning. Whenever you take damage of this type, you reduce the amount taken by your Constitution modifier. You also cannot become vulnerable from hostile effects. You can take this rune multiple times, each time taking two new damage types.
#### Formless
**Prerequisite:** Level 7+
When you would spend a hit die to regain ammunition, roll the hit die. If you roll a 9 or a 10, the hit die is not spent, although your ammunition is restored.
#### Great Deep Sea
**Prerequisite:** Level 10+
Pick any condition of your choice. When you would make a saving throw that would cause you to gain your chosen condition, you can add your full proficiency bonus to roll if you wouldn't already. If you would, then you roll at advantage.
Additionally, hostile effects that would automatically give you your chosen condition without making a saving throw, cannot give you said condition. This effect does not apply if the condition would be self-inflicted.
#### Great Lake
**Prerequisite:** Level 10+
Pick any damage type of your choice, excluding Force. You gain resistance to your chosen damage type, as long as you do not deal damage to yourself of this type.
#### Guidance
**Prerequisite:** Level 6+
You ignore effects that would inhibit or decrease the amount of Hit Points or Chakra Points you would recover, when you would recover them. Additionally, you can use ***Rally*** on a creature that is immune to bleeding, though you only recover half of the damage you deal.
#### Heir
When you successfully land a **Parry**, a critical hit, or kill a creature, you absorb a portion of their power temporarily, once per round.
Until the end of your next turn, your movement speed increases by 10 feet and you deal an additional 2d4 Necrotic damage whenever you hit with an attack roll.
#### Lake
Whenever you take bludgeoning, piercing, and slashing damage, you reduce the amount by your Constitution modifier. Additionally, you cannot become vulnerable to these damage types from hostile effects.
\page
##### Lady Maria of the Astral Clocktower
[@Ishu_tani](https://twitter.com/VideoArtGame/status/1431987464609181699)
#### Moon
**Prerequisite:** Level 10+
Once per full rest, when you are Dying, you can choose to begin rolling to enter **Flora's Dream** even if you haven't failed 3 Death Saves. If you succeed, you immediately vanish into Flora's Dream, reappearing to a space of your choice within 20 feet of the location you vanished from in 1d4 turns, having gained the benefits of a Short Rest. If you fail this check, you automatically fail the Death Save on your turn.
Additionally, you gain a bonus to Flora's Grace checks equal to your number of failed Death Saving Throws.
```
```
#### Scourge
Your movement speed increases by 10 feet, and you can fall up to 60 feet before taking fall damage. Taking fall damage does not knock you prone.
#### Stunning Deep Sea
When you would make a roll to resist gaining the Grappled or Restrained conditions, you can add your full proficiency bonus to the roll if you wouldn't already. If you would, roll at advantage.
#### Writhe
**Prerequisite:** Level 7+
Whenever you land a **Parry**, a critical hit, or kill a creature, increase your ***Trick Weapon*** and ***Slayer's Rifle's*** damage die by one step for 1 minutes. You cannot benefit from this rune again during this minute.
\page
## Class Feats
### Jujutsu Sorcerer
#### Adept Jujutsu Stancer
**Category:** Class
**Prerequisite:** At least 8+ levels in Jujutsu Sorcerer
You take some time out of your day to study the different fighting styles of other jujutsu sorcerers and modify your own fighting style to accomodate what you have learned. You gain the following benefits;
- You gain a 2nd ***Jujutsu Stance***. You can switch into this stance without spending your bonus action in exchange for 2 ***Cursed Energy***.
- ***Jujutsu Stances*** that increase your unarmed damage die to a d6, now increase it to a d8. If your Jujutsu Stance does not provide an increase to unarmed damage die, gain a +1 to weapon attack and damage rolls.
- Increase your total ***Cursed Energy*** by +1.
#### Ever More Vigilant
**Category:** Class
**Prerequisite:** At least 9+ levels in Jujutsu Sorcerer
You're not just ready for everything, you're super ready for anything. You gain the following benefits;
- You gain another option from your ***Ever Vigilant*** feature.
- Using your ***Cursed Physique*** feature, you can select another saving throw to gain half proficiency in. Alternatively, you can choose a saving throw you already choose to have half proficiency in. If you do, you instead gain full proficiency in that saving throw.
- Increase your total ***Cursed Energy*** by +1.
#### Profound Cursed Energy
**Category:** Class
**Prerequisite:** At least 4+ levels in Jujutsu Sorcerer
Your Cursed Energy is much more potent than most, so much so that it even overwhelms you slightly. You gain the following benefits;
- When attacking a creature with the **Cursed** condition, you cannot roll at disadvantage, the DC to remove the condition increases by +1, and when Cursed creatures take damage from a Jujutsu Class feature, they instead take an additional 1d10 force damage, instead of a 1d6.
- Select one ***Cursed Technique***. This technique has its Cursed Energy cost reduced by -2, to a minimum of 2
- Increase your total ***Cursed Energy*** by +1.
### Lunar Slayer
#### Expanded Arsenal
**Category:** Class
**Prerequisite:** At least 4+ levels in Lunar Slayer
You dedicate more time to perfect your craft. You gain the following benefits;
- You gain an additional weapon ***Trick Weapon Trick*** or an additional ***Caryll Rune***. (Pick one; This cannot be changed later).
- Your **Trick Weapon** becomes Superior in quality.
- When you acquire your ***Slayer's Rifle***, it automatically becomes greater in Quality.
#### Hunter's Mark
**Category:** Class
**Prerequisite:** At least 8+ levels in Lunar Slayer
You bear the mark of a true Lunar Slayer, that being a warrior who discoveres powers and abilities beyond that of chakra, and beyond that of the Shinobi world. You gain the following benefits;
- You gain an additional weapon ***Trick Weapon Trick*** or an additional ***Caryll Rune***. (Pick one; This cannot be changed later).
- You gain a ***Slayer Tool*** from another subclass you do not have levels in. The tool gained uses the same attack bonus and Save DC as the tools of your primary subclass.
- You regain half your uses of your ***Slayer's Tools*** on a short rest.
#### Pale-Blood Sky
**Category:** Class
**Prerequisite:** At least 10+ levels in Lunar Slayer
After extensive research and experimentation, you decide to rest. When you open your eyes again, instead of awakening in your resting place, you find yourself in Flora's Dream, however the sky appears different. You gain the following benefits;
- When you would encounter an Elite or Solo adversary, or a figure of great importance (as noted by the DM), you gain 1 **Insightful Eye** which can go over your maximum.
- Whenever you would take a rest of any type, you can choose to willingly enter ***Flora's Dream*** for the remainder of your rest. You are even able to bring other players with you. This can only be done once a week.
- You enter a dimension that no eyes can enter and can converse freely. You cannot be surprised while in the dream this way, the only remnants of your presence in the physical world being your chakra signatures.
- Once per month, you may as a Full Round Action choose to enter ***Flora's Dream***. If you receive any more damage before the conclusion of this effect, the effect is interrupted. If you are interrupted, you can continue trying until you are successful.
#### Quicksilver Saint
**Category:** Class
**Prerequisite:** 8+ Levels in the Lunar Slayer class
Countless time spent training with your Rifle has rendered you a master of gunplay. You gain the following benefits:
- You gain an additional ***Slayer's Rifle Trick***. This does not count against your known tricks and Rifle's Trick limit.
- When you ignite the property granted to you by your 6th level subclass feature, it also applies to your ***Slayer's Rifle.***
- Increase the ***Slayer's Rifle*** and the Riposte's damage die by 1 step
\page
## Multiclassing Rules (Legacy)
##### Multiclassing Prerequisites
| Class | Ability Score Minimum |
|:----|:-------------|
| Jujutsu Sorcerer | Constitution 18 |
| Lunar Slayer | Strength or Dexterity 16 & Intelligence or Wisdom 16 |
##### Multiclassing Proficiencies
| Class | Proficiencies Gained|
|:----|:-------------|
| Jujutsu Sorcerer | Light Armor, Simple Weapons; Three of their skills
| Lunar Slayer | Light & Medium Armor; Simple & Martial weapons; Crafting skill; Three of their kits |
##### Multiclassing Jutsu Known Table
| Class | Jutsu Gained per level |
|:----|:-------------|
| Jujutsu Sorcerer | +1 Every 3 Levels.
| Lunar Slayer | +1 Every 4 Levels. |
## Archetype Feats (Legacy)
### Jujutsu Sorcerer
#### Jujutsu Training
**Category:** Class
**Prerequisite:** You cannot have levels in the Lunar Slayer class, Level 4+
You uncover a secret location hidden in plain sight where Jujutsu Sorcerers dwell. Impressed by your Insight, the masters of Jujutsu that you discover teach you what they can of their techniques. You gain the following benefits;
- You gain proficiency in Acrobatics.
- You gain a number of ***Cursed Energy*** equal to your proficiency bonus. You recover half your maximum Cursed Energy on a short rest, and all of it during a long rest. Additionally, as an action on your turn, you can regain 1d4 Cursed Energy. You can do this twice per rest.
- You gain two ***Cursed Techniques***. These techniques use your Cursed Energy.
- You gain additional ***Cursed Techniques*** at 6th, 10th, and 17th levels.
- You cannot gain levels in the Jujutsu Sorcerer class.
```
```
### Lunar Slayer
#### Slayer Training
**Category:** Class
**Prerequisite:** You cannot have levels in the Lunar Slayer class, Level 4+
You travel to the underground of the Land of Iron to meet with those adept with training Lunar Slayers. You train to the best of your ability, learning and mastering what you can. You gain the following benefits;
- You gain proficiency in Crafting.
- You reforge two weapons you possess into Greater quality weapons (if they weren't already hgiher), and merge them into a ***Trick Weapon*** (your chosen weapons cannot be changed later). Your ***Trick Weapon*** increases the damage die of both weapons ysed by 1 step, and both weapons gain either the *Righteous* or *Serrated* properties from the **Hunter of the Profane** class feature (Pick one).
- You gain one ***Caryll Rune***. You gain an additional rune at 8th and 12th levels. You can switch your chosen runes with one week of downtime.
- You gain one ***Trick***. You gain an additional trick at 11th level. You can switch your chosen Tricks with 1 week of downtime.
- You cannot gain levels in the Lunar Slayer class.
## Archetype Feats (Current)
### Jujutsu Sorcerer
#### Jujutsu Training
**Category:** Archetype
**Archetype**: Jujutsu Sorcerer
**Prerequisite:** Constitution 15, Level 5+, You cannot have Levels in the Jujutsu Sorcerer Class
You begin to train under Jujutsu Sorcerers, gaining access to their most basic techniques. You gain the following benefits;
- You gain proficiency in Acrobatics.
- You gain a number of ***Cursed Energy*** equal to your proficiency bonus. You recover half your maximum Cursed Energy on a short rest, and all of it during a long rest. At the end of your turns, you regain 1 point of Cursed Energy.
- You gain 1 ***Cursed Technique*** and, optionally, 1 ***Minor Binding Vow***. Cursed Techniques and Binding Vows treat your Jujutsu Sorcerer level as 3.
\page
#### Jujutsu Expert
**Category:** Archetype
**Archetype**: Jujutsu Sorcerer
**Prerequisite:** Jujutsu Training, Level 10
You have continued to train to better master of the art of wielding Cursed Energy. This training has culminated into you being defined as an Expert. You gain the following benefits;
- You gain the ability to use the ***Black Flash*** but ***The Zone*** only lasts until the beginning of your next turn.
- You gain the ***Exorcism of the Wicked*** feature as if you were a 2nd level Jujutsu Sorcerer
- You gain an additional ***Cursed Technique*** and, optionally, one ***Minor Binding Vow***. Cursed Techniques and Binding Vows treat your Jujutsu Sorcerer level as 6.
#### Jujutsu Enthusist
**Category:** Archetype
**Archetype**: Jujutsu Sorcerer
**Prerequisite:** Jujutsu Expert
You continue your training to wield the energy of negative emotions. This training has culminated into you being defined as an Enthusiast. You gain the following benefits;
- Select one Jujutsu Sorcerer Class, Jujutsu Technique (Subclass). You gain all 3rd level features of your chosen subclass. These features treat you as though you were level 6.
#### Jujutsu Specialist
**Category:** Archetype
**Archetype**: Jujutsu Sorcerer Slayer
**Prerequisite:** Jujutsu Expert, Level 15+
You have continued to train to better master the art of exterminating curses and turning misfortune into a weapon. This training has culminated into you being defined as an specialist.
- You gain the ***Cursed Physique*** class feature.
- You gain the 6th level feature from the ***Ever Vigilant*** class feature.
- You gain 1 ***Cursed Technique*** and, optionally, 1 ***Major or Minor Binding Vow***. Cursed Techniques and Binding Vows treat your Jujutsu Sorcerer level as 10.
\page
### Lunar Slayer
#### Slayer Training
**Category:** Archetype
**Archetype**: Lunar Slayer
**Prerequisite:** Strength or Dexterity 15 & Intelligence or Wisdom 15, Level 5+, You cannot have Levels in the Lunar Slayer Class
You begin to train under Lunar Slayers, gaining access to their most basic techniques. You gain the following benefits;
- You gain proficiency in Crafting.
- You gain one ***Trick Weapon*** as stated in the **Trick Weaponry** feature, with minor adjustments. You do not increase the damage of your weapons by 1 step.
- You gain 1 ***Trick*** of your choice. Tricks that refer to your level treat you as being a 3rd level Lunar Slayer.
#### Slayer Expert
**Category:** Archetype
**Archetype**: Lunar Slayer
**Prerequisite:** Slayer Training, Level 10+
You have continued to train to hunt those beyond normal understanding. This training has culminated into you being defined as an expert
- You gain the **Hunter of the Profane** feature.
- You gain an additional ***Trick*** for your Trick Weapon. Tricks you possess now treat your Lunar Slayer level at 6.
- You gain one **Caryll Rune** from the ***Caryll Runes*** feature, treating your Lunar Slayer as 6.
```
```
#### Slayer Enthusiast
**Category:** Archetype
**Archetype**: Lunar Slayer
**Prerequisite:** Slayer Expert
You continue your training to learn techniques unknowable to the normal mind. This training has culminated into you being defined as an Enthusiast.
- Select one Lunar Slayer Class, Slayer's Oath (Subclass). You gain the 3rd level ***Slayer's Tool*** feature. You also gain the first listed 3rd level feature of your chosen ***Slayer's Oath***. You treat your Lunar Slayer level as 6 for your Slayer's Oath's features, though you do not gain the 2nd Slayer's Tool.
#### Slayer Specialist
**Category:** Archetype
**Archetype**: Lunar Slayer
**Prerequisite:** Slayer Expert, Level 15+
You have continued to train to better master the killing those that do not belong with in this world. This training has culminated into you being defined as an specialist.
- You gain the ***Wrath of the Moon*** feature. You can only add your proficiency bonus to damage rolls once per turn.
- You gain the ***Slayer's Rifle*** feature as if you were 7th level. Your Slayer's Rifle comes with the ***Slayer's Parrying Trick*** equipped, and cannot have its **Tricks** changed.
- You gain an additional ***Trick*** or ***Caryll Rune*** (Pick one, this cannot be changed later). All Lunar Slayer features you possess treat your Lunar Slayer level as 10.
\page
# Chapter 2 (4): Subclasses
This compendium features a multitude of different subclasses, for every class available in base Naruto 5e book. They are listed below, in order of how appear in the Orochimaru's Class Compendium.
As mentioned prior, we choose to feature the subclasses of the best quality and diversity. There are and will be more subclasses found in the #Homebrew-Subclasses chat on the official Naruto-5e discord, which you can the link to [here](https://discord.com/invite/7kvUtHn8VT).
Credits for each subclasses, listed by order of appearance, can be found on the right.
> ##### Subclass Creators (1/2)
> ***Genjutsu Pledges.***
>
> **Distant Soul, Umbra Cleaver** - Blasteroid
>
> **Nightmare Keeper** - galen876
>
> **Sensory Type, Unseen Dream** - Optimal Style
>
***Hunter's Creeds.***
>
> **Avenger, Godai Predator** - Optimal Style
```
```
> ##### Subclass Creators (2/2)
>
> **Cacophony Combatant** - Forte/ Witheredgnome86
>
> **Chronal Assassin, Dual Body Hunter** - Mind_Faze
>
> **King's Blood** - Kriothan
>
> **Symbiotic Pursuer, Vengeance** - Blasteroid
>
***Master Strategies.***
>
> **Ace Operative, Subjugator** - Optimal Style
>
> **Gambler** - Mind_Faze
>
> **Mysticism** - Blasteroid
>
> **The Grandmaster** - Kriothan
>
> **Quartermaster** - Drachengeist/ (Minor Aspects from WarLord Kaioshin)
>
***Tenets of Medicine.***
>
> **Counselor-Nin** - Jovian/Scrub
>
> **Chakra Scalpel Specialist** - KadenUchiha
>
> **Elemental Medic** - Mr. Hey
>
> **Diamond Heart, Spiritual Scribe** - Blasteroid
>
***Ninjutsu Focus.***
>
> **Brawl Master** - Blasteroid
>
> **Imbuement Master** - galen876
>
> **Ink Painter** - TrueRulerOfNone
>
> **Ryō Master** - Optimal Style
>
***Scouting Techniques.***
>
> **Expert Scout** - Soapy
>
> **Kingdom Keeper** - Mind_Faze
>
> **Physician Scout** - galen876
>
> **Rapper Scout** - Blasteroid
>
> **Skateboard Scout** - johnbagg
>
> **SSStylish Scout** - Mind_Faze
>
> **Summoning Scout** - Merraidoc
>
> **Survey Scout** - Optimal Style
>
***Taijutsu Styles.***
>
> **Grappler, Tempest** - Optimal Style
>
> **Realized Soul** - Mind_Faze
>
> **Martial Focus** - Saikusu
>
> **Matrix, Ultimate Battle** - Blasteroid
>
***Weapon Forms.***
>
> **Alpha Omega Form** - Mind_Faze
>
> **Archer Form** - Optimal Style
>
> **Champion, Double-Edge, Dissidia Forms (S2)** - Blasteroid
>
> **Demon Slayer Form** - Forte, Thokk, Kaguya the Invincible
>
> **Heavenly Breath Form** - Witheredgnome86
>
> **Survivor Form** - Enemy
>
> **Mimic Form** - Mind_Faze
>
> **Mist Form** - Forte, Witheredgnome86
>
> **Quasar Form** - Optimal Style
>
***Puppet Techniques***
>
> **Grey Technique** - Stranger
>
***Scientific Inquiry.***
>
> ~~**Driver (S2)** - Mind_Faze~~
>
> ~~**Elemental Innovationist** - Blasteroid~~
>
> ~~**Grenadier, Storm Rider (S2)** - Optimal Style~~
>
> ~~**S.N.B Specialist** - KadenUchiha~~
>
> ~~**Mech Crafter (S2)** - Jovian~~
>
> ~~**Webslinger (S2)** - Awilkes97~~
\page
# Genjutsu Pledges
## [Nightmare Keeper](https://drive.google.com/file/d/1MB4urrYmeApU6071sm3uVSKSx739uDMK/view?usp=sharing)
***Creator:*** *galen876*
A Genjutsu Specialist who walks the path of the Nightmare
Keeper is one filled with sorrow and darkness. They utilize
the fear in the hearts of all creatures to manipulate others,
shaping the world around themselves into one in which the
terrors of the night seem to lurk around every corner.
#### Fear of the Unknown
When you choose this path at 2nd level, you gain the E-Rank
genjutsu, ***Distant Echo***. If you already know this genjutsu, you gain another E-Rank genjutsu you qualify for. The genjutsu you learn this way does not count against
your Jutsu Known.
When you cast Distant Echo, you can do so at 0 cost. During the duration of Distant Echo, you
can end the jutsu early when you cast a genjutsu that inflicts
the fear condition, imposing disadvantage on the saving
throw to any creatures within *Distant Echo's* range.
Genjutsu you cast that inflicts the fear condition have their
DC increased by +1. This increases to +2 at 10th level, and +3
at 19th level.
#### Pure Terror
Also at 2nd level, when you cast a genjutsu that would inflict a ***Mental*** or ***Sensory*** condition on a
creature, you can choose to inflict a rank of fear instead of
one of the listed conditions. The fear's duration becomes the
duration of the condition it replaced. You can only use this
feature once per casting.
Additionally, when you deal psychic damage to a creature that possesses ranks of Fear, you deal an additional 1d4 damage per rank of fear they possess, once per turn. If the fear they possess is against you, this damage becomes a d6.
#### Overwhelming Fear
Beginning at 6th level, when you cast a genjutsu that inflicts
any ranks of fear, you can inflict an additional rank of fear.
Additionally, while you have one creature under the effects of the fear condition due to a genjutsu you cast, you ignore any immunity to fear any creatures within 30 feet of the target may have.
```
```
#### Blinded by Fear
Beginning at 10th level, you have learned to get the most out
of your fear effects. You can use an action to remove two
ranks of fear on a creature, inflicting one of the following effects:
- **Cower In Fear:** The creature is incapacitated and has
their movement speed reduced to 0 until the creature's
fear ranks are removed.
- **Dreadful Sensation:** The creature is Maddened until the creature's ranks of fear are removed.
- **Senseless Fright:** The creature gains the berserk
condition until the creature's fear ranks are removed.
- **Shut It Out:** The creature is blinded and deafened until
the creature's fear ranks are removed.
Additionally, creatures who have ranks of fear inflicted by
genjutsu you cast cannot remove any of those ranks of fear
while you are within their line of sight.
You can use this feature a number of times equal to your
Genjutsu ability modifier, regaining any expended uses when
you finish a long rest.
#### Somniphobia
Beginning at 10th level, when a creature would fail a saving throw against a Genjutsu you cast that inflicts ranks of fear, you can spend 1 ***Actualization Die*** to give all hostile creatures within 10 feet of the creature a number of ranks of fear equal to half the triggering creature's current ranks of fear, rounded down. You can do this twice per short rest.
#### Frozen in Terror
Beginning at 14th level, your mastery of fear can freeze your
enemies in their tracks. As a reaction to you or a creature you
can see within 60 feet of you being targeted by an attack or
effect, you can force the triggering creature to make a
Wisdom saving throw.
On a failed save, the creature gains up
to three ranks of fear and becomes paralyzed until the end of
the current turn. Each time the paralyzed creature is
damaged, it can remake the saving throw, ending the effects
on a successful save.
On a successful save, you cannot use this feature again until you finish a long rest.
#### Keeper's Influence
Beginning at 18th level, you can spend 1
***Actualization Die*** to use your ***Blinded by Fear***
feature without using your action, and affect a
number of creatures equal to the result of the die
at once.
\page
## [Distant Soul](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
The Genjutsu Specialist who pledges themselves to the art of Distant Soul train to refine their Genjutsu with Fuinjutsu, allowing them to leave a fraction of themselves within a creature to aid them or bring them utter doom.
#### Psychic Inscription
When you choose this pledge at 2nd level, you gain the E-Rank genjutsu, ***True Strike***. If you already know this genjutsu, you learn a different E-Rank genjutsu of your choice. This jutsu gains the Fuinjutsu keyword.
You can cast ***True Strike*** as a bonus action, and when you do cast it, its duration increases by 1 round.
Genjutsu you cast with the Fuinjutsu keyword, has its DC increased by +1. This increases to +2 at 10th and +3 at 19th.
#### Genjutsu Insignia
Also at 2nd level, you begin to refine your existing genjutsu with the art of sealing. You gain proficiency in Ninshou, or expertise if you were already proficient.
Whenever creatures attempt to dispel your genjutsu, subtract half your genjutsu ability modifier from their checks.
Twice per short rest, when you cast a Genjutsu with the Fuinjutsu keyword on them that requires a saving throw, you can impose disadvantage on the save. On a failed save, the creature takes a number of psychic and chakra damage equal to your level in this class, and your jutsu's concentration cost for the next round is automatically paid for, if applicable.
#### Remote Trigger
Starting at 6th level, you are able to use seals to imbue your genjutsu into creatures to either to help or bring despair. When you cast a Genjutsu with the Fuinjutsu keyword on a creature (including yourself) that requires a saving throw, on a failed save, you can choose to store the genjutsu in a special chakra seal on the creature, instead of affecting them with the genjutsu. Creatures can willingly fail their saving throw. The seal appears as a small marking of your design, and carries a fragment of your chakra.
When you seal a genjutsu into a creature, you must establish a condition for the seal to activate and unleash the jutsu. Below are a few examples of conditions you can make;
- *The seal activates when the host of the seal comes into contact with X creature within the genjutsu's range.*
- *The seal activates after X amount of hours. *
- *The seal activates when the host of the seal would be damaged/placed under the effects of a type of jutsu. *
- *The seal activates when the host of the seal runs out of a specific resource, such as hit points, chakra points, etc.*
When the condition of your seal is met, your genjutsu activates as if you cast it, executing whatever task you set for its trigger. If the genjutsu would affect another creature, all other creatures that could be affected must make a Charisma saving throw against your Genjutsu's Save DC, suffering the full effects on a failure. You can only have 1 seal active at a time and each seal lasts for 1 day.
You can also, as a reaction, manually activate the seals if you are within 60 feet of the creature.
```
```
#### Psonic Scrivener
Starting at 10th level, you can use your Genjutsu learning score as your learning score for Ninjutsu with the Fuinjutsu keyword. When you would cast a Fuinjutsu, you can spend 1 ***Actualization Die***, granting the jutsu one of the effects listed in your ***Actualization*** class feature, and enabling you to use Genjutsu casting modifier as your Ninjutsu casting modifier. Fuinjutsu you cast this way can interact with Distant Soul subclass features as if they were Genjutsu.
#### Crest of Psychosis
Starting at 10th level, you gain more control over creatures placed under your Fuinjutsu. You also always know the exact location of creatures who are affected by your Fuinjutsu, or that have a genjutsu sealed into them, as long as they are within 240ft.
Additionally, Genjutsu with the Fuinjutsu keyword actively affecting a hostile creature cast by you deals an additional amount of chakra damage equal to half your Genjutsu Specialist level at the start of the creature's turns.
Lastly, when you would place a genjutsu seal using your ***Remote Trigger*** feature, you can seal any number of your ***Actualization Die*** along with the genjutsu. You establish what these die will be used for when your seal activates, such as activating one of your Genjutsu Specialist features. If the seal dissipates harmlessly without activating, you regain your actualization die, regardless of distance.
#### Permeating Seals
Finally at 14th level, the sheer pressure of your chakra causes the defenses of creatures to cripple. When you cast a Genjutsu with the Fuinjutsu keyword, you can spend 8 chakra to make the jutsu unable to be reacted to. You can also infuse this chakra into a genjutsu that you seal with your ***Remote Trigger*** feature. You can use this ability twice per long rest.
You can also create up to 2 seals at a time with your ***Remote Trigger*** feature, but you cannot affect a creature with more than 1 seal at a time.
Lastly, Genjutsu with the Fuinjutsu keyword you cast ignore resistance to psychic and chakra damage and treats immunity as resistance.
#### Distant Influence
Beginning at 18th level, when would be attacked or be forced to make a saving throw, as the result of a
jutsu with the Fuinjutsu keyword, you
can spend 1 ***Actualization Die*** to
cause the attack to automatically miss
or succeed the saving throw.
When you do, you suffer no
damage or effects.
Additionally, while in combat,
you can spend 1 ***Actualization
Die*** to cast ***True Strike*** at no cost.
When you do, for the next
minute, any ally within 20 feet
of you gains the benefits of
True Strike, once per turn.
You can do this once per
long rest.
\page
## [Sensory Type](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
Genjutsu Specialists who choose to become Sensory Types specialize in scouting, tracking, and locating their targets. Sensory Types can even sense chakra natures, allowing you to more accurately assess the situation.
#### Sensory Expertise
When you choose this path at 2nd level, you gain a unique version of the D-Rank Ninjutsu ***Sensing Technique.*** It loses the Ninjutsu keyword, and gains the Genjutsu keyword. If you already know this genjutsu, you learn a different E-Rank genjutsu of your choice. You do not need to spend chakra to maintain concentration on this version of the ***Sensing Technique,*** and it does not count against your concentration limit.
The genjutsu you learn this way does not count against your number of jutsu known. When you would cast ***Sensing Technique,*** you can upcast it, At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the chakra field by double.
Additionally, Genjutsu you cast while your target is under the effects of ***Sensing Technique,*** has its DC increased by +1. This bonus increases to +2 at 10th and +3 at 19th levels.
#### Preemptive Scouting
Also, at 2nd Level if a creature is under the effects of ***Sensing Technique,*** you know an amount of their chakra natures equal to your Genjutsu Casting Modifier, (min of 1).
Additionally, you can use your reaction to give yourself advantage on any elemental jutsu they cast using a chakra nature you learned with this feature. This reaction can be used an amount equal to your proficiency bonus. You regain all expended uses on a long rest.
#### Chakra Distortion
Starting at 6th Level, when you cast a Genjutsu
while your target is under the effects of ***Sensing Technique,*** they cannot gain advantage on the save in anyway.
Additionally, if a creature would succeed on a saving throw against your Genjutsu while your target is under the effects of ***Sensing Technique,*** you can force them to roll again, at disadvantage. Once you use
**Chakra Distortion** in this way you cannot do so again until you finish a long rest.
#### Chakra Database
Starting at 10th Level, your ***Sensing Technique*** has achieved new heights. You have learned to recognize chakra by feeling alone. Any jutsu that would change a creatures form after you have sensed them with ***Sensing Technique***, proves ineffective, as you recognize their chakra through the illusion.
Additionally, while you are using ***Sensing Technique,*** you can spend your action to learn what clan they are from, if any. Weaker Bloodlines, such as latent are not noticed, as their chakra is too concentrated.
```
```
#### Sensory Mode
Beginning at 10th level you can churn the chakra within your body to enhance your sensory capabilities. You gain 30 feet of chakra sight and while a creature is within your chakra sight range you cannot be surprised by them.
While a creature is within your chakra sight range you can spend 1 ***Actualization Die*** to mark them. While marked this way all allies can see their chakra signature and they cannot gain the benefits of being invisible or hidden.
#### Sensory Overload
At 14th level, you have learned how to overload a creatures senses, by subtling altering their chakra flow with Genjutsu. While you are using Sensing Technique, you can target a creature in range, who has at least 1 chakra nature you can spend an action to make an Illusions Check (Wisdom) vs their Ninjutsu Save DC. On a success, that creature has disadvantage using jutsu of 1 elemental keyword of your choice that they have. Creatures also have advantage on saves using the associated keyword. This effect persists, as long as they are under the effects of your Sensing Technique. You can use this ability once per long rest.
Also at 14th level, you gain a unique version of the B-Rank Ninjutsu ***Kagura's Mind Eye.*** It loses the Ninjutsu keyword, and gains the Genjutsu keyword. If you already know this genjutsu, you learn a different B-Rank genjutsu of your choice. The genjutsu you learn this way does not count against your number of jutsu known. All the benefits of Sensory Type now apply to ***Kagura's Mind Eye*** as well.
#### Sensor's Influence
Starting at 18th level your eyes have become accustomed to more strenous tasks and your chakra control is a head above your peers. You gain a unique version of the S-Rank genjutsu ***Eagle's Eye.*** If you already know this genjutsu, you learn a different S-Rank genjutsu of your choice. The genjutsu you learn this way does not count against your number of jutsu known. All the benefits of Sensory Type now apply to ***Eagle's Eye*** as well. When you would cast ***Eagle's Eye*** you can spend 3 ***Actualization Dice*** to cast it for free, once per long rest.
When an allied creature would sense someone with chakra sight you learn their chakra value and the highest rank jutsu they can cast. Additionally you can react to jutsu that requires handsigns even if it was cast without handsigns.
\page
## [Umbra Cleaver](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
The Genjutsu Specialist who pledges themselves to the art of the Umbra Cleaver strike with the coldness of the night, focusing their Genjutsu to pierce through target's defenses.
#### Phantom Pain
When you choose this pledge at 2nd level, you learn the E-Rank Genjutsu ***Pain***. If you already know this Genjutsu, you learn another E-Rank Genjutsu you qualify for.
When you cast ***Pain***, instead of automatically applying its effects to a target, you can choose to make a ranged Genjutsu attack at the target within range.
When you do and score a hit, the effects of Pain apply first time a target takes damage on a turn for the duration, instead of instantly ending the first time the damage would trigger. Scoring a critical hit with ***Pain*** this way, causes the creature to take the damage of Pain immediately. (The damage can trigger again during this turn.)
Genjutsu you cast that require both a genjutsu attack roll and saving throw, has its DC increases by +1. This bonus increases to +2 at 10th and +3 at 19th levels.
#### Metashift
Also at 2nd level, your movement speed increases by 5 feet. Your movement speed increases by 5 feet again at 6th (10ft), 10th (15ft), and 14th (20ft) levels.
While you are concentrating on a Genjutsu, on your turn you can choose to grant yourself the benefits of the Disengage action (no action required). If you are concentrating on two Genjutsu, when you Disengage this way, you also gain the benefits of the Dash action. This technique is taxing and you can only benefit from it a number of times equal to your Genjutsu ability modifier per rest.
#### Void Slash
Starting at 6th level, your bonus to Genjutsu Save DC from your ***Phantom Pain*** feature now boosts Genjutsu attack bonus by the same amount.
Also, when you use your ***Actualization Die*** to boost the damage roll of a Genjutsu, increase the Genjutsu's bonus to hit by +1 for each die spent.
Also, when you would make a Genjutsu attack, if you possess a weapon you can change the range of the Genjutsu to the range of your weapon (the new range cannot be
greater than the original genjutsu's range).
When you do, on a hit, you
add your weapon's damage to the damage roll (Do not add your ability modifier), Also, Jutsu, Non-Genjutsu specialist features
or feats that would increase your
weapon's damage do not apply
when using this ability.
#### Shadow Chain
Starting at 10th level, when you
hit with a Genjutsu attack, you
can make two weapon attacks
as a bonus action.
Twice per long rest, when you
would score a critical hit or a
creature would critically fail a
Genjutsu you cast that requires
an attack roll, you regain 1
***Actualization Die.***
> ##### Warning (Read Me)
> This subclass was designed before the Psychosis Genjutsu feats were added (Psychosis Adept, Psychosis Expert, Psychosis Master). These feats boost the pain jutsu astronomically, to the point where the synergy between this subclass and those feats is EXTREMELY overwhelming. **I DO NOT recommend that players who take this subclass be allowed to also get the feats.** I will do my part to balance the subclass where I can, but to accomodate for the pain feats would force me to nerf the subclass to the point of unusability by itself. Adjusting my own subclass I can do, but I can't do anything about official feats, other than voice my concerns. I apologize for the inconvience.
#### Night Terror
Also at 10th level, when you would hit a creature with a Genjutsu attack, you can choose to spend 1 ***Actualization Die***. If the attack made was a melee one, you can teleport to another creature within range of half your full movement and make a melee genjutsu attack against them with the same jutsu or ability used, at no cost, dealing all effects and half damage on a hit. If the attack made was a ranged one, you can teleport to a space within your full movement and immediately attempt a stealth check. You can use this feature 3 times per long rest.
#### Darkness Illusion
Finally, at 14th level, your critical threat range for Genjutsu increases by +1, up to the maximum of 16-20.
Once per rest, as a full turn action, you can release a wave of dark chakra appearing like a veil of shadow over creatures within 90 feet in front of you. When you do, you teleport to within 5 or 10 feet of each creature and make a melee genjutsu or ranged genjutsu attack, at advantage. This attack scores a critical hit on a 16-20, and critical hits from this feature cannot be reacted to and ignore resistance and treat immunity as resistance. On a hit, you deal Xd12 + your Genjutsu Specialist level + your weapon's damage (if you were wielding a weapon) in Psychic damage, where X equals your Genjutsu ability modifier.
#### Umbral Influence
Starting at 18th level you have learned to utilize your
Genjutsu to cleave through the minds of your opponents like butter.
When you would hit with a Genjutsu attack or weapon attack, you can spend as many ***Actualization Die*** you choose, adding them to the damage roll and giving additional effects listed below; Once you use this feature, you must wait 3 rounds before you can use it again.
- **1+ Actualization Die:** Your attack ignores resistance and treats immunity as resistance.
- **2+ Actualizaton Die:** All hostile creatures within 10 feet of the attacked creature must make an Intellgence, Wisdom, or Charisma saving throw (your choice), taking the damage the creature took on a failed save.
- **3+ Actualization Die:** Your attack automatically scores a critical hit. This does not cause you to regain an Actualization Die with ***Shadow Chain***.
\page
## [Unseen Dream](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
The Genjutsu Specialist who chooses to become a master of the Unseen Dream,
control their opponents' from the shadows, manipulating the battlefield until they even forget who they were fighting.
#### Creeping Thoughts
When you choose this path at 2nd Level, you gain the E-Rank Genjutsu, ***Mind Sliver***. If you already know this genjutsu, you learn a different E-Rank genjutsu of your
choice. The genjutsu you learn this way does not count
against your number of jutsu known.
When you would cast ***Mind Sliver***, it gains the Unaware keyword, and they subtract 1d6 from their next saving throw, instead of 1d4.
Genjutsu you cast with the Unaware keyword, has its DC increased by +1. This bonus increases to +2 at 10th and +3 at 19th levels.
#### Out of Sight
Also at 2nd level, you have learned to stay just out of eyesight, using minor distractions to shift attention away from yourself. You can use your Genjutsu ability modifier in place of Dexterity when making a Stealth check.
By spending 1 ***Actualization Die***, while you are hidden from a creature and use a feature or jutsu that would cause you break your stealth, you can choose to maintain your stealth, preventing creatures from learning your location.
Additionally, you have learned to make even the most obvious genjutsu subtle. Choose a number of Genjutsu without the Unaware Keyword equal to half your proficiency bonus (rounded up) these jutsu gain Unaware keyword.
```
```
#### Imperceptible
Starting at 6th level, you have begun to supress your chakra signature, allowing you to cast jutsu without anyone ever noticing. You can make Genjutsu you cast with the Unaware keyword unable to be reacted to at casting, and unable to dispelled, countered, or negated until the end of your next turn. You can use this feature a twice per long rest.
Additionally, when you cast a jutsu with the Unaware keyword you may ignore Hand Seal (HS) requirement.
#### Brain Worm
Starting at 10th level, you have learned to infect a creature's mind, your jutsu lying in wait like a virus before it finally strikes. You automatically succeed on Wisdom (Illusions) checks to become aware of any Genjutsu you are under.
Also at 10th level, you can put a creature under a genjutsu while delaying the affect until you see fit. When you cast a Genjutsu with the Unaware keyword you spend 2 ***Actualization Dice*** to impose disadvantage on a single target. If the target fails the saving throw you can choose to delay the jutsu for as long as you want in a 24 hour period.
When you would want to resume this jutsu you must spend 8 chakra to do so. A jutsu cast this way has its concentration cost reduced by half (Min 1.) If the jutsu has repeat saving throws at the start or end of their turn they do not get to repeat the saving throw.
#### Lucid Dreamer
Beginning at 10th level even barely asleep you are more aware than others. While you are under the effects of a Genjutsu you can spend 2 ***Actualization Dice*** to end the effects of the jutsu as if you cast ***Release*** on yourself as a free action. If casting ***Release*** would not end the effects of this jutsu you can ignore the effects of the jutsu until the end of your next turn.
#### Out of Mind
Starting 14th level, your stealth has grown with your Genjutsu prowess. When you are concentrating on a Genjutsu you cast the Unaware keyword you gain advantage on Stealth checks. Additionally, casting Genjutsu with the Unaware keyword in the first round of combat does not automatically remove you from stealth.
Also at 14th level, when a creature falls under a Genjutsu that battle has already been won. When a creature fails a saving throw against a jutsu with the Unaware keyword they become exceedingly easy to control.
You can spend 3 ***Actualization Dice*** to, for the duration of the jutsu, gain advantage on ability checks and saving throws they force you to make, they also have disadvantage on attack rolls against you as you minutely guide their thoughts. While a creature is under the effects of this feature you can hear their thoughts.
#### Unseen Influence
Starting at 18th level, when a creature would fail a saving throw against a jutsu with the Unaware Keyword you can spend 2 ***Actualization Dice*** to force them to make a Consitution saving throw or be paralyzed until the end of their next turn.
\page
# Hunters Creeds
## [Avenger](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
Some Hunter-Nin become obsessed with hunting down those who they have deemed as an enemy. They will go to great lengths to eliminate these individuals, by any means neccesary.
#### Hatred's Proficiency
When you choose this Creed at 3rd level, you gain
proficiency in Intimidation and Survival. Additionally, you
can make an ability check using either of the skills using
Intelligence.
Also, you have allowed your hatred to flow into your techniques, further augmenting your already deadly attacks.
When you mark a creature as your ***Primary Target***, you gain the following benefits;
- You have advantage on Intimidation and Survival checks made in following in regards to a marked creature.
- A marked creature cannot gain the benefit of being hidden, or obscured from you and you
cannot have disadvantage on attacks
against your them.
- You gain a +1 bonus to all of your attacks
critical threat range against your ***Primary
Target***. This bonus increases to +2 at 11th
level.
- While you are hidden from the target of your
***Primary Target*** feature, the first attack you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target’s Wisdom (Perception) check. On a success, you remain hidden so long as you are obscured at the end of your turn.
Starting at 10th level, your ***Primary Target*** cannot gain advantage on saving throws against you.
#### Shared Hate
Also, at 3rd level, a creature marked by ***Primary
Target*** can take additional damage from your
allies as if they had the ***Lethal Attack*** feature.
You can use this a number of times equal to your
proficiency bonus per long rest. You can use this
feature once per round.
Additionally, as a reaction to being damaged by a
creature you can see, you can mark them as your ***Primary Target***. Allies can trigger ***Lethal Attack*** against a creature
who is marked in this way even if you would have disadvantage, as long as you meet the other requirements.
Finally, you gain exclusive access to the ***Oppressive Gaze*** Exploit. This does not count against your Exploit
Limit.
```
```
#### Silent Rage
Starting at 7th level, the force of your hatred can become tangible, and you can emanate pure hatred. As an action, you can project an aura of killing intent to every creature of your choice within 30 feet of you. Creatures in this aura must make a Wisdom saving throw vs your Ninjutsu or Taijutsu save DC (your choice.) Your ***Primary Target*** makes this save at disadvantage.
On a failed save, they suffer from a special rank of charmed for 1 minute called cowardice. A creature who has ranks of cowardice cannot have their cowardice removed by any jutsu, features, or traits. If your ***Primary Target*** is affected by this feature, you can immediately make an attack against them as a bonus action. They cannot react to this attack. A creature can only be affected by this feature once per long rest.
Starting at 15th level, at you ignore immunity to charmed and fear. Additionally, creatures gain a rank of fear, as well as charmed.
You may use this feature a number of times equal to half your Proficiency bonus per long rest.
\page
#### Malicious Will
Also at 7th level, when you begin a conversation with a creature you can make an Intelligence (Intimidation) check contested by the humanoid’s Wisdom
(Insight) check to exert your will over the conversation. On a success, they are marked as your ***Primary Target*** and gain 1 rank of fear against you and you have advantage on any contested checks against the target until your conversation ends.
If you engage in combat with a creature marked in this way, you gain advantage on initiative and the first attack made targetting your ***Primary Target***.
#### Vengeance
At 10th level, you gain the **Hunter's Revenge** Defensive Tactic, if you didn't have it already. You may choose another Defensive Tactic if you already had Hunter's Revenge.
In addition, when you are hit by an attack from your ***Primary Target***, the next time you deal your lethal attack damage to that creature your ***Lethal Attack*** die is increased by 1 step and you no longer need to meet the prerequisites of the Lethal Attack feature if your ***Primary Target*** has damaged you on this, or the previous round.
#### Swift Demise
Starting at 10th level, your ***Primary Target*** cannot react to your movement in anyway and when you take the dash action, the next attack you make this turn against your ***Primary Target*** is made at advantage.
#### Spite
Beginning at 14th level, your grudge against those who have wronged you grows to undeniable levels. You can mark a second creature with your ***Primary Target***, regardless of if you have one active already, keeping both active.
Additionally, when you hit your ***Primary Target*** with ***Lethal Attack*** you ignore resistance for the entire attack's damage.
#### Unbreakable Focus
At 17th level, your focus and willpower has reached a point where it cannot be overpowered in anyway, short of your death. You cannot be charmed or controlled against your will, and jutsu you cast can no longer be ended as a result of damage or failing a concentration check.
Additionally, you gain immunity to the fear condition and when you would inflict a rank of charmed or fear you inflict an additional rank.
```
```
### New Exploit
#### Oppressive Gaze
**Skill**: Intimidation
**Requirements**: Avenger Subclass
As a bonus action you can deliver a powerful gaze that can send even the most threatening foes to their knees. Make an Intelligence (Intimidation) check contested by your target's Wisdom saving throw. Your ***Primary Target*** has disadvantage on this saving throw. If you have expertise in
intimidation, you instead add a +1d4 bonus in place of
expertise. If your check succeeds, they cannot make attacks against you and have disadvantage on saving throws until the start of your next turn. If a creature has 3 or more ranks of fear they instead become maddened and fall prone. A
creature immune to fear cannot be affected by this
exploit.
\page
## [Black Airforce One](https://homebrewery.naturalcrit.com/share/yJLEwHEmA1RI)
***Creator:*** *mind_faze*
The Hunters who don the Black Air Forces are menaces to society. Even early in their careers they are treated with caution. If you're in the way then prepare for some smoke.
#### Stomping Proficiency
When you choose this Creed at 3rd level, you gain
proficiency in Persuasion and Intimidation. Additionally, you can make an ability check using either of the skills using Strength or Charisma.
Also, you show your true nature and knock some heads all with one trick. You gain the martial melee weapons the ***Black Air Forces***. You are proficient in wielding the ***Black Air Forces***. They may use your unarmed damage die or the listed damage die. You may use the listed damage die for bukijutsu. If they would be destroyed or lost by any means you can rebuild them for 100 ryo on a rest.
Finally, you know some special techniques to make force. You can select one of the Airforce Techniques below. They only apply while you are wearing the ***Black Air Forces*** You can switch your Airforce Technique when you complete a rest of any type. You can select a second technique when you reach 10th level;
##### Airforce Technique Table
| Technique | Effect |
|:----:|:-------------|
| Stomp Him Out | Your weapon gains the ***Critical*** Property. When you would make a melee weapon attack against a proned creature, your critical threat range increases by +1. At 10th level, this becomes +2. |
| Menacing Drip | When you would inflict the prone condition, you also inflict one rank of the fear condition for the duration of the prone condition.|
| We Jump | When a creature makes a melee attack against a creature you're within 5 feet of, you may immediately as a reaction make a melee weapon attack. On a hit you deal an additional two damage die. At 10th level the size of the die increases by 1 step to a max of d12. |
| Primary Opp| You are always aware your primary target's current Health or Chakra(You choose when you mark them). You may change your choice as a bonus action. |
#### Clap Back
Also at 3rd level, you can't just let bro disrespect you like that. You gotta lay him out for that disrespect. When a creature has done damage to you since the end of your last turn, you may lethal attack that creature regardless of circumstance.
Also, you gain exclusive access to the *Snake 'Em* Hunter Exploit. This does not count against your Exploit Limit.
#### Smoking That Pack
Whenever you put an opp in the trash, you gotta take a step back and celebrate with a pack. At 7th level, when you would reduce your ***Primary Target's*** HP to 0, you gain an amount of temporary hit points equal to your Hunter-Nin level. This becomes temporary chakra if you already have temporary hit points
#### Instigation
Also at 7th level, if you were in charge, then these problems wouldn't be happening right now. When you would make a check to try to convince a creature to start a fight or commit violence, you gain an additional 1d10 bonus to the roll.
As an action, you may force any number of creatures who can hear you within 30 feet of you to make a charisma saving throw vs your taijutsu save dc. On a failed save, they gain the berserk condition against you. They must remake this save at the end of their turn to remove this condition.
#### Caught 'Em Lacking
At 10th level, you gotta make sure to catch the opps while they're off their game. When a target with the berserk or fear condition makes a melee attack against you, you may make a melee weapon attack against them.
#### This Ninja Crazy
Also at 10th level, you go way too crazy when the situation does not call for it. But you always gotta keep it 100% real. When a creature would try to threaten you or an allied creature within 10 feet of you, you start to press them. You may make an intimidation check vs their intimidation check. On a success they immediately gain one rank of fear towards you and try to calm down the situation. A creature affected by this cannot be affected again for 24 hours.
#### Double Tap
At 14th level, you've learned that some opps come back for round two and sometimes your team can't handle your light work. Time to lock in and put 'em in the dirt. When an attack you would make would cause a creature to become ***Hunted*** or a creature would recover Health after dropping to 0, you may immediately make an additional weapon attack or cast a jutsu that requires an attack roll targeting the creature.
#### Fight back Ninja! Fight Back!
Ain't no way, he thought we weren't jumping? On God? At 17th level, when you are within 5 feet of a prone target, as a full-turn action you call your squad in to stomp them while they are down. Every allied creature(excluding
clones) within 15 feet of you quickly run
over to help beat them up. Every
creature who joins in must make a
melee weapon attack.
On a hit, the creature deals
your lethal attack damage
to the target, with their
damage type being the
appropriate damage type of
whatever weapon they used.
You can use this feature
once per long rest.
\page
### New Exploit
#### Snake 'em
**Skill**: Persuasion
**Requirements**:Black Air Force One Subclass
When you would make a melee attack on a creature, you lull them into a false sense of security before snaking the mess out of them. Make a persuasion check vs the target's perception check. If you have expertise in persuasion, you gain a +1d4 to the roll instead of the expertise bonus. On a success, the creature cannot react to the attack you make and gains the proned and concussed conditions.
```
```
##### New Weapon: Black Airforces
| Weapon| Cost | Damage | Damage Type | Weapon Properties | Bulk
|:---:|:---:|:---|:---:|:---:|:---:|
| Black Airforces | 100 Ryo | 1d8 | Bludgeoning | Deadly, Finesse, Trip, Unarmed | 0
\page
## [Cacophony Combatant](https://drive.google.com/file/d/1j5HPZLkpHcAJROqy2ma6nUqWD-Tr8wU8/view?usp=drivesdk)
***Creator:*** *Forte/Witheredgnome86*
Some Hunter-Nin focus on long reach weapons and
obnoxious ninja-tools, using the flamboyant explosions in
order to strike in the midst of chaos, taking away vital
bodily functions of their enemies and staying just far
enough from the fray to avoid the consequences.
#### Cacophony Proficiencies
Beginning at 3rd Level, you gain proficiency in the Crafting and Performance skills. You can make any checks with the aforementioned skill using Charisma or Dexterity.
Also, you’ve taken in the teachings of previous users of this creed and sensory ninja, learning how to fight and make ninja tools specialized in neutralizing an opponent's
senses. You gain proficiency in the demolitionist kit and
may make smoke bombs and shock bombs alongside the
original options, these all become your ***Cacophony Bombs***.
***Cacophony Bombs*** made from a demolitionist kit may use
your Taijutsu Save DC instead of their original Save DC.
Additionally, whenever you use explosive tag bombs
creatures caught within the initial explosion must make a
constitution save or be deafened until the end of their next
turn, if you use smoke bombs, they must make a
constitution save or be blinded until the end of its next
turn. Finally, the way you use your bombs and weaponry is
different from other combatants, you may pick one of the
following Flamboyant Fighter Techniques, showcasing
your own style of fighting. You can switch your
Flamboyant Fighter Technique when you complete a rest
of any type.
You can select a second property when you reach 10th
level.;
#### Cacophony Weapon
Also, at 3rd level, you learn to extend the range of a
weapon you're using, making it accessible to be used in
tandem with your explosions. Select 1 melee weapon
you're proficient in, adding a chain to the end of the
weapon. Your weapon now has the reach property if it
didn't before, and if it had it already it gains another rank.
This weapon becomes your ***Cacophony Weapon*** and may
only have a maximum of 3 ranks of reach due to features
from this subclass. Your ***Cacophony Weapon*** now does force
damage in addition to its normal damage for the purposes
of overcoming resistances and immunities, and every 5
explosive tag ball, smoke bomb, shock bomb, poison tag
now counts as 1 bulk. These bombs can now be thrown
using your Strength or Dexterity modifier. As a bonus
action you may choose to throw one of these bombs or
apply it to your weapon, causing the bomb's effects to go
off on a successful weapon attack, affecting only the
targeted creature.
Also, you gain exclusive access to the ***Flamboyant Link***,
Hunter Exploit. This does not count against your Exploit Limit.
#### Lethal Discordance
Starting at 7th level you’ve learned to capitalize on the detriments your bombs inflict on an enemy. Whenever a creature is under the poisoned, blind, deafened, or shocked as a result of items, jutsu, feature, etc. that you inflict, you may trigger ***Lethal Attack***. This does spend your normal once per turn limitation of ***Lethal Attack***.
#### Flaunting Flamboyance
Starting at 7th level, your mere presence in combat leads to a flamboyant aura surrounding you, drawing attention your way and dissuading gazes from looking away.
When you begin combat you may target all hostile
creatures within 90 feet of you with a Performance Check
vs a DC (13+ Number of targets). On a success you draw
their attention strictly to you, making it so for their first
turn during combat they have disadvantage on attack rolls
not made against you. Alternatively, you can make this
check outside of combat on any creatures of your choosing,
using the same DC. On a success they have disadvantage on
perception and insight checks not made against you for 10
minute.
#### Flamboyant Kit
Beginning at 10th level, your expertise with your kit unfolds in a flashy and flamboyant manner, increasing the effectiveness at which you make them. You may pick one of the options below to gain the benefits from, and you may change this choice upon completing a Full Rest;
- Increase the DC of your Cacophony Bombs by 2.
- Increase the Damage Die of your Cacophony Bombs by 2.
- You may recharge charges of your demolitions kit over various different rests. You regain 1 charge over a Short Rest, 2 charges over a Long Rest, and 4 charges over a Full Rest
#### Flashy Support
Also at 10th level, the flashiness in your simply oozes out, adding an extra flash of flamboyance to whatever is happening around you. As a reaction to making an skill
check you may, up to a number of times equal to half your proficiency modifier, add your performance modifier to a skill check you make, treating expertise as an extra 1d4 instead of its normal bonus. Additionally, as a reaction, you may use this feature on a creature within 30 feet of you. The uses of this feature reset on a long rest.
#### Explosive Variation
Beginning at 14th level, the flamboyancy of your bombs can no longer be ignored, piercing through any defenses that would usually counteract them. Your ***Cacophony Bombs*** now ignore resistance and treat immunity as
resistance. Additionally, whenever you apply a ***Cacophony Bomb*** to your ***Cacophony Weapon*** you may change your weapon’s damage to your bomb’s damage for the next attack made while the bomb is still applied to the weapon.
#### Flamboyant Finale
Starting at 17th level, you plan for one final bombastic
display of pure flamboyance and flash, one that just might
be too much for your weapon to manage. By spending 2
charges of a demolitionist kit and an action, you may add 2
to 3 cacophony bombs to your weapon for a maximum of 3.
These bombs must be the same type, though they can
differ in quality. When you take the attack action you can
choose to trigger these prepared bombs, utilizing them all
at once following the rules set by your ***Cacophony Weapon***
feature. After the effects are calculated you must make a
performance check, adding a 1d4 instead of the normal
expertise bonus, vs a DC of the highest quality bomb you
used.
\page
If you used a bomb that was above the normal
quality, the DC is increased by +1 by each stage above standard for each bomb. If you pass this check nothing happens,
but if you fail your weapon is irreversibly
destroyed. If your weapon is a higher quality
than the standard quality, you may reduce the
check by 1 for every quality higher than standard.
Regardless of if your weapon is broken or not you
may not prepare another weapon like this until you
take a long rest and have finished the use of this feature.
### New Hunter's Exploit: Flamboyant Link
**Skill:** Performance
**Prerequisite:** Cacophony Combatant subclass
When a creature would fail a saving throw for one of the
following conditions; Deafened, Blinded, Shocked,
Poisoned. You may make a Performances check
contested
by a targets Charisma saving throw.
If you have expertise
in Performance, you
instead add a +1d4 bonus in place of
expertise.
On a success you give whichever condition
you
applied to the original target to another
within your
weapon range of said target.
##### Flamboyant Fighter
Techniques Table
| Assassination Technique | Effect |
|:----:|:-------------|
| Flamboyant Awareness | You become immune to the deafened condition, gain advantage against genjutsu with the auditory keyword and you gain 30ft of blindsight as long as your ears aren’t clogged by something |
| Flamboyant Defense | Whenever you take damage, you can, as a reaction, use a Cacophony Bomb reducing the damage taken by the bomb’s damage and the triggering creature must make the save associated to the bomb, gaining the condition(s) on a failed saved.|
| Flamboyant Flight | As a bonus action, by spending 1 ***Cacophony Bomb***, you gain a flight speed equal to half your movement speed until the end of your next turn. If you are falling, as long as it’s the first thing you do on your turn, you may use this feature again, regaining the flight speed and stopping yourself from falling. |
| Flamboyant Force | Once per use of a ***Cacophony Bomb***, jutsu, or feature you may use a Cacophony Bomb to increase the AOE of the Cacophony Bomb, jutsu, or feature used by 10 feet. This can only be used on things on an already existing AOE.|
| Flamboyant Reach | Your ***Cacophony Weapon*** now gains an additional 2 ranks of reach, ignores up to 3/4th cover, and deals an additional +1 damage for every 5 feet you are away from your target once per turn. |
| Flamboyant Shove | When an ally of yours is in an area of effect caused by you, you may spend 3 chakra for each ally you want to protect, your explosions detonating in such a way that they harmlessly move to the edge of the effect, taking no damage or suffering any conditions. |
\page
## [Chronal Assassin](https://homebrewery.naturalcrit.com/share/yJLEwHEmA1RI)
***Creator:*** *mind_faze*
The Chronal Assassin takes the concept of space-time ninjutsu and have learned to manipulate time without the need for a single hand sign.
#### Timeline Proficiency
At 3rd level, you're able to alter the flow of time to better help you react to your surroundings. You gain proficiency in history and perception, you can make an ability check using either of the skills using Intelligence or Wisdom.
Additionally, when slow down time to avoid attacks you see the perfect chance to counterattack with a move of your own! Select one of the techniques below. If you would use the *Bullet Time* feature and cause the triggering attack to miss, you may activate one of these techniques. You may swap your selected technique on a rest. At 10th level, you may select another technique.
##### Time Assassination Technique Table
| Technique | Effect |
|:----:|:-------------|
| Godspeed | You may move up to half your movement speed. This movement can't be reacted to. |
| Rewind Time | If the triggering creature moved on this turn, they must use their remaining movement speed to move as close as possible their original position at the beginning of the turn. |
| Ebb and Flow | You may cast a jutsu with the casting time of a bonus action. If the jutsu would deal damage, it deals an additional die of damage(once per casting). Otherwise, the cost is reduced by 1(min 1). |
| Split-Second Strike | If in range, you may immediately make a ranged or melee weapon attack against the target. On a hit you may apply Lethal attack, regardless of circumstance. |
| Time Renewal | You may spend a hit die, recovering HP equal to the result+your con mod. |
| Clockwork| The triggering creature must make an Intelligence saving throw, becoming Blinded and Deafened until the start of their next turn on a failed save as their senses dull from their accelerated age. |
| Haste | All allied creatures within 15 feet of you, other than yourself, gain a +10 bonus to movement speed and +1 AC until the end of each affected creature's turn. |
#### Bullet Time
Also at 3rd level, you've gained surface level control into the realm of time. This allows you to slow down time in risky scenarios. When you would be hit or targted by an attack, as a reaction you can give yourself the benefit of the dodge action until the beginning of your next turn.
Additionally, you gain access to the exploit, ***Return to Zero***. This does not count against your known exploit limit.
```
```
#### Trigger!
At 7th level, you have learned how to slow down a creature's movement throughout the time stream. As an action, select a creature that you can see within 30 feet of you. The creature must succeed a Charisma save vs your ninjutsu save DC, on a fail the creature becomes slowed down by the weights of time.
Until the end of your next turn or until the creature takes any damage, the creature gains the slowed codition. You can use this feature a number of times equal to your proficiency modifier. You regain all expended uses when you finish a long rest.
#### Chronal Climax
Starting at 7th level, your ability to modify the time stream is useful in more aspects than just combat.
While not in combat, when you would make an insight check against a creature, you may instead make a perception check in it's place. Additionally, while in a conversation, you may slow down time in your surroundings. You and all creatures involved in that conversation are unaffected. one minute of conversation is equal to six actual seconds. This ability can persist for one actual minute and can be used again in 30 minutes.
When rolling initative at the beginning of combat, you may use your perception bonus(this does not benefit from expertise). If rolling for initative this way, on the first round of combat, you have +2 bonus to attack, damage, and saving throws against all creatures who's turn is after yours in the initative order.
#### Made In Heaven
At 10th level, accelerating time is child's play for you. You learn the jutsu *Wind Friction Shatter*, it loses the wind release keyword, it loses it's concentration keyword and it's duration becomes 1 minute. While you are under the effects of a jutsu that increases your movement speed, one turn is considered 2 turns for the sake of recovering from conditions. Additionally, as a reaction to failing a saving throw to recover from the effects of a jutsu or condition, you may immediately remake the saving throw.
\page
#### Lets Try That Again!
Also at 10th level, you are able to learn from your mistakes and better yet you have the opportunity to fix things with your new knowledge. If in a conversation a creature would have a volatile reaction to something said, you may immediately rewind time to before the provoking words were said. Only you and the provoking creature remember what was said. You may do this once every 30 minutes.
#### Foresight
At 14th level, you are able to forsee the moves of your primary targets and make plans ahead of time. When you mark a creature as your primary target, you may immediately make a perception check vs their level+10. On a success, you may grant yourself advantage against any roll of your choice in relation to your primary target. Once this is used against a creature, this feature cannot affect them again until you take a rest.
#### Time Style: The World
At 17th level, your control of time has reached it's peak. Once per long rest, you can spend 15 chakra to pause time. You stop time for everyone but yourself for 1d4+1 turns. During this time, you can move and act as normal.
This feature ends if you move a creature(Other than yourself) more than 30 feet from their original position or deal damage to a creature within the stopped time. within the stopped time. Anything you do, whether it be damage or some other effect cannot be reacted to. In addition, this feature ends if you move to a place more than 1,000 feet from the location where you activated it.
### New Exploit
#### Return to Zero
**Skill**: History
**Requirements**:Chronal Assassin Subclass
When an attack would miss you due to the dodge action, you can reverse time, returning them to the state of zero. Make an history check contested by the attacking creature’s perception check. If you have expertise in history, you instead add +1d4 in place of expertise. On a success, any jutsu affecting a creature that increases their AC, to hit bonuses, jutsu damage, movement speed, heals them, or provides
them damage reduction immediately end. If the jutsu required concentration, the creature concentrating must immediately loses chakra equal to the original cost of the jutsu.
\page
## [Dual-Body Hunter](https://homebrewery.naturalcrit.com/share/yJLEwHEmA1RI)
***Creator:*** *mind_faze*
The Dual-Body creed takes pride in their own power, to the point that they perfect the cloning technique. Using this, they make a clone of similar power to themselves and perhaps even greater.
#### Cloning Proficiency
When you choose this Creed at 3rd level, you gain
proficiency in Performance and Chakra Control. Additionally, you
can make an ability check using either of the skills using
Constitution or Charisma.
Also, You learn the ***Shadow Clone Technique***. When casting this jutsu, a clone instead has 6 Health points and 6 Chakra points, it has a duration of 24 hours, and it can produce a maximum of 10 clones. When you would summon more than one clone as a result of casting this jutsu, you instead only summon one clone, but this clone has the combined total Hit and Chakra points that all summoned clones would have separately. A clone summoned in this way is called a **multi-fold clone**. A multi-fold clone has no limits on jutsu casting and the duration of the jutsu This clone can trigger your lethal attack feature with a d6 die instead of a d8 and when you command it, the clone has an action, bonus action, and reaction. When you would take a rest, your multi-fold clone recovers an amount of Hit and chakra points equal to half of total that you recovered.
Finally, your finesse with clones have also taught you how to augment your *multi-fold clone* to be as skillful as you. Select one of the following Clone Assassination techniques augmenting the shadow clone technique jutsu when cast. A Jutsu with any of the following techniques cannot be taught to another creature and cannot be customized, modified or augmented using the Jutsu customization options or any Non-Hunter-Nin class features. You can switch your Clone Assassination Technique when you complete a rest of any type. You can select a second technique when you reach 10th level;
##### Clone Assassination Technique Table
| Technique | Effect |
|:----:|:-------------|
| Healthy Clone | For every clone you would summon your **multi-fold clone** gains an additional 2 hit points and chakra points. At 10th level this becomes additional 4. |
| Efficient Clone | Every clone you would summon has it's cost reduced by 2. At 10th level this becomes 3.|
| Precise Clone | Your clone's lethal attack has it's die size increased to a d8. At 10th level this becomes a d10. |
| Endless Clone | You can produce a maximum of 15 clones. This becomes 20 at 10th level. |
#### Self Imposed Swap
Also at 3rd level, you can quickly avoid attacks by swapping positions with your clone. As a reaction to being damaged, you can swap places with your clone, having it take the damage in your place. Your clone can do the same, having you take the damage in it's place.
```
```
#### Clone Reconfiguration
At 7th level, your proficiency with clones allow you to remake your clones in relation to nature releases that you have access to. You can spend 5 chakra, changing your clone’s composition. You can choose one of the following benefits, as long as you have access to the nature release. If you do this and have no nature release, you automatically use the no nature release option;
- **Fire release:** Your clone bursts with a demonic flame. Your clone is considered a demon for the purpose of all jutsus or features. Whenever your clone deals damage, it deals an additional 1d8 fire damage(Up to 3 times when casting a jutsu) and has resistance to fire damage.
- **Water release:** Your clone is fluid like water and flows as such. Your clone is considered a mutant for the purpose of all jutsus or features. Your clone can move through spaces that have at least 1 inch of space or diameter and has resistance to cold damage.
- **Earth release:** Your clone is reinforced by the strength of the earth. Your clone is considered an earthen construct for the purpose of all jutsus or features. Your clone is resistant to bludgeoning, piercing, slashing, and earth damage.
- **Lightning release:** Your clone flares with explosive lightning, becoming heightened in it’s own way. Your clone is considered a sage creature for the purpose of all jutsus or features. Your clone’s movement speed is doubled and has resistance to lightning damage.
- **Wind release:** Your clone becomes like wind, quick and light. Your clone is considered an aberration for the purpose of all jutsus or features. Your has a flying speed equal to it’s walking speed and has resistance to wind damage.
- **No nature release:** Your clone is boosted in strength, becoming a heightened version of itself. It gains a +1 to all it’s ability scores. If the clone already has a 20 in a stat, it instead gains a +1 to the corresponding saving throw.
This change lasts until the clone disperses or until you spend an additional 5 chakra to
change it back to normal.
At 14th level, you can
spend 10 chakra and pick two
options at once, the clone
being considered both creature
types for the sake of jutsu's
and features.
\page
#### Precise Detail
Also at 7th level, you’re able to look past replications or false masks and discover the true identity of creatures. You are aware if a creature is a clone or not. Additionally, when you would make an ability check to find out the true identity of a creature, you gain a 1d6 bonus to the check.
#### Two Bodies, One Spirit
At 10th level, you and your clone flow together like no other. You no longer require a bonus action to control your clone. Instead, it acts directly after you in the initiative order and has a full turn.
#### Two Minds, One Spirit
Also at 10th level, your clone can distract a creature, keeping them enthralled and away from your current position. If an aggressive creature would come to interrupt your current conversation or battle, you can send your clone to the creature to distract them. If it is a conversation, every minute your clone must make an performance roll vs the attack roll of the interrupting creature. On a fail, the clone takes the full damage of the attack and the same check must be made again until the clone either allows the creature to proceed or it is defeated. On a success, the clone continues to distract the creature and the contest can be remade after another minute has passed. If it is a combat, the check is made on the clone’s turn, acting as it’s full turn.
```
```
#### Neverending Spirit
At 14th level, your clone persists on in moments where it should dissipate. When your *multi-fold clone* would be reduced to 0 hit points, as a reaction it can spend as many chakra points up to it’s current amount. It regains an equal amount of hit points.
#### Clone Wars
Your clone is no longer bound by the shackles of your regular form. At 17th level, as a full-turn action on your turn, you can cause your *multi-fold clone* to shift into the form of a creature within 30 feet of it. It gains the exact stats of the creature along with their jutsus. While this feature is active, it is treated as if concentrating on an S-rank jutsu. This lasts for one minute or until the clone dies. After this feature is used, it cannot be used again until the end of a long rest.
### New Exploit
#### Back-To-Back
**Skill**: Performance
**Requirements**:Dual-Body Subclass
When you would deal damage to a creature while activating your lethal attack feature, your clone makes a weapon attack against the same target if within range. If the attack hits, your clone makes a performance check vs the target's insight check. If you have expertise in performance, you gain a +1d4 to the roll instead of the expertise bonus. On a success, your clone also deals it's lethal attack damage.
\page
## [Godai Predator](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
Some Hunter-Nin prefer to embrace the natural elements in the world. Practitioners of this type learn to combine their training with their instincts, allowing for a deeper understanding of their craft.
#### Natural Proficiency
When you choose this Creed at 3rd level, select one nature release. (Earth, Wind, Fire, Water, or Lightning Release). If you select a nature release you already have, you can instead learn one jutsu of the chosen nature release that you qualify for. You are now able to add jutsu with the corresponding keyword to your jutsu list.
Additionally, you gain proficiency in Ninshou and Chakra Control and ability checks using either of these skills using Constitution or Intelligence.
Finally, you have learned to augment even the most basic strikes into explosive displays of power.
When you deal damage to a creature with ***Lethal Attack*** you can change the damage type to your nature release's corresponding damage type. (Water Release = Cold). This damage ignores resistance.
Starting at 10th level, damage dealt this feature treats immunity as resistance. (These do not stack.)
##### Natural End
| Nature Release | Effect |
|:----:|:-------------|
| **Earth Release** | You can change your ***Lethal Attack*** class feature on a target, change the damage type to your earth damage and inflict 1 rank of bruised.|
| **Wind Release** | You can change your ***Lethal Attack*** class feature on a target, change the damage type to your wind damage and inflict 1 rank of bleeding.|
| **Fire Release** | You can change your ***Lethal Attack*** class feature on a target, change the damage type to your fire damage and inflict 1 rank of burned.|
| **Water Release** | You can change your ***Lethal Attack*** class feature on a target, change the damage type to your cold damage and inflict 1 rank of chilled. |
| **Lightning Release** | You can change your ***Lethal Attack*** class feature on a target, change the damage type to your lightning damage and inflict 1 rank of shocked. |
#### Natural Assault
Also at 3rd level, once per casting, jutsu you cast with your chosen release's keyword add your casting modifier to a damage roll if it didn't already. When you would make an attack roll with a jutsu against a creature suffering from a condition corresponding with your ***Natural End Table***
your jutsu gains a +1 critical threat range.
Additionally, you gain exclusive access to the ***Natural Ascension*** Exploit. This does not count against
your
Exploit Limit.
```
```
#### Natural Evolution
At 7th level, when cast a jutsu corresponding with your nature release granted by your ***Natural Proficiency*** you may embolden it by using the lingering elemental energy from a creature. You can absorb the condition with your nature release granted by your ***Natural End Table*** from a creature within 60 feet to trigger an enhanced version of an elemental effect.
- **Sturdy**: The structure or construct gains a resistance of your choice that isn't lightning and lightning vulnerability is removed.
- **Swirl**: You increase the range of *Swirl* by 5 feet.
- **Blaze**: You increase the the bonus damage granted by *Blaze* as if they had half the initial dice.
- **Saturate**: You can cast the jutsu as if you were close to a sufficient source of water.
- **Overcharge**: You can *Overcharge* a jutsu without spending a bonus action or reaction.
#### Natural End
Also at 7th level, you have learned to control your elemental prowess into more precise, and devastating attacks. When you make an attack roll against your ***Primary Target*** with a Ninjutsu with any Elemental Release Keyword, you may invoke ***Lethal Attack*** regardless of circumstance. You may use this feature a number of times equal to your half your proficiency bonus (rounded up) per short rest.
Additionally, when you score a critical hit while dealing a damage type granted you by this subclass,
you automatically inflict 1 rank of the
condition listed on the ***Natural End
Table***.
\page
#### Nature's Camouflage
Starting at 10th level, you can draw on the natural energy to coat yourself in your element in a thin cloak of chakra. The nature release of your cloak is determined by your ***Natural Proficiency*** choice but each cloak shares some benefits.
As a bonus action, you can spend 15 chakra to cover yourself in a cloak of nature energy. You gain 60 feet of chakra sight, you are counted as lightly obscured, and you gain a number of temporary hit points to your hunter-nin level × 5. This cloak lasts for 1 minute, and gains additional benefits ponding with your nature release granted by your ***Natural Proficiency***.
- **Earth Release**: You gain resistance to bludgeoning, piercing, and slashing damage.
- **Wind Release**: You become heavily obscured in wind, and chakra sight granted by this feature allows you to see unimpaired.
- **Fire Release**: You add additional points of damage to your ***Lethal Attack*** as if it was benefitting from *Blaze*.
- **Water Release**: Attack rolls against you are made at disadvantage.
- **Lightning Release**: Your movement speed is doubled and when you take the dash action you also benefit from the disengage action.
#### Natural Causes
At 10th level, when you would deal damage with your ***Lethal Attack*** using the damage type of your chosen element against a creature, you deal an additional die of damage and leave behind a remnant of your nature chakra within them.
Until the end of your next turn, you may as a bonus action ignite the elemental chakra within them. When you do, all creatures within 5 feet of the creature must make a Dexterity saving throw against your Ninjutsu Save DC.
On a failed save, they take the damage of your ***Lethal Attack***, corresponding to the damage type of your chosen release, or half as much on a success.
You may use this feature a number of times equal to your Intelligence modifier per long rest.
```
```
#### Natural Tenacity
Beginning at 14th level, you gain resistance to your corresponding ***Natural End Table*** damage type. (Water Release = Cold). Additionally, when you would make a saving throw against a jutsu that has a nature release keyword corresponding to your ***Natural End Table*** , you gain advantage on the saving throw.
#### Nature's Wrath
At 17th level, your control over the elements is now almost second nature, allowing you to do things almost subconsciously. When a creature makes a saving throw against a jutsu corresponding with your nature release granted by your ***Natural Proficiency*** they subtract 1d4 from their result.
Additionally, once per turn when you damage a creature suffering from the condition corresponding to your ***Natural End Table*** choice, you may trigger ***Lethal Attack*** on any creature(s) damaged, as long as they are also suffering from that condition.
Finally, when you deal damage to a creature corresponding ***Natural End Table*** damage type they must make a Constitution saving throw against your Ninjutsu Save DC or gain 1 rank of the listed condition.
### New Exploit
#### Natural Ascension
**Skill**: Chakra Control
**Requirements**: Godai Predator Subclass
When you cast a jutsu the nature release granted by ***Natural Proficiency*** you can elevate the jutsu even further beyond. Make a Constitution (Chakra Control) check vs a DC 8 + Rank of jutsu cast
***(D-Rank: 5, C-Rank: 9, B-Rank: 13, A-Rank: 17, S-Rank:
21)***. If you have expertise in chakra control, you
instead add a +1d4 bonus in place of expertise. On a
success, you increase the Jutsu Rank by one. This is not limited by the Rank of Jutsu you can learn. (D>C>B>A>S) If you would attempt to upcast an S-Rank jutsu that deals damage, its rank remains S-Rank, but its damage is increase by 2 damage
die or Save DC by +2.
\page
## [King's Blood](https://homebrewery.naturalcrit.com/share/hYUDL3TW1353)
**Creator:** *Kriothan*
Some Hunter-Nins have the innate sense of strength and pride that is associated with being a King. Those who are born to this power will follow this Creed. Following the Blood of Kings through visions and dreams.
#### King's Blood Proficiency
When you choose this Creed at 3rd level, You gain proficiency in Ninshou, and Sleight of Hand skills. You can make any checks with the aforementioned skill using Intelligence or Dexterity.
Additionally you have begun the steps to harness the greatness that resides in your blood. Either by recieving it from a family member, or finding it in your estate. You have recieved the **Ring of Kings**. While you wear this indestructible item, you are granted access to the **Royal Armory**, a collection of weapons passed down from prior ages. As a Bonus Action, you may summon any of these weapons from your **Ring** into your hand. Each weapon can be summoned once per short rest, and last for a minute. Or until you dismiss them. You are considered to be proficient with each of these weapons.
You may use Dexterity or Intelligence for attack and damage rolls in regards to these weapons, and substitute any effects or weapon properties that would use another ability score for those mentioned above.
#### King's Knowledge
Also at 3rd level, you can call upon the aid of the beings in your **Ring of Kings** to give you advice and wisdom. You can add a d4 to any Wisdom, Charisma, or Intelligence skill check, or saving throw, a number of times equal to your proficiency bonus per long rest.
This becomes a d6 at 10th level, and a d8 at 17th level.
Additionally, you gain exclusive access to the **Lord's Aura**, Hunter Exploit. This does not count against your Exploit Limit.
### New Exploit
#### Lord's Aura
**Skill**: Ninshou
**Requirements**: Blood of Kings Subclass
When you would deal damage as a result of using a weapon from your **Royal Armory**, you can make a Ninshou check against the targets AC. If you have expertise in Ninshou, you instead add a d4 in place of expertise, On a success, you force the target to become prone. Additionally, they cannot mold chakra or form handseals until the end of their next turn.
```
```
##### Royal Armory Table
| Royal Armory | Effect |
|:----:|:-------------|
| Sword of the Wise |Broadsword (1d6 Slashing, Critcal, Deadly, Light, Thrown 20/60.)
This blade has a +1 to attack and damage rolls made with it. Additionally, when used as a thrown weapon, you can spend a bonus action to teleport to the target of your attack, making an additional attack as part of the same action.|
| Axe of the Conqueror |Halberd (1d12 Slashing, Heavy, Two-Handed, Reach 2.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, it can be used only for Bukijutsu that make one attack. But when it does damage, increase the damage die by 2 and once per turn, you can force all creatures of your choice within 30 feet of you to make a Wisdom saving throw versus your Taijutsu (Or Ninjutsu) save DC. Gaining one rank of Fear on a failure that lasts a minute.|
| Bow of the Clever|Crossbow, Hand (1d6 Piercing, Range 60/120, Light, Multiattack, Ammunition.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, this weapon does not need to be reloaded. Ammunition is formed as you aim to fire it. |
| Blade of the Mystic|Katana (1d8 Slashing, Finesse, Deadly, Critical.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, in place of your attack action, you may attack with another weapon in your **Royal Armory** that you haven't used yet. Giving it a thrown range of 20/60 if it doesn't have one already. |
| Star of the Rogue |Monster Chakram (1d10 Slashing, Range 60/180, Thrown, Returning, Grapple.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, when making an attack with this weapon, by spending your Bonus Action, you can split the weapon into multiple pieces. Forcing all creatures of your choice within 60 feet to make a Dexterity save. Taking 4d6 slashing damage, and three ranks of Bleed on a failure. Half damage on success. |
| Sword of the Tall | Odachi (2d8 Slashing, Heavy, Two-Handed, Deadly, Critical.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, as a bonus action when wielding this weapon. You can rev it, turning it into a Piercing weapon, when you deal damage with a weapon attack while it does Piercing damage, you can inflict one rank of bleed. |
| Shield of the Just |Shield (1d6 Bludgeoning, Blocking, Thrown 20/60, Returning, Trip.)
You gain a +1 to AC and saving throws while wielding this Shield. Additionally, as an action, you can interpose yourself between allies and enemies. Creating a 20 foot long barrier, that has HP equal to double your Taijutsu (or Ninjutsu) DC. |
\page
#### Elemancy
At 7th level, taking the knowledge of prior Kings you have learned what you need to become one with most nature Releases. Turning them into powerful explosions. As a Reaction to taking damage from a jutsu with an Elemental Keyword. You can make a Intelligence (Sleight of Hand) check vs a DC of 22 + Jutsu Rank. (D-Rank +1, C-Rank +3, B-Rank +5, A-Rank +8, S-Rank +10.) On a success, you absorb the jutsu into your **Ring of Kings.** Negating it's effects, and storing it for up to one minute. You can only have one jutsu stored at a time.
As a Bonus Action on your turn, you can withdraw the elemental energy and form it into a grenade that deals damage equal to the corresponding element (Water = Cold.) Then throw it using the same Bonus Action at a point within 60 feet of you, each creature within 30 feet of its landing point must make a Dexterity saving throw vs Taijutsu (or Ninjutsu) DC. Taking an amount of damage equal to the rank of the jutsu captured on a failed save, and one rank of the condition associated to the element. Or Half damage on a success.
(D-Rank 3d6, C-Rank 5d6, B-Rank 7d6, A-Rank 9d6, S-Rank 12d6.)
#### King's Commandment
Also at 7th level, the strength of your blood can be manifsested to protect your allies in battle.
As an Action, choose a number of allies up to your Dexterity or Intelligence modifier, then make a Ninshou check, DC 8 + your level, + the number of allies affected by this feature. If you succeed, you may remove any number of ranks of a condition of B-Rank or lower on each ally.
Additionally, if you successfully remove a condition, you give them Resistance to the condition until the end of their next turn, and Temporary HP equal to your Hunter-nin level. you may use this feature twice per long rest.
```
```
#### Expanded Armory
Starting at 10th level, your **Royal Armory** has expanded through trial and practice. Unlocking more strength, and cementing your power as a King.
You gain four new weapons added to the **Royal Armory** table.
| Royal Armory Expanded | Effect |
|:----:|:-------------|
| Mace of the Fierce|Mace (1d8 Bludgeoning, Block, Disarm, Heavy.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, you can never make more than one attack per round with this weapon. However, it adds additional damage dice equal to half your proficiency bonus. |
| Scepter of the Pious|Quarterstaff (1d8 Bludgeoning, Blocking, Trip, Disarm.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, while wielding this weapon, you can use a Bonus Action to transform this weapon into any other weapon in your **Royal Armory** even if it was already used this rest period. |
| Trident of the Oracle|Sasumata (1d10 Piercing, Heavy, Two-Handed, Deadly, Reach 2.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, as a Bonus Action while wielding this weapon, you can summon a hologram to mirror your weapon attacks, this lasts for one minute. While this hologram is active, when you deal damage with a weapon attack, you may roll another attack as a part of the same action that deals half damage on a successful hit. Twice per turn. |
| Sword of the Father|Katana (1d10 Slashing, Versatile (d12), Deadly, Critical.)
This weapon has a +1 to attack and damage rolls made with it. Additionally, when you hit an enemy with a successful combo into a finisher, increase your Taijutsu attack and damage bonus by +1. (Max of +5)
#### Tri-Weapon
Also at 10th level, your creativity and personality have come forfth in ways you couldn't have dreamed, becoming a unique King as your path dictates.
As an Action on your turn, choose three weapons from your **Royal Armory.** You combine them all into a fierce weapon that only someone of your caliber could wield. For one minute, you gain all the effects of each of the three weapons you have chosen, using the highest damage dice between them for your damage rolls, but the weapon still qualifies for Buki of other damage types. At the end of the duration, you lose access to the three weapons you have chosen until the end of a long rest. You may use this feature once per long rest.
Additionally, you may cast Bukijutsu using your Intelligence score to calculate attack rolls and save DC when wielding a **Royal Armory** weapon.
\page
#### Phoenix Down
Beginning at 14th level, during the duration of a Long Rest, you may spend three Hit Dice, and three Chakra die to make a powerful healing item known as a **Phoenix Down.** You may only have access to three of these fabled items at once, and an ally may only use one per Full Rest. As an Action, you may place this item on an ally who is at 0 Hit Points, absorbing the energy of a Phoenix into them. This grants them the benefits of a Long Rest, regaining any features spent, and half their maximum Hit Points and Chakra.
#### Armiger
At 17th level, once per Long Rest as a Full Turn Action, you summon all the Weapons from your **Royal Armory** for 10 minutes even if they've been used already. For the duration, when you take the Attack Action you instead gain a number of attacks equal to the amount of **Royal Armory** weapons you have active. But you may only attack once with each weapon. You cannot add outside bonus' or damage dice to these attacks.
Additionally, each time you make a weapon attack, you can choose to teleport to a space within 5 feet of your target, when you do so, add a d4 to the attack and damage roll.
(This does not stack.)
Finally, as a Full Turn Action, you may summon all the weapons together for a final attack, called **Final Prophecy.** Add together all the damage dice and modifier of each weapon together, make a single attack using your highest weapon bonus. Once this attack is used, this feature ends.
\page
## [Symbiotic Pursuer](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
Some Hunter-Nin find the weaknesses of the human body and a single mind to be insurmountable, no matter how hard they train. So, they seek out a creature that can supplant their flaws from within, turning them into the ultimate shinobi.
#### Symbiote Proficiency
When you choose this Creed at 3rd level, you gain proficiency in Acrobatics and Survival, and can use Dexterity or Charisma for ability checks made with either skill.
Also, you have discovered and bonded your body with a parasitic creature known as your **Passenger.** This creature has its own name and appearance, as denoted by your DM. The creature's presence begins to transmogrify your body on a cellular level. Your movement speed increases by 5ft, your climbing speed becomes equal to your movement speed, and your passive perception and passive insight increase by your Constitution modifier.
Additionally, your Passenger's species is host to a myriad of strange and unique abilities. You gain one ***Passenger Technique***. You gain another technique at 10th level. You can switch your known techniques on a rest of any type.
#### Self-Sustaining Armory
Also at 3rd level, as a token of appreciation for allowing yourself to become your Passenger's host, your Passenger makes certain that you never come to battle unarmed.
Depending on the option you picked with your ***Lethal Precision*** feature, your Passenger improves on your ability, granting you one of the ***Symbiotic Weapons***;
- **Taijutsu:** On your turn, you can have your Passenger produce a tendril on one of your arms of their physical form. Your unarmed damage die becomes 1d6 piercing, bludgeoning, or slashing damage (pick one). If your unarmed damage is higher than a 1d6, it instead increases by 1 step. Your unarmed attacks also gain the reach property, of a rank equal to half your proficiency bonus, alongside the Critical and Deadly properties. Taijutsu you cast increase their range by 5 feet for each rank of reach.
- **Bukijutsu:** On your turn, you can have your Passenger produce any melee Simple or Martial weapon of its physical form. This weapon gains a +1 to attack and damage rolls, and the reach property of a rank equal to half your proficiency bonus. The range of Bukijutsu you cast increases by 5 feet for each rank of reach you have.
Also, you gain access to the ***Consumption*** Hunter Exploit. This does not count against your Exploit Limit.
#### Born to Lead
Starting at 7th level, your Passenger's presence bolsters your willpower. On your turn, you can spend 1 chakra to communicate telepathically with creatures within 60 feet of you until the end of the turn.
You also have advantage on rolls to resist effects that would cause you to ***act*** against your will. Examples of these effects include the *Mind Body Transfer* jutsu, Genjutsu like *Command*, *Suggestion*, *Geas*, *Compulsion*, and other effects of a similar nature, that are not ***Conditions***.
```
```
#### Endless Stamina
Also at 7th level, as your Passenger's life is tied to yours, it works to preserve all of your body's energy to ensure that nothing is wasted. You gain access to a special resource known as ***Passenger Dice***. You have a total number of Passenger Dice equal to half your Hunter-Nin level. You can spend any number of these dice on your turn to do the following; You recover half your spent Passenger Dice on a short rest, and all on a long rest.
- Spend 1 Passenger Die to roll a die equal to your hit die, recovering the result as hit points, rerolling any 1s or 2s. Add your Constitution modifier to each die rolled.
- Spend 1 Passenger Die to roll a die equal to your chakra die, recovering the result as chakra, rerolling any 1s or 2s.
- Spend 3 Passenger Dice to replenish 1 use of a Clan or Hunter-Nin class feature. Once you use this ability on a feature you cannot use it on the same feature again until you complete a rest.
#### Expanded Arsenal
Starting at 10th level, you can choose the other option you didn't choose with your ***Lethal Precision*** feature. This grants you access to the other option with ***Self Sufficient Armory***.
Additionally, you can attack with your ***Symbiotic Weapons*** as a bonus action when you would take the attack action or use them as a component in a Taijutsu or Bukijutsu. You can also change the damage type of these weapons to be Necrotic or that of a nature release you possess (Water=Cold).
Finally, your Passenger gains a number of seal slots equal to your proficiency bonus, which can only affect your ***Symbiotic Weapons.***
#### Six Sense
Also at 10th level, your Passenger is constantly on the lookout for things that would bring you and your allies harm.
You gain 60 feet of darkvision while in total darkness. Your body temperature always matches that of the environment.
Additionally, your Passenger gains an extra reaction, which they only use to activate one of the following, once per hour.
- Your Passenger telepathically warns you and allies within 30 feet of any traps or poisons within 90 feet. You and your allies have advantage on rolls made to
deceive other creatures that you know
nothing about these threats.
- When a hostile creature would attack you
or cast a hostile jutsu that would affect
you while they are in stealth or you are not
aware of their presence, your Passenger can
impose disadvantage on the attack roll and
grant you advantage on all saving throws
made to resist the effects (You suffer
no damage or effects on a successful save.)
- Your Passenger automatically informs
you and allies within 30ft if you are being
watched by a special sight or sensory
jutsu. Your Passenger then uses your
chakra to disguise you from said
sensory jutsu, blindsight, chakra sight,
and tremorsense for the next 30
seconds.
\page
#### Total Metamorphosis
Starting at 14th level, your Passenger's physical form has developed considerably in the time it has spent within your body. As an action, you can activate or deactivate your ***Passenger's Shell***, causing their physical body to manifest and surround you, granting you the following benefits; Your Passenger's Shell's appearance is up to your own design. It can be as subtle or grandiose as you like. You can use the shell for up to 10 minutes before needing a long rest, but can split this time up between multiple uses.
- You no longer require oxygen to breathe.
- Your AC calculation becomes 8 + Constitution modifier + Charisma modifier + your proficiency bonus. You do not gain the benefits of armor while using this AC calculation.
- Your ***Symbiotic Weapon*** deals an extra die of damage and ignores resistance and treats immunity as resistance.
- You gain temporary hit points equal to twice your Hunter-Nin level. While you have these temporary hit points, you are resistant to bludgeoning, piercing, and slashing.
- You become immune to Poison and disease, and cannot bleed.
- Your movement speed and jump height are doubled.
- Finally, for every minute you reside in your ***Passenger's Shell***, you regenerate one lost/destroyed limb or organ.
#### Marvelous Partnership
Starting at 17th level, you and your Passenger have bonded immensely, as symbiotic allies, and as friends. Your maximum hit and chakra points increase +15. Additionally, you gain an extra ***Passenger Technique***.
### New Hunter's Exploit: Consumption
#### Consumption
**Skill:** Survival
**Prerequisite:** Symbiotic Pursuer subclass
When you would land an attack roll on a Minion, or on a Standard, Elite, or Solo adversary that is grappled, restrained, incapacitated, or stunned, if the attack roll would reduce them to a specific hit point threshold, you can make a Survival check contested by the creature's Dexterity saving throw. If you have expertise in Survival, you instead add a +1d4 bonus in place of expertise. On a success, you can manifest your **Passenger** to consume the creature. When they do, the creature is immediately killed, and you gain a special benefit. Both the hit point threshold needed and the special benefit are based on the creature's adversary type.
**Minion (<=100%)**: You recover a number of hit points equal to their level. You also gain a +1 bonus to attack rolls and saving throws for the next minute.
**Standard (<=20%):** You recover a number of hit points equal to twice their level. You also double your movement speed and gain a +2 bonus to attack rolls and saving throws for the next minute.
**Elite (<=10%):** You recover a number of hit points equal to twice their level, and chakra points equal to their level. For the next 5 minutes, your movement speed is doubled, and you gain a +2 bonus to attack rolls, ability checks, and saving throws.
**Solo (<=5%):** You recover half of your maximum hit points and chakra points, and gain a number of temporary hit points equal to twice their level. For the next 5 minutes, your movement speed is doubled, and you gain a +3 bonus to AC, attack rolls, ability checks, and saving throws.
##### Passenger Techniques Table
| Passenger Technique | Effect |
|:----:|:---------------|
| "You need me for ***everything***?" | When you would fail an ability check, your Passenger can allow you to add half your Charisma modifier to the result, before the effects of the failure would take place.|
| "Get out the way idiot!" | Your maximum jump height increases by twice your dexterity score. As a reaction, when you would take damage, you can impose disadvantage on an attack roll against you, or give yourself advantage on a Dexterity saving throw. If this would prevent the attack roll from hitting you, or you would succeed the saving throw, you suffer no damage or effects and your Passenger sprouts a tendril at a space within 30 feet, moving you to this space. Creatures that attempt an attack of opportunity against you take 10 Necrotic damage as they are stabbed by a tendril and have disadvantage on their attack roll. |
| "Hmm...These will do nicely." | As a bonus action, select one weapon you possess, physically, from a clan feature, or from a feat. For 1 minute, this weapon counts as a ***Symbiotic Weapon***. If it is an unarmed attack, it counts as gaining the benefits of the Taijutsu section of your ***Self Sufficient Armory*** feature. If it is a weapon, it gains the benefits of the Bukijutsu section. |
| "If you die, **I** die!" | You add your Charisma modifier to death saving throws (Min. 1). Additionally, your Passenger can spend 3 of your hit dice to remove 1 failed death save. |
| "Let there be carnage!" | Once per round, when you make an unarmed or weapon attack with your ***Symbiotic Weapon*** hostile creatures within 5 feet of the initial target count as being targeted by the attack roll, taking half damage on a hit. Bonus damage from critical hits does not spread to these other creatures. |
| "Snap out of it!" | You are granted advantage on saving throws to dispel Genjutsu without the Auditory keyword. Additionally, you can always repeat saving throws to remove Genjutsu currently affecting you, once per turn, even if the Genjutsu would not allow you to. |
| "This guy is such a nuisance." | Once per turn, when you hit a creature with a ***Symbiotic Weapon*** you can attempt to grapple them as part of the same action at advantage. On a success, the creature is lifted 30 feet off the ground and as a bonus action, you can throw the creature 15 feet in any direction, or begin to suffocate them. Creatures being suffocated suffer a -1 penalty to break free of the grapple for each round they are being grappled for, and can only withstand being suffocated a number of rounds equal to their Constitution modifier before falling unconscious. |
| "What would you do without me?" | Fall damage you receive is halved. Additionally, when you would be knocked back or fall, you can use your reaction to launch tendrils of your Passenger's physical form to half your knockback or stop your fall. Allied creatures within 30 feet of you, that are falling alongside you or would be knocked back by the same effect, gain this technique's benefits. |
\page
## [Vengeance](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
Some Hunter-Nin focus on avenging the innocent; the lives that have been wronged by malice. Those who adhere to this creed have usually experienced great truama that has led them to a path of justice. Equipping a multitude of different tools and melee tactics, these Hunter-Nin prowl the shadows, but their presence lingers in the hearts of those have faced the wrath of their Vengeance.
#### Vigilante Proficiency
Starting at 3rd level, you gain proficiency in Perception and Martial Arts skills and you can use Strength or Intelligence for checks made with either skill.
Also, you have developed your own technology to help assist you in your endevors. Hidden throughout your clothes and/or armor are small **Gadgets**. Each gadget is a useful tool that assists you both in combat as well as finding the truth. Select two of the following ***Gadgets***. You can select two more Gadgets at 10th level. You can use these gadgets a number of times equal to your proficiency bonus per long rest.
#### Dedication to Justice
Also at 3rd level, you have adapted a fighting style that emodies your dedication to justice. Your unarmed damage die becomes 1d6 and counts as chakra enhanced. Your unarmed damage die increases to a 1d8 at 7th level and a 1d10 at 14th level.
When you would be hit by a creature, you can make an attack of opporunity, or make 1 unarmed attack against them, once per turn, per creature. Taking an attack of opportunity this way does not expend a reaction, and you can move up to 10 feet to hit the triggering creature.
Also, you gain exclusive access to the ***Echolocation*** Hunter Exploit. This does not count against your Exploit Limit.
#### One with the Night
Starting at 7th level, the darkness that clouds other shinobi in fear and mystery becomes your ally in your righteous endevors. You gain 20 feet of blindsight and have advantage on Perception checks to locate creatures attempting to hide from you using darkness of any kind, of any source.
Additionally, while you are in a lightly obscured (Dim Light), you gain a +2 to to unarmed, Taijutsu, and Gadget attack rolls. If you are instead in total darkness or a heavily obscured area, you instead gain advantage.
#### Fear of the Night
Also at 7th level, your presence causes the hearts of the feeble to quiver at just the mere thought of you. You gain proficiency in medium and heavy armor, ignoring any penalties you may have to stealth.
While out of combat and in Stealth, if you are within 5 feet of a creature and they have not spotted you, you can attempt a ***Takedown.*** Make a Martial Arts check vs. a DC equal to 8 + the target's level. If you have expertise in Martial Arts, you instead add a +1d4 to your roll in place of expertise. On a success, you sneak up behind the creature subduing and knocking them unconscious until they damage, are placed under a hostile effect, or someone goes to wake them up. A successful ***Takedown*** does not break stealth.
On a failed check, the creature becomes aware of your presence and you cannot attempt a ***Takedown*** again for 10 minutes. You cannot use ***Takedown*** on Solo adversaries.
#### Mortal Strength
Starting at 10th level, your rage towards those who perform the diabolical blends with your righteous spirit, coverging into vilgilante that walks the path of light and dark.
When you would cast a Taijutsu that innately requires a single attack roll, you gain a +2 to critical threat range and increase the damage die by +1.
If you cast a Taijutsu that requires multiple attack rolls, you can, against your **Primary Target** make a single attack roll, dealing the damage of all of your attacks on a hit. If you score a critical hit using this feature you do not double the damage dice, instead, you automatically inflict a condition based on unarmed damage's damage type. *(Bludgeoning - 2 ranks of Bruised, Piercing - 1 Rank of Weakened, Slashing - 2 ranks of Bleeding)*
Finally, attacks you make using your ***Dedication to Justice*** feature can trigger **Lethal Attack** any number of times per turn, however, you cannot perform Lethal Attack on the same creature more than once per turn.
#### Brutal Jutstice
Also at 10th level, your experience on the battlefield has granted you immense constitution, and the knowledge of how to break stubborn criminals. While in combat, you reduce all damage you receive by -1 per hostile creature within 60 feet of you (Max. -3).
Additionally, you can choose to make any damage you deal, either physically or from a condition, lethal or non-lethal.
Finally, while engaged in a social encounter with a creature you or an ally are trying to gain information from, and you are not in combat, you can as a reaction, immediately hit the creature, dealing your unarmed damage, rerolling any 1s or 2s, and dealing an injury such as a broken tooth, a broken nose, etc. The next Persuasion, Intimidation, or Investigation check you make against this creature gains a bonus to the result equal to half the damage dealt. You can benefit from this feature once per hour.
#### Prep Time
During times of rest, you prepare with maximum efficiency. Starting at 14th level, when you take a long rest, select one **Gadget**. Use of this gadget does not count against your Gadget use limit.
Additionally, you have advantage on rolls to prevent and/or end the Grappled or Restrained conditions. For every additional round you remain Grappled or Restrained, you gain a +1d4 bonus to the roll to free yourself (This stacks).
#### The Dark Knight
Finally at 17th level, the darkness has raised you on your journey towards becoming a Shinobi, making you the angel of darkness. You can attack with your ***Dedication to Justice*** feature even when an attack would miss you.
Additionally, when you land a critical hit on a creature, the creature gains 1 rank of Fear against you for 1 minute.
Finally, for every hostile creature within 60 feet of you, you gain a +1 to unarmed attack and Taijutsu critical threat range. (Max. +3)
\page
### New Hunter's Exploit: Echolocation
**Skill:** Investigation
**Prerequisite:** Vengeance subclass
On your turn, you can attempt to tap into your preternatural senses to learn of your surrounding environment and all of its dangers. Make an Investigation check contested by 8 + an amount equal to the radius you choose for this effect ***(30-foot radius: 5, 60-foot: 9, 90-foot: 13, 120-foot: 17)***
. If you have expertise in Investigation, you instead add a +1d4 bonus in place of expertise.
On a success, you gain the benefits of the ***Sensing Technique***, able to penetrate walls up to 20 feet thick within the radius you chose. You are able to see outlines of creatures and other objects of importance in specific colors, and the actions they are currently performing, even if you are currently blinded and/or in total darkness (including chakra enhanced darkness). Creatures who are a higher level than you glow brighter than creatures who are not. This exploit lasts for 1 minute if used outside of combat, until the end
of your next turn while in combat, or until you end it
yourself on your turn (no action required).
- **Allied Creatures:** Blue Outline
- **Hostile Creatures:** Red Outline
- **Chakra Enhanced Items/Artifacts:** Golden Outline
- **Allied Traps:** Light Green Outline
- **Hostile Traps/Alarms:** Light Red Outline
- **Potential Entrances/ Structural Weakpoints**:
Orange Outline
##### Vengeance Gadgets
| Vengeance Gadget | Effect |
|:----:|:-------------|
| Adrenaline | On your turn you can inject yourself with a serum of concentrated adrenaline. Your movement speed increases by 10 feet, your strength score increases by +2 (up to the maximum of 22), and your ***Lethal Attack*** damage increases by 1 step. This effect lasts for 3 rounds, after which you gain 2 rank of Exhaustion for the next minute. At 10th level, you can inject yourself with even more potent adrenaline when you use this **Gadget** by spending 5 chakra. If you do, in addition to the standard effects, your Strength score increases by +2 (up to the maximum of 24), your movement speed increases by 15 feet (25ft total), and you have advantage on the first attack roll you make per turn. These effects last for 3 rounds, after which you become Weakened and gain 4 ranks of Exhaustion for the next hour.
| Detective Lenses | You gain access to a briefcase that houses a set of technologically advanced contact lenses and a computer which can view through the perspective of the lenses when they are worn in real time. You can equip these lenses to yourself or an ally while out of combat by expending one use of your Gadget Limit. When you are wearing or viewing the perspective of these lenses, you can begin recording the perspective of the lenses as well as audio. Your lenses can record up to 1 hour of footage before the recording begins to overwrite existing footage. This footage is stored within your briefcase. Twice per use of these lenses, the wearer when looking at a creature can spend 5 chakra to make a Perception check vs. 8 + the creature's level. On a success, you learn the creature's name, age, gender, occupation, and any other information in the public domain. A creature can wear these lenses for 1 hour before they expire. |
| Flash Bangs | Special ninja tools that combine the functionality of Flash Tags and Smoke Bombs. As an action, you can throw one Flash Bang at a space within 120 feet, causing creatures within a 30-foot radius of the space to become heavily obscured in smoke for the next minute and must make a Wisdom saving throw, becoming Blinded until the end of their next turn on a failed save. At 10th level, you can use this tool as a bonus action. You can only use this Gadget once per round.|
| Grappling Hook | You attach a small device to your armor or on a gauntlet. As an action, you can make a ranged Taijutsu attack against a target within 60 feet, knocking the creature prone and pulling them within 15 feet of you on a hit. As a reaction, when you would be targeted by an attack or be forced to make a saving throw from a line area of effect, you can aim your grappling hook at a space within 90 feet of you and imposing disadvantage on the attack roll or advantage on the saving throw. If the attack misses, or you succeed the save, you move to the space, anchoring yourself to it if the space was above you and suffering no effects. You can use the reaction ability of this Gadget whenever you please while out of combat, without spending from your Gadget use limit. At 10th level, you can use the action ability of this tool as a bonus action. You cannot use this tool more than two times per turn. |
| Knight Glider | When you would move at least 15 feet on your turn, you can jump and activate a glider (of your design), allowing you to move 5 feet horizontally for every foot you fall until you touch the ground, at which point the glider retracts. Use of this glider does not break stealth, and prevents you from taking fall damage if you fell of your own volition. You can also activate this glider as a reaction, to halve any fall damage. |
| Tasing Gauntlets | On your turn, you can spend 5 chakra to activate this **Gadget** for 1 minute, causing your fists to surge with electricity. Once per turn, per creature, when you hit a creature with an unarmed or taijutsu attack, that creature must succeed a Strength saving throw or become Shocked until the end of your next turn. If you hit the creature again before the end of your next turn, if they are still shocked, their ranks shocked persist until the end of your next turn again. If you give a creature a 5th rank of Shocked using this Gadget, they immediately lose all ranks of Shocked and become stunned until the end of their next turn. At 10th level, if a creature fails the Strength saving throw by 5 or more, they become Dazed.
\page
# Master Strategies
## [Ace Operative](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
Some Intelligence Operatives love to bet their lives on the line and leave it all on the table. Of course, if you are betting, you first make sure that the odds are in your favor.
#### Gyakkyou Deck
When you choose this Strategy at 3rd level, you have a knack for all card games and you know when to call someone's bluff. You gain proficiency in Insight and you if you already had proficiency in Insight, you instead gain expertise.
Additionally, your love of card games has lead you to create a special set of cards that you can use in battle called ***Gyakkyou*** this deck has been infused with your chakra through the use of seals. You can draw from this deck as a free action on your turn, once per turn.
The deck has 54 cards, 13 in each suit and two joker cards. These cards are drawn at random facedown and you roll (1d100+1d8)/2 to determine which card you draw. You can benefit from these cards a number of times equal to your proficiency bonus per long rest. You may spend a Brave Order to draw from this deck again.
#### Statistician's Dogma
Also at 3rd level, you know that certain probablities can only happen so often before a more favorable result becomes the more probable outcome. When you or an allied creature you can see fails an attack roll, ability check, or saving throw you gain a use of your ***Statistician's Dogma***.
You can have a maximum number of Dogma equal to half your proficiency bonus (rounded up). You can only use this feature a number of times equal to your proficiency bonus per long rest. These Dogma can be spent to do the
following;
- Spend 1 Dogma to impose a -1 penalty a saving throw.
- Spend 1 Dogma to impose a -2 penalty on an attack roll.
- Spend 1 Dogma to impose disadvantage on an ability check.
- Spend 2 Dogma to change the suit of a card you drew from your ***Gyakkyou***, replacing the initial result.
- Spend 3 Dogma to draw from your ***Gyakkyou*** deck again, replacing the initial result.
#### Marked Card
Starting at 6th level, you have begun to mark a single card to ensure your scheme goes according to plan. Choose
a card from any suit that is between 2 and 6. That card becomes your ***Marked Card*** and you can spend a Dogma or a Brave Order to draw this card on command.
Beginning at 13th level, you also marked a
second card, allowing you to more reliably get
more desirable outcomes. Choose a card from any suit that is between 7 and 10. This card shares the same benefits as the card you selected at 6th level.
```
```
#### Stacked Deck
Starting at 9th level, you have almost gained a sixth sense about when things will go bad for you. You cannot make attack rolls, ability checks or saving throws at disadvantage against your will.
Additionally, when you would roll on the ***Gyakkyou*** table, you may roll twice taking either result.
#### Up the Ante
Beginning at 13th level, against your best efforts, you are a risk-taker at heart and you have a tendency to gamble even when you don't have to. When you make an attack roll, a contested ability check, or saving throw you may choose to make it at disadvantage.
When you do so, you automatically gain a ***Dogma*** and gain advantage on the next attack roll, ability check, or saving throw you make.
#### Heart of the Cards
Starting at 17th level, you have embraced your ***Gyakkyou Deck*** and have begun to show your full hand. As an action, you may draw 5 cards from your deck, ignoring any usage limits. You gain the benefits of each card, but you cannot gain the benefit of any these cards again until you finish a long rest. If you would draw a card that you cannot gain the benefits of you may draw from the deck again, until you get a usable result. You may do this twice per long rest.
Additionally, when you draw a card using your free action you may draw an additional card.
\page
##### Gyakkyou Card
| Number Rolled | Card |Effect |
|:-:|:------| :-------|
| 1 | King of Spades |Pick any effect from a card with the Spades suit other than the Ace. |
| 2 | Black Joker |Pick any effect from a card with the Clubs or Spades suit. |
| 3 | 2 of Spades |A creature who has already benefited from your ***Exploit Weakness*** may benefit from it a second time. |
| 4 | 3 of Spades |The next **Plan** you activate has its range doubled. |
| 5 | 4 of Spades |The next time you roll initiative you do so at advantage. |
| 6 | 5 of Spades |The next **Plan** you activate lasts 1 round longer than normal. |
| 7 | 6 of Spades |The next time you take the help action the creature also gains advantage on the next saving throw they make. |
| 8 | 7 of Spades |You gain an additional **Brave Order**, this can go past your maximum number of Brave Orders, but goes away at the end of the next encounter. |
| 9 | 8 of Spades |A hostile creature who is under the effects of your ***Exploit Weakness*** has disadvantage on their next saving throw. |
| 10 | 9 of Spades |The next **Plan** you use is activated without you needing to spend a **Brave Order**.|
| 11 | 10 of Spades |You regain 2 **Brave Orders**. You can only benefit from this card twice per short rest.|
| 12 | Jack of Spades |***Expertise*** You can gain expertise in ons skill or tool that lasts for the duration of this combat and add your full proficiency bonus to non-proficient saves until the end of your next turn. |
| 13 | Queen of Spades |The next **Plan** you use is enhanced and activated without you needing to spend **Brave Orders**. |
| 14 | Ace of Diamonds |Pick any 3 effects from a card with the Diamonds suit. |
| 15 | 2 of Diamonds |You gain advantage on concentration on the next jutsu you cast. |
| 16 | 3 of Diamonds |The next jutsu you cast has its area of effect increased by 5 feet.|
| 17 | 4 of Diamonds |If you clash with the next jutsu you cast, you may increase your clash check by +5. |
| 18 | 5 of Diamonds |You reduce the cost of the next jutsu you cast by an amount equal to its rank. ***(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)***. |
| 19 | 6 of Diamonds |The next jutsu you cast rolls 1 additional damage die on the first instance of damage. |
| 20 | 7 of Diamonds |The next jutsu you cast cannot be reacted to in any way. |
| 21 | 8 of Diamonds |The next jutsu you cast has the first attack roll made at advantage. |
| 22 | 9 of Diamonds |The next jutsu you cast has its DC increased by 2. |
| 23 | 10 of Diamonds |The next time a creature is subjected to the effects of one of your jutsu, you may activate a **Plan** as a free action. |
| 24 | Jack of Diamonds |You automatically upcast the next jutsu you cast jutsu cast by 1 rank higher than you are currently allowed, at no additional cost. |
| 25 | Queen of Diamonds |The next time you would attempt to cast a jutsu you ignore the components limitation. |
| 26 | King of Diamonds |Pick any effect from a card with the Diamonds suit other than the Ace. |
| 27 | Ace of Clubs |Your proficiency bonus is considered to be increased by 1 until the end of your next turn. |
\page
##### Gyakkyou Card cont.
| Number Rolled | Card |Effect |
|:-:|:------| :-------|
| 28 | 2 of Clubs |The next time you take the Read the Enemy action you do not need to beat the DC by more than 5 to benefit from it in that way. |
| 29 | 3 of Clubs |Until the end of your next turn you gain advantage on Wisdom (Medicine) checks made to stabilize a dying creature. |
| 30 | 4 of Clubs |Until the start of your next turn, you or an ally you can see within 30 feet has their AC increased by +2. |
| 31 | 5 of Clubs |You gain 1 Dogma. |
| 32 | 6 of Clubs |You and all allies within 10 feet of you gain advantage on the next attack roll they make until the start of your next turn. |
| 33 | 7 of Clubs |Until the start of your next turn, your passive perception is increased by +5 and you know when you are under the effects of a Genjutsu with the Unaware Keyword. |
| 34 | 8 of Clubs |You and all allies within 10 feet of you gain advantage on the next saving throw they make until the start of your next turn. |
| 35 | 9 of Clubs |Until the start of your next turn, you and an ally you can see within 30 feet gains resistance to the next instance of damage they take. |
| 36 | 10 of Clubs |Until the start of your next turn, you gain an additional reaction. |
| 37 | Jack of Clubs |Until the start of your next turn, you gain an additional bonus action. |
| 38 | Queen of Clubs |You regain all of your ***Statistician's Dogma*** uses, as if you had taken a long rest. |
| 39 | King of Clubs |Pick any effect from a card with the Clubs suit other than the Ace. |
| 40 | Ace of Hearts |You immediately activate and enhance any **Plan** you know. When you activate a plan this way you may have 2 plans active at once. |
| 41 | 2 of Hearts |The next time you would activate **Pawn's Plan**, hostile creatures cannot take the dash action in any way. |
| 42 | 3 of Hearts |The next time you would activate **Easy Escape** hostile creatures cannot react to their movement in any way. |
| 43 | 4 of Hearts |The next time you would enhance **Breaking Bad**, hostile creatures now cannot gain advantage on attacks, ability checks, and saving throws. |
| 44 | 5 of Hearts |The next time you would enhance **Controlled Aggression** the critical hit cannnot have its damage reduced in any way, other than immunity. |
| 45 | 6 of Hearts |The next time you would activate **Conditional Conflicts** the range is now 90 feet and is automatically applied to any hostile creatures currently analyzed by your ***Exploit Weakness***. |
| 46 | 7 of Hearts |The next time you would enhance **Flow of Battle** it immediately goes to back to the start of the round. |
| 47 | 8 of Hearts |The next time you would activate **Caution to the Wind** their AC is not reduced. |
| 48 | 9 of Hearts |The next time you would enhance **Knight's Plan** the effects last for the full duration. |
| 49 | 10 of Hearts |The next time you would enhance **Bishop's Plan** the effects last for the full duration. |
| 50 | Jack of Hearts |The next time you would activate **Rook's Plan** they cannot deal additional damage as the result of a jutsu, feature, or trait. |
| 51 | Queen of Hearts |The next time you would activate **Queen's Plan** the duration is doubled, and if you enhance the plan the saving throw bonus lasts for the entire duration. |
| 52 | King of Hearts |Pick any effect from a card with the Hearts suit other than the Ace. |
| 53 | Red Joker|Pick any effect from a card with the Hearts or Diamonds suit. |
| 54 | Ace of Spades |Pick any 2 effects from this table, excluding this one. |
\page
## [Gambler](https://homebrewery.naturalcrit.com/share/yJLEwHEmA1RI)
***Creator:*** *mind_faze*
The Gambler Intelligence Operative strays away from the typical calculated strategies and instead leaves it up to fate. They rely on a deck of cards to guide them on their road of victory. Where others might fall to the crippling hands of fate, they simply won’t fold.
#### Luck of The Draw
Starting at 3rd level, instead of going with calculated precision, you instead leave it up to fate. In your deck you hold many wonderous cards. At the start of your turn, you may draw a card. Roll 1d6. You gain a buff based on the table below. Each effect lasts for an amount of rounds equal to your intelligence modifier(min 1) and you may apply it to yourself or an ally within 30 feet. You may only have one card active at a time.
| Result | Effect|
|:--------:|:---
| 1 | **Ace:** Your critical threat range increases by +1 for the first attack made on a turn. At 9th level, this applies for the first two attacks. |
| 2 |**Spade:** You gain an additional attack when taking the attack action. At 9th level, if the target is under your exploit weakness feature, you may make two additional attacks. If you have supreme extra attack, you do not gain this second additional attack. |
| 3 | **Club:** Once per turn when you deal damage, you can change the damage type of the damage to fire, cold, force, or lightning damage. At 9th level, you can choose any damage type. |
| 4 | **Heart**: You add your int mod to the first instance of damage you deal on your turn. At 9th level, this becomes the first two instances of damage. |
| 5 | **King:** The first time you take damage on a turn, you reduce it by an amount equal your int mod. At 9th level, this becomes the first two times you would take damage on a turn. |
| 6 | **Queen**: You gain temporary HP equal to XD4 where X equals your proficiency bonus. This becomes a D6 at 9th level. |
#### Life's a Gamble
Also at 3rd, you’re able to predict the results of your gamble and you are damn good at it. You gain proficiency in the performance skill. When you would use the performance skill you may use your intelligence instead of charisma.
Once per long rest, when you would make an ability check, saving throw, or attack roll, you may roll a 1d4. On a 1-2 you treat the roll as a natural 20. on a 3-4 you treat the roll as a natural 1. As a bonus action, you may expend a brave order to regain another use of this feature before a long rest.
```
```
#### Spread
Beginning at 6th level, when you use the Luck of the Draw feature, you may store the card and add it to your spread. Your spread can hold a max of 5 cards. As as bonus action on your turn, you can use a card that was stored in your spread.
#### Shuffle
At 9th level, gamblers always get a second shot don’t they? When you draw a card, you may expend a brave order. When you do, you may draw a second card. This second card can only affect you.
#### Cheater
At 13th level, you can game the system to get exactly what you want. When you would draw a card using *Luck of the Draw*, you may spend a brave order, changing the result to any number on the table. You may use this feature one time per long rest.
#### Risk It All
At 17th level, you can pour all your hope into a Hail Mary play. As an action you and a creature within 30 feet of you both roll a d20. Whoever has the highest result wins. The loser takes an amount of necrotic damage equal to Xd10 where X equals the winner's result. You may use this twice per long rest.
\page
## [Mysticism](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
Some Intelligence Operatives seek to go beyond the boundaries of their reality to become one with the Mysticism of the Shinobi world. They seek out a teacher to introduce them to a new power, known as the Mystic Arts.
#### Mirror Dimension
Starting at 3rd level, you gain access to a new dimension known as the ***Mirror Dimension***, a place for study and research. The Mirror Dimension looks identical to the real world, however, the laws of physics are not as grounded and no actions performed within have an effect on the real world.
Select a classification of jutsu, picking from *Ninjutsu, Genjutsu, Taijutsu,* or *Bukijutsu*. The downtime needed to learn, modify, and create jutsu of the type you selected is reduced by a number of weeks equal to the jutsu's rank *(E-Rank=1, D-Rank=2, C-Rank=3, B-Rank=4, A-Rank=5, S-Rank=6)*. If you would already reduce the downtime, you reduce the downtime further by half the amount listed. (Min. 1 week.)
Your chosen classification's relevant casting score is counted as being +2 higher, for the purpose of casting higher ranked jutsu through ability score restrictions.
At 9th level, when you would be given downtime, you can bring 1 creature into the mirror dimension with you, allowing them to gain the benefits of your downtime reduction.
#### Mystic Arts
Also at 3rd level, you begin to learn of a special classification of jutsu not covered in traditional shinobi study, known as the ***Mystic Arts.***
Mystic Arts are unique in that while you are able to pay their cost with chakra, most allow you to expend a Brave Order to perform them. You start with 1 Mystic Art, and gain 1 more at 6th, 9th, 13th, and 17th levels.
#### Shields of Seraphim
With the power of the mystic arts, you create a new means of defense that is the iconic stable of shinobi who follow this master strategy. Starting at 6th level, as an action, you spend 10 chakra or 1 Brave Order, to weave the hand signs to create the ***Shields of Seraphim***.
You manifest two small circlet shields of your design, one in each hand, granting you a +2 bonus to AC. You also gain a number of reactions equal to your Intelligence modifier (Max of 4), which can only be used to perform the following; You can also use your standard reaction for any of these features.
- Using 1 reaction, when you would take damage, you can block with one of your shields, reducing the damage by 2d10 + your Intelligence modifier.
- By using 2 of your reactions, when you or an ally within 10 feet would take damage, you can combine both shields to make one big shield in front of the creature, reducing the damage by 3d10 + your Intelligence Operative level and providing half cover until the end of the turn.
- By using 4 of your reactions, when you or an ally within 15 feet would take damage or fail a saving throw, you merge both shields and weave signs to expand its cover to all allied creatures within 15 feet of you. Each creature gains the benefits of total cover, and automatically passes their saving throw. These effects last until the end of the current turn.
While your shields are active, you use your bonus action on subsequent turns to maintain them. You are still able to use your bonus action for Intelligence Operative features though. This feature ends when you dispel it or use all of your reactions.
#### Cloak of Levitation
Starting at 9th level, while you train in the Mirror Dimension a strange creature greets you and offers its assistance.
The ***Cloak of Levitation*** is a sentient cloak of your design that can be worn alongside light or medium armor. While worn on your person, it can assist you with small tasks such as picking up an item, looking for a book on a shelf, etc. The cloak grants you flying speed equal to your movement speed and the ability to hover. As a bonus action, you can have the cloak give you the benefits of the Help action.
At 13th level, in the event you are unable to move, on your turn your cloak can use its flying speed to move you out of harm’s way. The cloak has 60 feet of flying speed. The cloak can also cast the *Escape Technique* jutsu as if you cast it, allowing you to roll as normal regardless of the circumstance.
#### Tools of the Trade
Starting at 13th level, your broadened knowledge has led you not only to learn of the mystic ways, but to improve upon them.
Select 1 ***Mystic Art*** you possess or the ***Shields of Seraphim***. The chakra cost of your chosen ability is reduced by half, rounded down, and gains an additional die of damage or damage reduction. If your chosen ability doesn't deal or reduce damage, increase your Save DC by +1 when casting the Art.
Additionally, if you do still use a Brave Order to cast your chosen ability, you can automatically set one ***Plan*** you know into motion. Alternatively, you can pay both the chakra cost and Brave Order cost of your chosen ability to activate a plan as if you enhanced it with a 2nd brave order. You can activate a plan this way a number of times equal to half your proficiency bonus, per long rest.
#### Transcending Time
Starting at 17th level, you have learned of and mastered the most powerful **Mystic Art**. This Mystic Art allows one to capture time and manipulate it to their benefit. On your turn, you can spend 15 chakra to engrave this art into your body for 10 minutes.
While this seal is engraved onto you, you can spend 1 Brave Order to rewind time to the moment you placed the seal on yourself, returning your character to the state they were at the time of casting. This effect occurs automatically in the event you reach 0 hit points or are
killed.
Once this seal activates, you cannot use
this Mystic Art again
for 1 week.
\page
### Mystic Arts
##### Apollyon Sword (Changed)
**Classification:** Bukijutsu
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** 1 Minute
**Components:** HS, M
**Cost:** 5 Chakra or 1 ***Brave Order***
**Keywords:** Bukijutsu, Mystic Art
**Description:** You manifest a magic sword of your design. This sword has the *Light*, *Finesse*, and *Critical* properties and can use Intelligence in place of Strength or Dexterity for attack and damage rolls. This sword's damage is equal to 1dX slashing damage, where X is equal to double your Intelligence modifier (Min. 1d4, Max. 1d10). When you take the attack action with this sword, you can attack twice.
Additionally, using this weapon, you can use Intelligence for the attack, damage, and Save DC of Bukijutsu against a creature marked with your ***Exploit Weakness.***
If you use a ***Brave Order*** to cast this Art, the first attack roll you make per turn with this sword is made at advantage.
##### Chain Blast (Changed)
**Classification:** Ninjutsu
**Casting Time:** 1 Action
**Range:** Self (30-foot cone)
**Duration:** Instant
**Components:** HS
**Cost:** 5 Chakra or 1 Brave Order
**Keywords:** Ninjutsu, Nature Release, Mystic Art
**Description:** ***(This Mystic Art cannot score a critical hit).*** You conjure up a large mass of chakra from another dimension and blast it forward towards hostile creatures within a 30-foot cone in front of you.
Make one ranged Ninjutsu attack and compare the result against the AC of each hostile creature within range. If your result matches or exceeds a creature's AC, they take 2d10 force damage and must make a Strength saving throw, being knocked back 30 feet in a direction you choose on a failed save. The damage of this Mystic Art increases to 3d10 at 6th level, 4d10 at 9th level, 5d10 at 13th level, and 6d10 at 17th level.
If you possess a nature release, you can infuse it into this Mystic Art, giving creatures an additional condition associated with your element on a failed save, and changing the damage type to that of your element (Water=Cold). *(Earth=Bruised, Wind=Bleeding, Fire=Burned, Water=Chilled, Lightning=Shocked)*
```
```
##### Crimson Bands
**Classification:** Bukijutsu
**Casting Time:** 1 Action
**Range:** 45 feet
**Duration:** Concentration, up to 1 Minute
**Components:** HS, M
**Cost:** 5 Chakra or 1 ***Brave Order***
**Keywords:** Bukijutsu, Mystic Art
**Description:** You manifest crimson bands of energy that quickly surround your wrist before lunging at a creature within 45 feet. Make a ranged ninjutsu attack. On hit, the creature becomes restrained and if they spend chakra, you siphon half of their expended chakra, gaining it for yourself. At the end of the affected creatures turns and whenever they take damage, you can make an Athletics or Acrobatics check contested by your Ninshou check. On a success, they break free and this Mystic Art ends.
If you use a ***Brave Order*** to cast this Art you have advantage on the attack roll.
##### Dimensional Oppression
**Classification:** Ninjutsu
**Casting Time:** 1 Full Turn Action
**Range:** 90 Feet
**Duration:** Until Dispelled
**Components:** HS, CS
**Cost:** 15 Chakra or 1 ***Brave Order***
**Keywords:** Ninjutsu, Fuinjutsu, Mystic Art
**Description:** *As a prerequisite to taking this Mystic Art, you must have at least 17 levels in this class.* You manifest the **Mirror Dimension** during combat to give yourself an edge in battle. Select 1 hostile creature you can see within range that is currently marked by your ***Exploit Weakness*** feature. This creature must make a Charisma saving throw. On a failed save, you and the creature are pulled into the mirror dimension.
While in the mirror dimension, your Mystic Arts deal an additional die of damage and have their Save DC increased by 1. Additionally, if any Mystic Arts would receive any extra benefits from you using a Brave Order to cast them, you do not need to expend a brave order to gain those benefits.
Nothing that occurs within the mirror dimension has an effect on the real world. As a bonus action, you can change an aspect of the mirror dimension to anything you wish. These changes can be small, such as warping the ground to provide a creature with cover, breaking the ground to create 30-60 ft of distance between you and an attacker, or just changing the landscape entirely. Anything within reason is possible.
You can dispel the mirror dimension as an action on your turn. An affected creature can use their action to repeat the saving throw, ending this Mystic Art on a success. This Art ends early if you reach 0 hit points or die. Once this Art ends, all creatures return to the last space they were before this Art was cast.
If you use a ***Brave Order*** to cast this Art, you can bring one allied creature within 30 feet with you and the hostile creature.
\page
##### Dimensional Tendrils
**Classification:** Ninjutsu
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** 1 Round
**Components:** HS, CS
**Cost:** 5 Chakra or 1 ***Brave Order***
**Keywords:** Ninjutsu, Mystic Art
**Description:** You conjure a large seal upon the ground, causing numerous purple tentacles made of pure energy to arise. All hostile creatures within 5 feet of you must succeed a Dexterity saving throw or be pulled to the ground, being knocked prone and unable to make Hand Signs until the end of their next turn.
If you use a ***Brave Order*** to cast this Art, you can increase the radius to 10 feet and impose a -1d4 penalty to affected creatures.
##### Dimensional Sling
**Classification:** Ninjutsu
**Casting Time:** 1 Action
**Range:** 10 feet
**Duration:** Concentration, up to 1 Minute
**Components:** HS, NT (Mystic Ring)
**Cost:** 15 Chakra or 2 ***Brave Orders***
**Keywords:** Ninjutsu, Mystic Art
**Description:** *As a prerequisite to taking this Mystic Art, you must have at least 13 levels in this class*. When you first take this Mystic Art, you gain the **Mystic Ring** item.
You weave a portal to a different destination that you have previously marked. Whenever you take a rest of any type at a location, you can mark the location's name into a ring known as **Mystic Ring**. This ring has one bulk and when equipped, you can create a medium sized portal at a marked location. You can only end concentration on this Art on your turn.
You can mark up to 3 destinations in your **Mystic Ring**, and in the event you lose the ring, you can spend 5 weeks of downtime crafting a new one.
##### Eldritch Winds
**Classification:** Ninjutsu
**Casting Time:** Special
**Range:** 15 feet
**Duration:** Special
**Components:** HS
**Cost:** Special
**Keywords:** Ninjutsu, Mystic Art
**Description:** You are able to use the winds of a different realm to slow objects down. As a free action, even outside your turn, you can cast this Mystic Art stop Tiny or Small objects and structures in their tracks. By casting this Art as a reaction, you can stop objects of larger sizes.
Casting this Mystic Art costs an amount of chakra equal to the size of the object/structure in question, and when cast, you can choose to begin concentrating on this Art to keep the object in place, taking up one concentration slot and expending chakra per turn as normal. *(Tiny=0, Small=2, Medium=4, Large=8, Huge=14, Gargantuan=20)*
You can alternatively use 1 ***Brave Order*** to cast this Art, allowing you to stop objects of up to Gargantuan in size. When you cast this Art this way, you can choose to begin concentrating on it.
##### Projection
**Classification:** Ninjutsu
**Casting Time:** Special
**Range:** Special
**Duration:** Special
**Components:** HS, CS
**Cost:** 10 Chakra or 1 ***Brave Order***
**Keywords:** Ninjutsu, Fuinjutsu, Sensory, Mystic Art
**Description:** *As a prerequisite to taking this Mystic Art, you must have at least 9 levels in this class*.
Using the power of this Mystic Art, you learn how to separate the soul from the body, displacing it into the Astral plane. This Art behaves differently if used on yourself (Range of Self) or on another creature (Range of Touch).
- **Self:** As a full turn action, you separate your soul from your body to gather insight into the surrounding environment, similar to the hijutsu of the Yamanaka clan. For 1 minute, you leave your body, rendering it unconscious. You enter a spirit form, with a flying speed equal to double your movement speed. Your spirit form cannot be targeted or be forced to make saving throws against hostile effects, however, you cannot take actions yourself. While in this state, you can phase through walls up to 15-feet thick, and gain Blindsight, Darkvision, and Chakra sight equal to your visual range.
Creatures who do not possess chakra sight from a jutsu of B-Rank or higher, or True Sight, cannot detect you unless you intentionally reveal yourself to them. You can choose to return to your body when you are within 5 feet of it. After 1 minute has passed, for each round you do not return to your body, you lose 1d10 hit points. If your physical body takes damage, you must make a Concentration check as if you were concentrating on an A-Rank jutsu to maintain this Art's effects. On a failed check, you immediately return to your body with 2 ranks of the Weakened condition for 1 hour. You can choose to willingly fail this concentration check.
- **Touch:** As an action, make an unarmed attack using Intelligence for your attack roll. On a hit, the creature must make a Wisdom saving throw. On a failed save, their soul is pushed out of their body in a space 15 feet away. For 1 minute, their physical body is treated as unconscious and their soul floats in place. The creature's soul cannot be targeted or be forced to make any saving throws. You are the only one that can see and hear the creature's soul.
On the creature's turn, they can move up to half their movement speed. If the creature would end its turn within 5 feet of their body, they can repeat their saving throw, returning to their body on a success. If the creature's body is moved further than 90 feet away from their soul or their body takes damage, this Art immediately ends, returning their soul to their body and granting them an immediate reaction, which they can use to move. A creature who returns to their body becomes immune to this Art until they complete a short rest.
If you use a ***Brave Order*** to cast this Art, you can be in your spirit form for 2 minutes before taking damage, or you impose disadvantage on the Wisdom saving throw.
\page
##### Transmutation
**Classification:** Mystic Art
**Casting Time:** Free Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS
**Cost:** Special
**Keywords:** Ninjutsu, Mystic Art
**Description:** *As a prerequisite to taking this Mystic Art, you must have at least 6 levels in this class.*
On your turn you can transpose a substance into some other substance of the same type, within range. For instance, you can change a shirt into another shirt with a different design, or change a mug of root beer into a jug of beer. Changing menial items such as these only costs 5 chakra.
If you use this Art on an item that would provide mechanical benefits, such as a Blood/Chakra Pill or Bomb of any type, you expend an amount of chakra equal to 1/10th of the Ryo cost of the item, changing its appearance and increasing the total dice rolled by half your Intelligence Modifier, or increasing the final rolled result by your full Intelligence Modifier, whichever is applicable.
Substances with mechanical benefits you transpose
must be used/equipped within 1 minute or else they
revert to normal. You can use this Mystic Art to
transmutate substances that would provide
mechanical benefits as listed a number of times
equal to your proficiency bonus per long rest.
\page
## [Subjugator](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
Some Intelligence Operatives seek to control everything, down to the most minute detail. Threats to their reign will not be tolerated, and objections to their ideals are seen as blasphemous. They will snuff out any and all insolence, and will not take no for an answer.
#### Death Glare
When you choose this Strategy at 3rd level, you have learned to pressure others to submit to your will. You can make an Intimidation check with Intelligence instead of Charisma.
When you see a creature currently analyzed with
***Exploit Weakness*** cast a jutsu or use a feature, you can spend your reaction and a Brave Order to make an (Intelligence) Intimidation check contested by your target’s Wisdom (Insight) check. On a success, that creature cannot use that jutsu or feature again until they are no longer analyzed by ***Exploit Weakness***.
A creature can make a Wisdom saving throw against your Intimidation check at the end of their turns to end this effect.
#### Impervious Judgement
Also at 3rd level, you have gained a resistance to creatures trying to control or persuade you. You have advantage on saving throws against being charmed and frightened, and you may spend a Brave Order as a bonus action to end the charmed or frightened condition on yourself or a creature analyzed by ***Exploit Weakness*** within 30 feet of you.
#### Demoralize
Starting at 6th level, you have learned to harness plans that were created for support offensively. You may now target a hostile creature currently analyzed with ***Exploit Weakness*** as if they were your allies, except with the inverse effect. For example, if an allied creature within 90 feet of would count as being in three quarters cover for ranged attacks, a hostile creature within 90 feet of you would not count as being in three quarters cover for ranged attacks. See the ***Demoralize Plans Table*** below to see how plans interact with this feature (Thanks Toggy).
Beginning at 13th level, you have learned to convert even the most devious plans, to be beneficial. You may now target a allied creature currently analyzed with ***Exploit Weakness*** as if they were a hostile, except with the inverse effect.
#### Inside Your Head
Starting at 9th level, you have learned to infuriate your enemies almost subconsciously, it becoming second nature to you. You learn the ***Song of Reversal*** jutsu, if you
do not know it already. If you already know ***Song of Reversal*** then you instead add another jutsu of equal
rank for which you qualify for. When casting ***Song of Reversal*** you can choose to no longer spend your bonus action to maintain it, but it gains a concentration cost as normal and you cannot lose concentration of this jutsu as a result of damage.
If you target a creature currently analyzed with ***Exploit Weakness***, they have disadvantage on the initial saving throw.
```
```
#### Master Manipulator
Beginning at 13th level, you have begun to split your focus between threats to your control. When you analyze a creature with ***Exploit Weakness*** you may spend a Brave Order to analyze another creature within 30 feet of you.
Additionally, You can use ***Exploit Weakness*** a number of times equal to proficiency bonus instead of your Intelligence Modifier before you need a long rest.
#### Bane of Humanity
Starting at 17th level, your mastery over manipulating creatures has reached a point of subtly, that even to a trained eye your tactics are imperceivable. As a bonus action, you can spend a Brave Order and target a creature currently with ***Exploit Weakness*** and force them to make a Wisdom saving throw against your Ninjutsu Save DC, on a failure the target creature cannot add their proficiency bonus to any attack roll, saving throw, or ability check. The affected creature repeats this saving throw at the end of each of their turns for the duration.
You
may use this feature twice
per long rest.
\page
### Demoralize Plans Table
| Plan Name | Inverse Effect |
| :-----: | :------- |
| **Battle of Attrition** | **Base Plan:** All hostile creatures that are benefiting from Temporary hit points, lose an amount of Temporary hit points equal to your Ninjutsu(or Genjutsu) ability modifer at the end of each of their turns. This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave order is used to enhance this plan hostile creatures instead lose Temporary Hitpoints equal to Your Ninjutsu and Genjutsu ability scores combined.When this plan is enhanced, you retain the effects of the base plan. |
| **Bishop's Plan** | **Base Plan:** All allies within 60 feet of you have a 1d4 bonus when attacking a creature. This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan:** By spending a Brave order to enhance this plan, they also gain advantage on all attacks until the end of your next turn. |
| ***Breaking Bad*** | **Base Plan:** Allied creatures within 30 feet of you, cannot make attacks at disadvantage. This lasts for a number of rounds equal to your proficiency bonus
**Enhanced Plan**: If a Brave order is used to enhance this plan, hostile creatures within 30 feet of you, also cannot gain advantage. this lasts while this plan is active. |
| ***Caution To The Wind*** | **Base Plan:** Hostile creatures within 30 feet of you have their AC increased by 1, but reduce their first damage roll, once per turn, by your proficiency bonus. This lasts a number of rounds equal to your Ninjutsu(or Genjutsu) ability modifier
**Enhanced Plan**: If a Brave Order is used to enhance this plan, hostile creatures instead have their AC increased by 3, but their first damage roll each turn is decreased by three times your proficiency bonus for the remaining time this plan is active |
| ***Conditional Awareness*** | **Base Plan:** Allied creatures within 60 feet of you gain the benefits of being hidden. This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**:If a Brave order is used to enhance this plan, they also do not gain the benefits of cover. This lasts for the remaining timethis plan is active. |
| ***Conditional Conflicts*** | **Base Plan:** All allies within 60 feet of you that make an attack or cast a jutsu has their AC increased by 2, until the start of their next turn. This increase can stack, up to a maximum of +5. This lasts a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave order is used to enhanced this plan the triggering creature instead increases their AC by 5. |
| ***Controlled Aggression*** | ***(Excluded. This Plan is not supported by this feature).*** |
| ***Crippling Environment*** | **Base Plan:** Allied creatures within 60 feet of you who are not suffering from any ***Physical*** or ***Sensory*** condition has their movement speed increased by 5 feet for the total number of ranks they lack, (bleed has a max of 5). This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave order is used to enhance this plan, they also lose one rank of Weakened for each Physical or Sensory condition with a different name they lack. This lasts for the remaining time this plan is active. |
| ***Detrimental Retreat*** | **Base Plan:** Allied creatures within 90 feet gain the benefit of the disengage or dodge action(Your choice) and cannot have their movement speed reduced in any way, while they are within 5 feet of a hostile creature
**Enhanced Plan**: If a Brave order is used to enhance this plan, if an allied creature is missed by an attack of opportunity, their movement speed is increased by 0 and they gain an additional reaction until the beginning of their next turn. This brave order enhancement lasts for the remaining time this plan is active. |
| ***Easy Escape*** | **Base Plan:** Hostile creatures within 90 feet of you, decrease their movement speed by 20 feet when they are moving away from creatures you are allied with. Allied creatures within 90 feet of you have advantage on attacks of opportunities against hostile creatures. This lasts a number of rounds equal to your Proficiency bonus.
**Enhanced Plan**: If a Brave order is used to enhance this plan, hostile creatures cannot take the Dash action. This brave order enhancement lasts for the remaining time this plan is active. |
| ***Flow of Battle*** | **Base Plan:** You may select one hostile creature, who can both see and hear you. You may move them up or down in the initiative order, by one spot. This plan immediately ends unless enhanced. Hostile creatures who have their place in the initiative order moved are not moved back at the end of this plan’s duration. A creature affected by this enhancement cannot be affected again until the end of their next turn.
**Enhanced Plan**: If a Brave order is used to enhance this plan you instead select 1 allied creature and move them up or down in the initiative order, by one spot. This plan then immediately ends. A creature affected by this enhancement cannot be affected again until the end of their next turn. |
| ***Kick Them
While They're Down*** |**Base Plan:** All allied creatures within 90 feet of you may stand up without using movement when prone. All hostile creatures within 90 feet of you that would deal damage to a standing creature, deals reduced damage equal to your Ninjutsu(or Genjutsu) ability modifier. this lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave Order is used to enhance this plan, all hostile creatures instead reduce damage done to standing targets by your Ninjutsu(or Genjutsu) ability score. This brave order enhancement lasts for the remaining time this plan is active |
\page
| Plan Name | Inverse Effect |
| :-----: | :------- |
| ***Knight's Plan***| **Base Plan:** All allied creatures within 30 feet of you have a +2 bonus to saving throws. This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: By spending a Brave order to enhance this plan, they also gain advantage. This brave order enhancement lasts until the end of your next turn. When this plan is enhanced, you retain the effects of the base plan. |
| ***Mobility Advantage*** | **Base Plan:** Plan: All hostile creatures within 60 feet of you are treated as being in terrain, decrease their movement speed by 15 feet and cannot move across Water and walls. This lasts a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave order is used to enhance this plan, hostile creatures also cannot have their speed reduced by conditions or effects. This brave order enhancement lasts for the remaining time this plan is active. |
| ***Pawn's Plan*** | **Base Plan:** Allied creatures within 90 feet of you have their movement speed increased by 15 feet, for a number of rounds equal to your proficiency bonus
**Enhanced Plan**: By spending a Brave Order to enhance this plan, they instead have their speed increased by 30 feet. This brave order enhancement lasts for the remaining time this plan is active.|
| ***Queen's Plan*** |**Base Plan:** Select one hostile creature that can both see and hear you within 60 feet. The selected creature subtracts your proficiency bonus from their damage rolls, for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: By spending a Brave Order to enhance this plan, they also subtract this bonus from their skill checks and saving throws. This brave order enhancement ends at the end of your next turn, this does not end the base plans effect |
| ***Ranged Oppression*** | **Base Plan:** Hostile creatures within 90 feet of you, that are targeted by melee attacks are treated as if they have full cover, while more than 10 feet away from each other. This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave order is used to enhance this plan, melee attack rolls gain advantage. This lastsfor the remaining time this plan is active. |
| ***Rook's Plan*** | **Base Plan:** All allied creatures within 60 feet of you roll their damage dice twice, taking the higher result against creatures you are allied with. This lasts for a number of rounds equal to your Proficiency bonus.
**Enhanced Plan**: By spending a Brave Order to enhance this plan, they also suffer a penalty to damage rolls equal to your proficiency bonus. This lasts for the remaining time this plan is active |
| ***Supportive Conflicts*** | **Base Plan:** Allied creatures within 60 feet of you, that attack a creature you are hostile to, does not provoke attacks of opportunity from creatures you are hostile to, up to 30 feet away. This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave order is used to enhance this plan, when a hostile creature would make an attack of opportunity, they make one less attack. This lasts for the remaining time this plan is active. |
| ***War of Information*** | **Base Plan:** Select one allied creature within 60 feet of you, all attacks against that creature made by hostile creatures deals reduced damage equal to 2 damage die(minimum 1). This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave Order is used to enhance this plan, hostile creatures also subtract 1d6 from their attack roll. This lasts for the remaining time this plan is active. |
| ***Victory Through Knowledge*** | **Base Plan:** Select one allied creature within 60 feet of you, you and all hostile creatures become aware of their lowest ability score and are able to maintain knowledge on the % value of their Hit points. If their lowest ability scores are shared between two abilities, you becomes aware of both. This lasts for a number of rounds equal to your proficiency bonus.
**Enhanced Plan**: If a Brave Order is used to enhance this plan, you also become aware of their highest ability score and maintain knowledge on the % value of their Chakra points. If their highest ability scores are shared between two abilities, you becomes aware of both. This lasts for the remaining time this plan is active. |
\page
## [The Grandmaster](https://homebrewery.naturalcrit.com/share/YVL1sxQCL3UF)
***Creator:*** *Kriothan*
Some Intelligence Operatives can think multiple steps ahead. In this effort to become the master of the battlefield, they always reign supreme, as the King of this game.
#### Eagle's Eye
When you choose this Strategy at 3rd level, you have practiced the ability of thinking at minimum ten steps ahead. As a bonus action you can subconsciously shift your view to a third person perspective in a 30 foot radius cube, viewing the battlefield as a chess board. While you have this active, you no longer have to be within 5 feet of an enemy to give advantage on attacks, as long as they're within range of Eagle's Eye, such as gaining advantage with the Help action or as the result of a creature being prone.
#### Pledge of Allegiance
Also at 3rd level, the power of your commands are so strong pawns must obey. While you're in Eagle's Eye, you may designate a number of creatures up to your Intelligence Modifier (Min. 1) as ***Pawns*** you cannot designate yourself as a ***Pawn***, when a ***Pawn*** is targeted for an attack roll, or jutsu, you may as a reaction move them up to their movement speed in any direction, potentially turning a hit into a miss. (This does provoke an attack of opportunity)
#### Promotion
Starting at 6th level, your commands are strong enough to activate minor plans without a thought. When you analyze an ally with ***Exploit Weakness*** while they are a ***Pawn*** you may as a apart of the same bonus action used for ***Exploit Weakness*** spend a ***Brave Order*** to promote them into a ***Knight***, enemies within 15 foot radius cube of ***Knights*** reduce their saving throws by -2 penalty. This aura lasts for a number of rounds equal to your proficiency bonus, or until you choose to ***Promote*** another ***Pawn***. Only one ally may be a ***Knight*** at a time.
Beginning at 13th level, ***Pawns*** who are analyzed may instead spend their bonus actions to ugrade themself to a ***Knight*** or a ***Rook***, ***Pawns*** who upgrade into a ***Rook*** cause enemies within 15 foot radius cube of them to roll their damage dice twice, taking the lower result. This lasts a number of rounds equal to your proficiency bonus. Only one ally may be a ***Rook*** at a time.
#### Fool's Gambit
Starting at 9th level, with the power of commands your powerful sight has also increased, your Eagle's Eye range increases to 60 foot radius cube. Your ***Pawns*** no longer provoke an attack of opportunity when you move them as a reaction. Additionally, you may ***Promote*** a ***Pawn*** to a ***Bishop*** by using your bonus action and a ***Brave Order***, enemies within 15 foot radius cube of a ***Bishop*** has a penalty to attacks rolls equal to your half your Ninjutsu ability modifier (Rounded Down), this lasts a number of rounds equal to your proficiency bonus. Only one ally may be a ***Bishop*** at a time.
```
```
#### Queen's Gambit
Beginning at 13th level, your plans are becoming easier and easier, everything falls into place on the drop of the dime. Your Eagle's Eye range increases to a 90 foot radius cube.
Additionally you have officially reached the near pinnacle of your minds eye. A ***Pawn*** may now ***Promote*** to a new piece. The ***Queen***, only one ally may be a ***Queen***, at a time. Whoever is gaining the benefits of this promotion, always has advantage on attack rolls and saving throws. While adding half of your Intelligence modifier (Rounded up) to attack and damage rolls. This ***Promotion*** lasts for a number of rounds equal to your proficiency bonus.
#### King Me
Starting at 17th level, nothing can stop you, thinking ten steps ahead is now child's play for you. You've officially become the ***King*** of the Board. Eagle's Eye is now a free action, with a 120 foot radius cube, lasting until you turn it off as a free action or you become unconscious.
As a Full Turn Action, you may designate any allies within range of your Eagle's Eye as a ***Pawn*** regardless of prior limits. When an ally is made a ***Pawn*** through this ability it does not cost a ***Brave Order***. While enhanced in this way allies have advantage on attack rolls, and Dexterity saving throws as they can almost see the battle field through your eyes.
This ability lasts for a number of rounds equal to your proficiency bonus. Additonally, you gain a number of reactions which can only be used to move ***Pawns*** equal to your Intelligence Modifier. You must take a long rest before being able to use this ability again.
\page
## [Quartermaster](https://homebrewery.naturalcrit.com/share/1-y94vlWmvNf9XI6sghKb8rEQb0qUiVr-V05YhFndMJzC)
***Creator:*** *Dolor/Drachengeist*
Intelligence Operative specialized in the
management of their team’s armory follow the path of
the Quartermaster, these ninjas are both capable leaders
and expert weapon users. They can keep the weaponry
of their squad mates in perfect conditions, and further
augment their capabilities while in combat.
#### Master-at-Arms
Starting at 3rd level, you gain proficiency in martial
arts and crafting, if you have proficiency in both of these skills,
you instead gain expertise in one of them.
Additionally, when you analyze a hostile creature,
bukijutsu cast with weapons with the finesse property
against that target may use your Intelligence modifier
instead of Strength or Dexterity.
#### Requisition
Also, at 3rd level, your contacts allow you to get the
equipment needed for each mission, as part of a long
rest, you may pick a number of weapons and tools
equal to your intelligence modifier, adding these to your
inventory. Any object obtained this way last until your
next long rest.
Starting at 9th level, requisitioned weapon
come with a D-rank seal of your choice, starting at 17th
level, they can have a C-rank seal instead.
#### Leading by Example
Starting at 6th level, you can create opening for your
allies to exploit, when a creature is affected by a
bukijutsu with the combo keyword by you, you may spend a brave order, one
allied creature other than you within 30ft of you can
target the affected creature with a Bukijutsu Finisher (casted as a finisher)
regardless of range, once per turn, using a reaction,
ignoring its listed casting time.
Also at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
```
```
#### Armorer Tactics
Starting at 9th level, you have developed weapon
techniques that support your fighting style.
When you hit a creature affected by your exploit
weakness class feature, you may spend one brave order
as a bonus action, make an intelligence (martial arts)
check contested by the target’s strength (athletics) or
dexterity (acrobatics) (their choice), if you win, the
target is affected by one of the following:
- The creature is disarmed; you may grab their weapon as a free action.
- The creature becomes open to further attacks, it becomes vulnerable to the next instance of bludgeoning, piercing or slashing damage before the start of your next turn.
- The target creature is distracted by your attacks, it cannot perform hand seals until the start of your next turn.
#### Well-oiled machine
You have trained your body and mind to reach a level of Zen where attacking does not take up any of your concentration allowing to formulate plans while pressing the attack.
Starting at 13th level, when you take the Attack action, you can activate one of your plans as part of the same action.
In addition, you may spend an action to coordinate
attacks with your allies, until the end of your next turn, once per round
allied creatures within 30 feet of you gain a bonus to their
weapon and unarmed damage rolls equal to your
weapon’s damage dice, you may do this a number of
times equal to your intelligence modifier.
#### Cutting-Edge armory
Starting at 17th level, by spending 10 chakra and 1
brave orders, you enhance the attack capabilities of
your allies to their outmost limit, for the next minute,
weapon and unarmed attacks made by allies within 60ft
of you always deal their maximum possible damage.
You may do this once per long rest.
\page
# Tenets of Medicine
## [Chakra Scalpel Specialist](https://drive.google.com/file/d/1Co5COxbCezFS-L1TKRXE1gB_danHy5Y6/view?usp=sharing)
***Creator:*** *KadenUchiha*
These Medical-Nin have devoted their medical study to
mastering the use of the chakra scalpel. Allowing them
to sever tendons and perform difficult surgeries with
relative ease.
#### Biological Knowledge
Starting when you choose this tenet at 2nd level, you
have studied the anatomy of living creatures extensively.
You gain expertise in Medicine. Additionally, you can
spend an action studying a creature. When you do you
must make a contested Intelligence (Medicine) check
against the targets Charisma (Deception) check. On a
success you learn the target’s resistances, immunities or
vulnerabilities. You can use this ability a number of
times equal to your Intelligence modifier, and regain all
expended uses on a long rest.
Additionally, when you reach 3rd level, you can use your Intelligence in place of your Wisdom for calculating the Attack and Damage rolls of your Chakra Scalpel and your Chakra Scalpel damage becomes a d6.
#### Chakra Point Degradation
Also at 2nd level, when you deal damage to a creature you have studied with your Biological Knowledge feature you can choose to split the damage between the creature’s chakra and hit points.
Beginning at 5th level, if you deal damage with your Chakra Scalpel to a creature with 0 chakra points, they instead take double damage. Also at 5th level, your Chakra Scalpel damage die becomes a d8. This increases to a d10 at
11th level, and a d12 at 18th level
#### Improved Chakra Scalpel
Techniques
Starting at 5th level, you’ve learned to
weave your
Chakra Scalpel into jutsu you
cast. You learn the
following jutsu as you
gain levels in this class according
to the
Chakra Scalpel Specialist chart. Each Jutsu
learned
also grants you an additional feature
pertaining to that
jutsu. Learned Jutsu do not
count against your Jutsu
known as seen on your
Medical-Nin class table.
```
```
#### Take Life: Chakra Sever
At 6th level, while your Chakra Scalpel is active, you gain an additional effect for your Take Life feature. When you use your Take Life feature, the target creature must also make a Constitution saving throw being unable to mold chakra for the next minute on a failed save. The creature may repeat this save at the end of each of its turns ending the effect on a success.
#### Combat Scalpel
Starting at 9th level, when you take the attack action with your Chakra Scalpel, you may make two attacks instead of one. Additionally, your Chakra Scalpel now ignores resistance to slashing damage and treats immunity to slashing damage as resistance.
#### Surgical Precision
Beginning at 13th level, your medical knowledge allows you
to find a weak point in a creature’s chakra network.
When you make an attack with your Chakra Scalpel you
can treat the target as Vulnerable to the damage. You can
activate this ability after you roll the dice but before the
outcome of the attack is determined.
You can use this
feature a number of times equal to your Intelligence
modifier, and regain all expended uses on a long rest.
#### Chakra Sabre
Finally at 17th level, your chakra scalpel is
akin to master crafted blades, when you
would activate your chakra scalpel you may
instead spend 5 charges to activate your
***Chakra Sabre***. Your Chakra Sabre gains all
the benefits of your Crehakra Scalpel with
the following changes:
• Your Chakra Sabre deals Necrotic damage
and ignores immunity and resistance.
• When you deal damage with your Chakra
Sabre to a creature's hit points, they take
an equal amount of chakra damage.
• Your Chakra Sabre gains
the Reach 2 Property.
Additonally, when you score a critical
hit using your Chakra Scalpel, and roll
maximum damage on a damage die
you may reroll that die adding the
result to the total damage.
##### Chakra Scalpel Specialist Chart
| Level | Jutsu Learned | Jutsu Feature |
|:-----:|:---------|:--------|
| 5th | Crescent Moon Beheading | You can cast this Jutsu using your Chakra Scalpel as the weapon component, on a hit the target creature suffers any effects of your Chakra Scalpel. When cast using your Chakra Scalpel the jutsu is treated as a finisher and you may use your Intelligence to calculate Attack Bonus and Save DC. |
| 9th | Amputation Punishment | You may cast this jutsu using your Chakra Scalpel as the weapon component, when you do it gains the Medical Keyword and you may use your Intelligence to calculate Attack Bonus and Save DC. |
| 13th | Wind Release: Splitting Breeze | This jutsu loses the Wind Release keyword and instead gains the Medical keyword, however you can only cast it while your Chakra Scalpel feature is active. When you do so, you may instead pay increments of 15 chakra. |
| 17th | Mortal Draw | You may cast this Jutsu using your Chakra Scalpel as the weapon component, when you do you instead take 5d12 Chakra damage. While under the effects of this jutsu you can use your Chakra Scalpel to perform any Bukijutsu that require a Slashing or Piercing weapon as a component. |
\page
## [Counselor-Nin](https://homebrewery.naturalcrit.com/share/z4o-OBwXeDfV)
***Creator:*** *Jovian/Scrub*
In a recent survey it was estimated that roughly 80% of shinobi above the age of 16 are afflicted with trauma. So it was decided that a new specialty would be created in the medical corp that will be provide the mental assurance and protection shinobi need in the field... the Counselor-Nin. A medical ninja skilled in both healing and genjutsu to calm their allies and enemies.
#### Therapeutic Training
Starting at 2nd level, your journey as a Counselor-Nin begins with a greater understanding of Genjutsu. You learn the ***Release*** jutsu, this doesn’t count against your jutsu known, and you gain proficiency in Illusions and one Charisma skill of your choice, and you may use Wisdom instead of Charisma for this skill. At 9th level, you gain expertise in these skills. Additionally, you have advantage on checks to determine whether a Genjutsu is currently affecting a creature.
Also, you select one Genjutsu you know and it gains the "Medical" keyword. You select another Genjutsu to gain the Medical keyword this way again at 5th, 9th, 13th, and 17th levels.
#### Consolation
Also at 2nd level, when a creature benefits from your ***Rejuvenating Rest***, it gains temporary hit points equal to half the amount you've restored + your Wisdom modifier. Any healing granted by your ***Channeled Healing*** now becomes temporary hit points.
While a creature has temporary hit points granted by either of these features, it also has advantage on rolls to resist gaining Mental conditions.
At 5th level, when you damage a creature with a Genjutsu or Ninjutsu with the medical keyword, you can use your reaction to spend a use of your ***Chakra Scalpel*** to shatter the mental integrity of a target's mind. When you damage a creature with a Genjutsu or Ninjutsu you cast with the Medical Keyword, that creature must succeed a Wisdom saving throw or gain 1 rank of a Mental condition of your choice. The creature can repeat this save at the end of each of its turns to end the effect on itself with a success.
#### Therapeutic Medicine
Starting at 5th level, you learn the techniques neccessary to undburden the hearts and minds of your allies. You learn the following jutsu as you gain levels in the class according to the Therapy-Nin Chart at the end of this class section. Each jutsu learned also grants you an additional feature pertaining to the jutsu learned. Learned jutsu do not count against your jutsu known as seen on your Medical-Nin Class Chart.
#### Caring Touch
Also at 5th level, once per turn, when you cast a Genjutsu or Ninjutsu you cast with the Medical Keyword on a creature, you can choose to make the target immune to the effects from a Mental condition of your choice until the end of its next turn. You can do this a number of times equal to half your proficiency bonus per long rest.
Additionally, you have advantage on rolls to resist gaining Mental conditions.
#### Preserve Life: Mindful Insight
At 6th level, as an action you attempt to reach into the psyche of a creature you can touch to better understand the truth of the matter. You instantly are made aware of the creature's surface thoughts, then it must succeed a Charisma saving throw. Targets under the effect of a mental condition suffer a penalty to this save equal to your Wisdom modifier. On a failure, it becomes unable to attack or move until the start of your next turn. While a creature is affected this way, you can ask it one question to which it must answer truthfully.
Once a target recovers from being affected with this feature, it can't be affect again for the next 24 hours. If the target remains hostile to you after using this feature, it gains 1 rank of Exhaustion for the next hour. If the target is not hostile to you after using this feature, it feels a weight lifted off its shoulders and becomes friendly to you for the next 24 hours.
#### Assisted Coping
Starting at 9th level, when you cast a Genjutsu or Ninjutsu with the Medical Keyword that grants temporary hit points and they already have temporary hit points from another source, your temporary hit points stack in addition.
Once a creature benefits
from this feature they cannot
benefit from it again until
they lose all temporary hit
points.
\page
#### Psyche Healer
At 13th level, you know which words to say to extinguish hostility in a person. While a creature is under the effects of a Genjutsu you cast within 30 feet of you, as an action, your words attempt to resonate in that creature as it makes a Charisma saving throw. On a failed save, it becomes non-hostile to you and all creatures you are allied with. If it takes damage from you or your allies, it becomes becomes hostile again. A creature that succeeds the saving throw is immune to this effect for the next 24 hours. This feature can be used once per long rest. At 17th level, this can be used twice per long rest.
#### Mental Master
Starting at 17th level, Genjutsu or Ninjutsu you cast with the Medical Keyword ignore immunity to Mental conditions.
Additionally, you can touch a creature and spend one use of ***Channeled Healing*** to cure them of one Mental or Sensory condition they are under that you are aware of. Removing all ranks of it.
Finally, you are immune to the effects of all Mental conditions.
##### Therapy-nin Chart
| Level | Jutsu Learned | Jutsu Feature |
|:-----:|:-------------|:---------------|
| 5th | Powerful Calm | This jutsu gains the "Medical" keyword, This jutsu instead lasts for 10d8 minutes and any creature already under the effects of a Mental condition makes this save at disadvantage. |
| 9th | Command of the Found | This jutsu gains the "Medical" keyword, any creature already under the effects of a Mental condition makes this save at disadvantage. |
| 13th | Unlimited Pleasure | This jutsu gains the "Medical" keyword, and double the amount of creatures you can effect with this jutsu. |
| 17th |Toad Song | This jutsu gains the "Medical" keyword, loses the toad oil component and treats all 1s & 2s as 3s on its sleep effect. |
\page
## [Diamond Heart](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
Medical-Nin who follow the path of the Diamond Heart possess an iron will. On the battlefield, they seek to protect their allies by reinforcing constructs and structures to protect them. It is through these desires, nestled deep within their souls, that gives form to the Diamond heart, an effigy of the determination bolstered by these Shinobi.
#### Stone Will
Starting at 2nd level, you gain the **Earth Nature** Release affinity and may add jutsu with the earth release keyword to your jutsu known list. Medical jutsu and Medical-Nin class features you use that are unable to restore hit points to constructs and structures, lose this restriction.
Starting at 5th level, jutsu that you cast that summons a structure or a construct are significantly reinforced, gaining an increased amount of hit points equal to your Medical-Nin level, and a +1 bonus to AC.
Starting at 9th level, when a construct or structure you've summoned would take additional damage due to being classed as a structure/construct, the amount of extra damage is halved. If this extra damage would come as a result of a multiplication, the multiplication is halved, rounded down.
#### Diamondheart Materialization
Also at 2nd level, you learn a special Fuinjutsu technique to create a chakra construct known as the ***Diamondheart***, an effigy of your soul's will. Your Diamond heart’s appearance and name is up to you to decide.
You can summon your Diamond heart as a bonus action, conjuring it in a space next to you. While your Diamond heart is active, you can command it as a free action, and it uses your Actions, Bonus Actions, and Reactions as needed to perform a task.
Additionally, while summoned you can use Constitution instead of Dexterity for your AC calculation. Your Diamond heart follows the following rules;
- Your Diamond heart can cast any jutsu you know and use any Medical-Nin class features as if you had used them.
- If your Diamond heart moves beyond 90 feet from you, it is unsummoned.
- Your Diamond heart shares your chakra.
- If you and your Diamond heart would make a saving throw against the same effect, you make only 1 saving throw using the higher bonus, suffering the effects of a failed saving throw once, not twice.
- When you summon your Diamond heart, it gains proficiency in two saving throws of your choice until summoned. At 9th level, it gains proficiency in a 3rd save.
Finally, as your will hardens, your Diamond heart’s strength improves. For every +1 bonus you have to your Constitution modifier, you increase two of your Diamond heart’s ability scores by 2, up to a maximum of 20. You can dismiss your Diamond heart as a free action on your turn or if you fall unconscious.
```
```
#### Fist of Iron
Starting at 5th level, the power of your Diamondheart improves immensely. Your Diamondheart gains the ***Multiattack*** feature and one of the following features; Your Diamondheart gains an additional feature at 13th level.
- ***Platinum Strength.*** The damage of your Diamondheart’s unarmed strikes becomes a 2d8.
- ***Kind Soul.*** Whenever you or your Diamondheart would deal lethal damage to a creature, you can choose to stabilize the creature and knock them Unconscious.
- ***Echoes.*** Whenever you or your Diamondheart would be near a structure or construct that provides cover, or as a part of a jutsu either you cast that creates such an object, your Diamondheart can strike the object (this does not deal damage) to improve its design. Creatures that would benefit from cover from this structure/construct gain an additional +1 to their AC and Dexterity saving throws.
#### Preserve Life: Constructive Healing
Starting at 6th level, you learn the techniques required to
fight on the front lines next to your allies. You learn jutsu as
you gain levels in this class according to the Diamond Heart
Chart at the top of this class section. Each jutsu learned
also grants you an additional feature pertaining to the jutsu
learned. Learned jutsu do not count against your jutsu
known as seen on your Medical-Nin Class Chart.
Additionally, whenever you would affect a creature with a Medical or Earth Release jutsu that restores hit points or gives temporary hit points, you can spend one use of your ***Preserve Life*** feature to treat this creature as a construct for the purposes of Diamond heart subclass features and Earth Release jutsu that interact with constructs. This effect lasts for 1 minute, or until the creature loses the hit points or temporary hits you gave.
#### Universal Restoration
Starting at 9th level, you have developed a technique to adapt to the constantly changing pace of battle. Your Diamondheart now deals double damage to structures and constructs.
When you or your Diamondheart would strike or restore hit points (including THP) to a structure or construct, you **Mark** it for 1 minute.
While you are 120 feet of a marked structure/construct, you can as a bonus action spend 5 chakra to move it to any position, up to 60 feet away at a time. This is most useful for moving cover. You can move allies that are currently under the effects of your ***Constructive Healing*** half as much distance. If you move a marked object to a space with a hostile creature, the creature must make a Dexterity saving throw against your ninjutsu save dc. On a failed save, they take an amount of bludgeoning damage equal to the size of structure/construct. ***(Tiny = 1d6, Small = 2d6, Medium 3d6, Large = 5d6, Huge = 5d8, Gargantuan = 5d12)*** . If the structure/construct is not chakra enhanced, it shatters.
Also at 9th level, once per long rest, when a construct or structure would be destroyed within your Diamondheart’s range, you can use its reaction to fully restore hit points or temporary hit points, absolving all conditions. If used on an ally benefitting from your ***Constructive Healing*** feature, you can only immediately restore half their hit points.
\page
##### Diamond heart Chart
| Level | Jutsu Learned | Jutsu Feature |
|:-----:|:-------------|:---------------|
| 5th | Earth Release: Mud Wolf Trap | This jutsu gains the medical keyword. Each Wolf increases their ability scores by +2, and you summon an additional wolf whenever you use this jutsu. |
| 9th | Earth Release: Calcite: Power | This jutsu gains the medical keyword, and no longer requires concentration. |
| 13th | Incursion of Clarity | This jutsu gains the medical keyword and a range of touch. If your Diamond heart uses this jutsu on another creature, other than yourself, that creature gains 10 Temporary Hit points. |
| 17th | Earth Release: Diamond Bone Hardening | This jutsu gains the medical keyword, and when used you and your Diamondheart gain its benefits (You only recover 20 hit points per turn). You cannot lose concentration on this jutsu as the result of failing a concentration check and this jutsu now reduces psychic and lightning damage as well. |
#### Unbreakable
Starting at 13th level, your spirit cannot be broken. As a reaction when you would take damage, you can summon your Diamondheart to take the damage in your place. When you use this reaction, your Diamondheart is summoned with temporary hit points equal to 5 times your Constitution modifier until the end of the current turn. If your Diamondheart takes no damage, it can move up to its movement speed and attack the triggering creature with a ***Multiattack***, as part of the same reaction.
While in combat, allied creatures other than you recover 5 hit points at the start of their respective turns while they are within 10 feet of your Diamondheart.
```
```
#### Requiem
Finally at 17th level, your Diamondheart shines brighter than any diamond. Your Diamondheart adds half your proficiency bonus to any saving throws it is not proficient in, has advantage on saving throws to resist ***Physical*** and ***Mental*** conditions, and gains additional +6 ASI points.
___
> ## Diamond heart
>Medium Construct, unaligned
> ___
> - **Armor Class** 10 + Dex+ Your Con Mod + Half Prof
> - **Hit Points** (Shares Yours)
> - **Speed** 50ft
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0)
>___
> - **Condition Immunities** Charmed, Exhaustion
> - **Senses** Tremor Sense 30 ft, Passive Perception 10
> ___
> ***Immutable Form.*** The Diamond heart is immune to any Jutsu or effect that would alter its form.
>
> ***Inexhaustible.*** The Diamond heart cannot cast jutsu or use effects that would increase its own ranks of exhaustion.
>
> ***Chakra Construct.*** The Diamond heart’s attacks are chakra enhanced.
>
> ### Attacks
>
> ***Unarmed Strike.*** Melee Weapon Attack: Str + Prof to hit, reach 5 ft., one creature. Hit: 1d8 + Str bludgeoning damage.
\page
## [Elemental Medic](https://media.discordapp.net/attachments/771455874220687361/998586510209200189/unknown.png?ex=683713a8&is=6835c228&hm=38be7795341805c9d2967bc204e94252dd12e20e7564708502f1c6bf0cb9aae1&=&format=webp&quality=lossless&width=1032&height=1265)
***Creator:*** *Mr. Hey*
Medical-Nin who follow the path of the Elementalist Medic use their elemental release to heal their allies in ways unique to that element, but they don't stop at using their element for support. Elemental Medics are masters of using their element in all forms. Offensively or Defensively.
#### Elemental Beginning
Starting at 2nd level, you have focused your efforts on
harnessing your innate Nature Release. Select one
Nature Release (Earth, Wind, Fire, Water, or Lightning
Release). You gain the ability to cast Jutsu with the
corresponding Keyword. If you could already cast jutsu
with the selected keyword, you learn one jutsu with the
corresponding keyword that you qualify for. Additionally, when you cast a jutsu of your chosen element with the medical keyword you choose to either heal yourself or your target for an amount of hp equal to the Jutsu's Rank. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank =
5)
Beginning at level 9, Jutsu with your Elemental Keyword no longer require the Medical Keyword for you to heal an amount of hp equal to the Jutsu's Rank.
#### Elemental Traces
Also at 2nd level, Your Chosen Nature Release starts to change how your non-elemental medic jutsu perform. Non-Elemental Jutsu and Jutsu of your chosen element with the medical keyword may gain the following benefits.
- **Earth Release:** In addition to the normal effects of the jutsu the target also gains a/additional number
of Temp Hp equal to the rank of the jutsu
cast until the end of their next turn.
(D-Rank = 4, C-Rank = 8,
B-Rank = 12, A-Rank = 16,
S-Rank = 25).
- **Wind Release:** In addition to
the normal effects of the jutsu
the target also gains +10 to
their movement speed and a
+2 to Dexterity Saving Throws
until the
end of their next turn.
- **Fire Release: ** In addition to the
normal effects of the jutsu the
target also gains resistance to fire
damage until the end of next turn
and may spend and roll a hit die gaining an
amount of hp equal to twice the result of the roll.
- **Water Release:** In addition to the normal effects of the jutsu the target also heals a d8 at the beginning of their turns for a number of rounds equal to the rank of the jutsu. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank =
5).
- **Lightning Release:** In addition to the normal effects of the jutsu the target also gains a +2 to their AC until the end of their next turn.
Starting at 5th level, your **Chakra Scalpel** may now deal your chosen Nature Release's damage type instead of slashing. Additionally, you can
spend a use of **Chakra Scalpel** to empower a jutsu of your chosen element. Jutsu you cast of your chosen element have their damage/healing dice increased by 1 or have their DC increased by 1 until the end of your current turn. This becomes 2 at level 13.
#### Elemental Adapt
Starting at 5th level, you learn the techniques required to
fight on the front lines next to your allies. You learn jutsu as
you gain levels in this class according to the Elemental Medic
Chart at the top of this class section. Each jutsu learned
also grants you an additional feature pertaining to the jutsu
learned. Learned jutsu do not count against your jutsu
known as seen on your Medical Nin Class Chart.
Also, at 5th level, when you cast a jutsu with the
medical keyword, you may as a bonus action cast a
Jutsu with your chosen Elemental Keyword of C-Rank or lower with a casting
time of 1 action.
#### Take Life: Elemental Power
Starting at 6th level , you may use the Take Life feature with
either your Chakra Scalpel or Jutsu with your chosen Elemental Keyword. Additionally, when you use your Take life feature on jutsu with your chosen elemental keyword that jutsu is upcasted 1 rank for free. If the jutsu is unable to be upcasted it gains 1 damage die.
#### Elemental Expert
Starting at 9th level, select one Jutsu with your chosen Elemental Keyword you
know. The
selected jutsu gains the Medical
Keyword. You
may select an
additional Jutsu with your
chosen Elemental Keyword at
13th and 17th
level to gain
the Medical Keyword this way.
You may switch
which jutsu
this feature affects when you
would complete a
Full Rest.
#### Elemental Master
Starting at 13th level, your
mastery of your element allows
you to imbue those you have healed
or supported with your element.
When you would affect a creature
with a Ninjutsu with your chosen Elemental Keyword you may pay 5 chakra to grant them the following benefits. The next attack that creature makes deals an additional amount of damage die equal to the Rank of the jutsu you healed or affected them with. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank =
5) You can only use this feature a number of times equal to your proficiency bonus per long rest.
#### Preserve Life: Elemental Regrowth
Starting at 17th level when casting a jutsu with your chosen elemental keywords you may use Preserve Life as a part of the same action. Also, you gain a 2nd nature release of your choice. You gain two jutsu with this release's keyword and this element counts as your chosen release for this subclass.
\page
##### Elemental Medic Chart
| Level | Jutsu Learned | Jutsu Feature |
|:-----:|:---------|:--------|
| 5th | Healing Hands | This jutsu gains your chosen Element's keyword. Additionally, you are now able to concentrate on the jutsu granting you the ability to use your bonus action to heal a creature you can touch for 1d10 + Your ninjutsu ability modifier. |
| 9th | Acid Spray | This jutsu gains your chosen Element's keyword. Additionally, its damage type is changed to your chosen Element's Damage type and it's initial damage die size is increased from d4s to d6s. |
| 13th | Vitriolic Sphere | This jutsu gains your chosen Element's keyword. Additionally, instead of the jutsu applying 1 rank of corrosion it instead deals a condition based on your chosen Element. ( Earth= Dazed, Wind= Bleeding, Fire= Burned, Water= Chilled, Lightning= Shocked) |
| 17th | Healing Wave | This jutsu gains your chosen Element's keyword. Additionally, the jutsu has a has total of 100 hit points instead of 80 and all creatures you heal with this jutsu gain resistance to your chosen element keyword for 5 turns. |
\page
## [Spiritual Scribe](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
Medical-Nin who follow the path of Spiritual Scribe focus on integrating their
Fuinjutsu adroitness with their medical jutsu to sustain both themselves
and their allies in combat. These Medical-Nin, using their skill of life-giving
and sealing are able to give rise to powerful creations known as Spiritual Golems to
overwhelm enemies through sheer unyielding numbers.
#### Fortifying Scripture
Beginning at 2nd level, you have learned to empower your physical body with seals that represent your willpower. You gain resistance to Chakra damage and you can use Charisma in place of Wisdom for your ***Medical Ninjutsu*** and ***Chakra Scalpel*** class features.
Additionally, when you are only concentrating on jutsu with the Medical or Fuinjutsu keyword, your AC increases by +1 and the concentration cost is reduced by -1 (Min. 1). At 9th level, if you are concentrating on multiple jutsu that have both the medical and Fuinjutsu keywords, the bonus to AC and cost reduction doubles.
Starting at 5th level, when you deal damage to a creature's hit points with a jutsu with both the Medical and Fuinjutsu keywords, you can halve the damage dealt to deal damage to both a creature's hit points and chakra points.
#### Echoes of Life
Starting at 2nd level, your prowess in both medicine and sealing has led you to develop a technique to weave life into inorganic material to create constructs of artificial life known as **Spiritual Golems**.
As an action, you can spend 5 chakra to place a seal onto a surface you can reach. Moments after the seal is placed, the surface begins to warp and mold outward, forming a *Fighter*, *Guardian*, or *Swift* Golem. The Golems are made out of the material you placed the seal on, and the seal you placed can be seen in the center of their chest.
You can only command one Golem at a time, as a bonus action on your turn. You can use this feature a number of times equal to your Charisma modifier per long rest, and regain half your spent uses of this feature on a short rest. You can restore hit points to your Golems, even if the jutsu states it cannot heal constructs, however, the amount healed is halved.
#### Medicinal Litany
Starting at 5th level, you learn the techniques required to seal your absolute victory and triumph in battle.
You learn jutsu as you gain levels in this class
according to the **Spiritual Scribe** Medic Chart at the end of
this class section. Each Jutsu learned also grants you an
additional feature pertaining to the jutsu learned.
Learned jutsu do not count against your jutsu known as
seen on your Medical Nin Class Chart.
Also at 5th level, when you heal a creature with a Fuinjutsu with the Medical keyword, you can choose to give them one of the following effects for 1 minute; You can use this feature a number of times equal to half your proficiency bonus per long rest.
- The ally selects one type of attack roll (Unarmed, Weapon, Ninjutsu, Genjutsu, or Taijutsu). The first attack roll the creature makes on their turn of the type they select is made at advantage.
- The ally selects a classification of saving throws, picking between Physical (Strength, Dexterity, Constitution) or Mental (Intelligence, Wisdom, Charisma). The first saving throw the creature makes on a turn of the classification they selected is rolled at advantage.
#### Take Life: Disruption
Starting at 6th level, as an action, you can spend a use of your ***Take Life*** feature to weave a gargantuan sign into the ground or air, bringing forth a wave of destruction. All creatures of your choice within 30 feet of you must make a Constitution saving throw against your Ninjutsu or Genjutsu Save DC.
On a failed save, the creature takes 5d8 force damage and is marked with a seal that is a single word of your choosing, somewhere on their body.
For 1 minute, while a creature has this seal they take 2d8 force damage which ignores temporary hit points, and 2d8 chakra damage at the start of each of their turns. Creatures can repeat their saving throw at the start of each of their turns, dispelling the seal on a success. A creature who fails 2 or more saving throws becomes Dazed for the duration. A creature who fails 4 or more saving throws becomes Weakened for the duration. A creature who fails 6 or more saving throws becomes Incapacitated for the duration.
##### Spiritual Scribe Chart
| Level | Jutsu Learned | Jutsu Feature |
|:-----:|:-------------|:---------------|
| 5th | Sealing Art: Sweet Dreams | This jutsu gains the Medical keyword and you change the range to Self (30-foot radius). When you do, you can allow creatures of your choice to roll their hit die immediately once they are affected, and for each hit die they roll, they add half your Charisma modifier to the result. |
| 9th | Nondetection | This jutsu gains the Medical keyword and no longer requires concentration. When you cast this jutsu, you can choose to shorten its duration to 1 minute. When you do, you can, on consecutive turns while you are affected by this jutsu, use your action to become Invisible until the start of your next turn. |
| 13th | Wind Release: Vacuum Wall | This jutsu loses the Wind Release keyword and gains the Medical keyword and when cast, Genjutsu attacks can also be deflected and the jutsu affects any ***Spiritual Golems*** you have on the battlefield when cast. |
| 17th | Four Yang Formation | This jutsu gains the Medical keyword and has its concentration cost reduced by -5. When you cast this jutsu you can choose to simultaneously create 4 ***Spiritual Golems*** at 4 points 60 feet away to be the casters of this jutsu. You can also summon existing golems to these places. When you do this, the Golems become unable to move and gain resistance to all damage while you continue to concentrate on this jutsu. You also only roll for concentration when the Golems themselves take damage. |
\page
___
___
> ## Spiritual Golem
> X Construct, unaligned
> ___
> - **Armor Class** 14 + your Proficiency bonus
> - **Hit Points** 10 + 3 x (Your Medical-Nin level + Golem's Con)
> - **Speed** Xft
>___
> |STR|DEX|CON|INT|WIS|CHA|
> |:---:|:---:|:---:|:---:|:---:|:---:|
> |10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0)
>___
> - **Damage Immunities** Poison
> - **Damage Resistances** Acid, Necrotic, Psychic, Bludgeoning, Piercing and Slashing from non-Chakra enhanced weapons.
> - **Saving Throws** All (Half proficiency)
> - **Condition Immunities** Charmed, Exhaustion, Fear, Paralyzed, Petrified, Poisoned
> - **Senses** Darkvision 30 ft, Passive Perception 10
> ___
>
> ***Immutable Form.*** The Spiritual Golem is immune to any Jutsu or effect that would alter its form.
>
> ***Progressive Improvement.*** The Spiritual Golem gains a number of ASI points equal to 6 + half your Proficiency bonus. You can distribute the ASI points as you like when the Golem is first formed. You cannot increase a Golem's ability score above 20 this way, unless otherwise specified.
>
> ***Spectral Architecture.*** When the Spiritual Golem is first formed, you select one of the following *architectures* for the Golem, picking between Fighter, Guardian, or Swift. Your chosen Golem determines some of your Golem's statistics and abilities. Listed next to each Golem is a specific ability score which they use for your unarmed strike's attack and damage rolls (Guardian is an exception). They also gain full proficiency in that ability score's saving throw.
> - **Fighter (Strength):** A well-rounded, medium-sized Golem, well suited for most battles. The Golem's unarmed strikes deal 1d10 bludgeoning damage. Their Strength and Constitution scores and maximums are increased by +4, and its speed becomes 35ft. Additionally, your Golem is created with one simple or Martial weapon of your choice, which it is proficient in. It gains a +1 to attack and damage rolls with this weapon. At 6th level, the Golem's unarmed/weapon attacks deal an extra die of damage and score a critical hit on a 19-20.
> - **Guardian (Constitution):** A bulky, large-sized Golem, skilled at Defense. The Golem's unarmed strikes deal 1d12 bludgeoning damage and use Strength for unarmed attack and damage rolls. Their Constitution score and maximum is increased by +8, and its speed becomes 30ft. Allied creatures within 5 feet of the Golem gain the benefits of half cover (This does not stack with multiple Golems). At 6th level, when the Golem is summoned, it gains a number of temporary hit points equal to Xd4, where X equals half your Medical-Nin level.
> - **Swift (Dexterity):** A lightweight, small-sized Golem, able to move about the battlefield with incredible ease. The Golem's unarmed strikes deal 2d4 piercing damage. Their Dexterity score and maximum is increased by +6, and its speed becomes 45ft, ignores difficult terrain, and can carry a creature of medium size or lower without any reduction to it's movement speed. At 6th level, the Golem gains a flying speed equal to its movement speed and its AC calculation also now begins at 16.
>
> ### Attacks
>
> ***Unarmed Strike.*** Melee Weapon Attack: X + Prof to hit, reach 5 ft., one creature. Hit: X + X damage.
#### Altered Enchantment
Starting at 9th level, select one Fuinjutsu you know. The jutsu selected gains the **Medical** keyword. You can select additional Fuinjutsu to gain the medical keyword at 13th and 17th level. You can switch the jutsu that this feature effects on a full rest.
#### Mastercraft
Starting at 13th level, you have perfected the art of weaving artificial life. When you use your ***Echoes of Life*** feature
to make a **Spiritual Golem**, you can spend increments
of 5 chakra to make additional Golems at once.
You can move while making these Golems,
and can create a number of Golems equal
1/3rd your Medical-Nin level.
```
```
Additionally, you can command up to 2 Golems at once with your bonus action, and can spend a use of your ***Chakra Scalpel*** to command 1 Golem as a free action, once per turn, for 1 minute. Golems that aren't commanded to take any action, automatically take the dodge action.
#### Conjourer of Life
Starting at 17th level, you can now use your **Echoes of
Life** feature an infinite number of times, without
ever needing a rest. You can only have a
number of Spiritual Golems active equal
to half your Medical-Nin level at a
time. If you create another
Spiritual Golem beyond
this limit, one golem
is destroyed.
\page
# Ninjutsu Focus
## [Brawl Master](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
The Ninjutsu Specialists who choose to focus on becoming
Brawl Masters seek to combine their immense knowledge
and talent with Taijutsu. Using their skill at efficiently
molding chakra, these Shinobi shape the chakra within their
own bodies to improve their physical strength in battle.
#### Taijutsu Incorporation
When you choose this tradition at 2nd level, you learn to refine Taijutsu and add it to your arsenal. You gain proficiency in medium armor and gain advantage on all Martial Arts checks in regards to Taijutsu and Ninjutsu. You can use Intelligence for Martial Arts checks, instead of Strength.
Additionally, you learn 1 Taijutsu that you qualify for. This taijutsu gains the Ninjutsu keyword and gains the effects of your ***Refined Ninjutsu*** feature. You can switch this Taijutsu for another Taijutsu you know when you level in this class.
Finally, when you cast a Taijutsu with the Ninjutsu keyword, you can do one of the following, once per casting;
- Increase your bonus to hit by a +1d4.
- Increase your AC by +1 until the start of your next turn. (This effect cannot stack more than once per round).
#### Brain over Brawn
Also at 2nd level, you have learned to train your body efficiently, planning out various routines that meticulously improve your physical strength in numerous ways. You gain one Taijutsu Fighting Stance from Chapter 13. When you would make an unarmed attack, you can use Intelligence in place of Strength for unarmed attack and damage rolls.
At 6th and 10th level of this class, your unarmed damage die while in a Taijutsu Fighting stance becomes a 1d8 and 1d10 respectively.
Additionally, your learning score for Taijutsu of B-Rank or higher can be your Intelligence score or Taijutsu score.
Finally, you can choose to refine Taijutsu with your ***Refined Ninjutsu*** feature. Refined Taijutsu gain the Ninjutsu keyword, and can use your Ninjutsu ability modifier in place of your Taijutsu ability modifier. These Taijutsu can benefit from any features or effects that would interact with Ninjutsu. *(Excluding the **Potent Molding** Class Feature)*
#### Breath of Life
Starting at 6th level, you learn a special technique to leave behind a resonance of chakra within yourself when you would mold chakra. You can use this feature twice per rest. Alternatively, you can use 2 Chakra Die to activate this feature again before taking a rest.
When you cast a Ninjutsu, or Taijutsu with the Ninjutsu keyword, you can choose to store a ***Ripple*** of the chakra used within your fists. When you do, for 1 minute, your unarmed damage type changes to the damage type of the jutsu used to activate this feature, your unarmed attacks and Taijutsu attacks deal extra damage equal to the result of 1 hit die (this does not spend it), and when you take the attack action, you can attack twice, instead of once, using your unarmed strikes.
#### Adaptive Techniques
Staring at 6th level, you have begun to refine the chakra
within your own internal chakra network, so much so that
every breath and exhale vitalizes your body with fresh chakra. You learn the following efficient molding techniques, known as ***Adaptive Moldings***. You can use up to 2 of these moldings on your turn, in addition to other moldings, however, you must always pay their alternate cost, which is 5. These moldings affect your physical self, so you do not need to cast a jutsu to use these moldings.
- **Overdrive Molding:** Your movement speed increases by 10 feet and you gain the benefits of the Dash or Disengage action. These effects last until the start of your next turn.
- **Rejuvenating Molding:** You take in a replenishing breath. Spend and roll 1 hit die, adding your Ninjutsu Specialist level, and regaining the result as hit points.
- **Survival Molding:** You dull your body's nerves to pain. Increase your AC by +1, and reduce all damage you receive (excluding Psychic) by your Intelligence modifier. These effects last until the start of your next turn.
- **Tactical Molding:** You increase your body's resilience. Gain a +2 bonus to Strength, Dexterity, and Constitution saving throws until the start of your next turn. You can use this molding as a reaction.
#### Battle Tendency
Starting at 10th level, Taijutsu you cast that are currently
benefiting from your ***Refined Ninjutsu*** feature gain
additional benefits. You can only use one of these features once per casting;
- As a bonus action, you can make a number of unarmed attacks equal to the rank of the jutsu cast. These attacks do not add your ability modifier to the damage rolls. *(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)*
- As part of the same action, with each attack you make using your jutsu, you knock the creature back 10 feet, moving with them if you wish. If the creature possesses a jutsu, feature, or trait that would prevent knockback, you impose a Strength saving throw on each hit, knocking them back regardless.
- When you initiate a clash with your chosen jutsu, you make your check at advantage, and if your unarmed damage type is of an element that is superior to the element of the jutsu being clashed, add a +1d4.
\page
#### Fusion of the Body and Soul
Starting at 14th level, your innovating battle style puts you
on par with even the most elite and legendary Taijutsu masters.
Select a number of Taijutsu equal to your
Intelligence modifier, that are currently not
benefitting from your ***Refined Ninjutsu*** feature. You
can use Intelligence as your Taijutsu ability modifier
for these jutsu. You can change what jutsu this
feature targets on a full rest.
Twice per long rest, when you cast a Taijutsu
benefitting from your ***Refined Ninjutsu*** feature,
you can double the cost of the jutsu to triple its
range, change its damage type to force, and
increase the damage by 1 step. If the range is touch
or 10 feet, the range becomes 45 feet. When you use
this feature, you benefits from all of your ***Adaptive
Moldings***.
Finally, when you use your ***Breath of Life***
feature, its duration is doubled and costs
only 1 Chakra Die to reactivate.
#### Solar Interflow Technique
Starting at 18th level, you learn the ultimate
molding technique for Taijutsu with the
Ninjutsu keyword, known as ***Solar Interflow.***
When you cast a Taijutsu with the Ninjutsu
keyword, you can embolden the jutsu cast.
You can only use this molding by spending
10 chakra. You can use this molding in
addition to any other efficient molding, or
***Adaptive Molding***, you may be using.
Your Taijutsu ignores resistance and
immunity. If your Taijutsu had the ***Combo***
keyword, upon landing your final blow you
may release a shockwave of chakra, imposing
all creatures within 10 feet of the triggering
creature, excluding yourself, to make a Dexterity saving throw, taking your Ninjutsu Specialist level in your unarmed damage type's damage, (If the damage type is physical, this shockwave instead deals force damage.) and becoming Dazed until the end of the turn on a failed save.
You can target the original target of the jutsu, or a creature who failed their saving throw with a Taijutsu **Finisher** or a Ninjutsu that requires a melee attack. If you choose a Ninjutsu, it temporarily gains the ***Finisher*** keyword and deals an additional 3 die of damage. Regardless of the Finisher type you use, its cost is reduced by 1d6.
\page
## [Drip Release](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
The Ninjutsu Specialist who chooses to become a embrace Drip Release have learned to harness drip to their advantage. The amount of sauce they exude is enough to enhance and protect them to an almost absurd degree.
#### Drip Incarnate
When you choose this tradition at 2nd level, you learn two
ninjutsu that you qualify for one of which can be C-Rank.
The chosen jutsu must require concentration.
You also gain a 1d6 bonus on all Ninshou checks related to ninjutsu that require concentration that you can cast.
Finally, when you cast a ninjutsu with a range of self or touch that requires concentration, you can do one of the following, for the duration;
- Gain a +1 bonus to your AC.
- Reduce the cost to cast the chosen jutsu by half of 1d4 (Min 1).
#### Dressed for Success
Also, at 2nd level you have learned to access the power of drip to your advantage. When you would make a concentration check for a ninjutsu you may instead make an Intelligence (Ninshou) check.
Once per turn, when you would cast a jutsu that has a range of range of self or touch that has a duration longer than instant, you gain 1 ***Drip Point***. A drip point remains for up to 1 minute, or until
spent. You can have up to 5 drip points at once.
Once per turn, when you would cast a ninjutsu that requires concentration you can do one of the following to increase the
jutsu's potency. Select one of the following, of which you
can only use one of when spending drip points;
- You gain 5 temporary hit points for each drip point spent, this stacks with other temporary hit point sources.
- Reduce the cost to maintain concentration on the jutsu cast by 1, for every 2 drip points spent, (Min 1).
- You gain a +1 bonus to saving throws for every 3 drip points spent.
#### Passion for Fashion
Starting at 6th level, you are so cool, that even ice shivers in your presence. When you cast a ninjutsu that requires concentration, you may change the casting time to a bonus action and reduce the concentration cost to 0. You also gain advantage on concentration checks and you cannot gain any penalties on making these checks. You can enhance a ninjutsu in this way twice per rest.
#### Exuding Awesomeness
Also at 6th level, you learn a new and unique efficient
molding technique called **Concentrated Will**. When you cast a jutsu that has a range of self or touch and has a duration of 1 minute or longer that doesn't require concentration, you can embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
The jutsu's duration is change to concentration, up to 1 hour. You cannot lose concentration as a result of failing a concentration check, and it does cost chakra to maintain
___
concentration. Additionally, you gain 1 drip point at the end of each of your turns, as the jutsu enhances your awesomeness.
#### Dripping with Swagger
Starting at 10th level, your drip even seeps into lesser techniques, such as ninjutsu that would harm another. Ninjutsu you cast that are currently benefiting from your ***Refined Ninjutsu*** class feature gain additional benefits.
- You gain 1 drip point as you cannot contain your chad energy, nor do you wish to.
- You reduce the next instance of damage you take by an amount equal to 3 times the number of drip points you have.
- You gain advantage on the next saving throw you make until the start of your next turn.
#### Fashionably Late
Starting at 14th level, even if you aren't on time, you still manage to show up looking great. When you roll initiative you may choose to roll at disadvantage. If you do so, you can cast 1 jutsu that has a range of self or touch on yourself when you start your first turn as a free action.
Additionally, the maximum amount of drip points you can have is increased to 10 and your drip points now remain for an hour, even your sweat is wetter than normal.
Finally, you have mastered the art of staying cool and keeping a clear mind, even under pressure. You gain advantage on concentration checks and you can concentrate on an additional ninjutsu as long as all jutsu you are concentrating on have a range of self or touch.
#### Drip Ascendant
Starting at 18th level, you learn the ultimate molding
technique for enhancing your drip called ***Drip Ascendant***. When you cast a ninjutsu that has a range of self or touch and has a duration of 1 minute or longer, you can embolden the jutsu cast. You can only use this molding by spending 10 chakra. You can use this molding in addition to any other efficient molding you are using.
This jutsu grants you each bonus from **Dressed for Success** as if you had spent a number of drip points equal to your current amount. Additionally, you can choose to gain an bonus from **Drip Incarnate** even
if the jutsu does not require
concentration.
\page
## [Imbuement Master](https://drive.google.com/file/d/1MB4urrYmeApU6071sm3uVSKSx739uDMK/view)
***Creator:*** *galen876*
The Ninjutsu Specialist who chooses to specialize in ninjutsu
imbuement are an odd group. They utilize their knowledge of
ninjutsu to better use the bukijutsu at their disposal,
combining the two types of jutsu together to become even
more powerful. This does come with a very large risk of being too close to the front lines of battle, where even a single mis-timed dodge can spell the end for a combatant like these.
#### Bukijutsu Incorporation
When you choose this tradition at 2nd level, you begin to
incorporate bukijutsu into your repertoire. You learn one
bukijutsu that you qualify for. This bukijutsu gains the
Ninjutsu keyword. Also, your ability score for determining if
you can learn and cast Bukijutsu of B-Rank or higher is your
Intelligence score.
You also gain proficiency in medium armor, one martial
weapon of your choice, and the Martial Arts skill. You can
make Martial Arts checks using your Intelligence instead of
Strength, and you gain advantage on Intelligence (Martial
Arts) checks you make in regards to bukijutsu.
Finally, when you cast a Bukijutsu with the Ninjutsu
keyword, you can do one of the following, once per casting:
- Gain a +1d4 bonus to damage rolls
- Take the Disengage action as part of the same action
#### Intelligent Swordplay
Also at 2nd level, your skill with bukijutsu makes you a
dangerous opponent even without any ninjutsu. This skill
manifests in the following way.
First, you can select bukijutsu you know for your Refined
Ninjutsu feature. Bukijutsu gaining the effects of your
Refined Ninjutsu feature gain the Ninjutsu keyword, and you
can use your Ninjutsu modifier instead of your Taijutsu
modifier when casting these jutsu. They also benefit from any
features or effects that would interact with Ninjutsu. *(Excluding the **Potent Molding** Class Feature)*
Second, when you would cast a bukijutsu with the ninjutsu
keyword, you can mark one creature you hit or who fails the
saving throw with a **Blade Mark**. A blade mark remains for
up to 1 minute or until triggered. A creature can have up to 5
blade marks at once. Once per turn, when you would hit a
**Blade Marked** creature using a bukijutsu with the ninjutsu
```
```
keyword or a creature would fail a saving throw against one
of these jutsu, you can trigger all marks on one of these
creatures, causing a flurry of strikes to carve into them
simultaneously. They take 1d6 of your weapon's damage type
for each mark on them, and they are knocked prone.
#### Ninjutsu Imbuement
Starting at 6th level, you've learned to imbue your ninjutsu
into your weapons, empowering the weapon. When you cast
a ninjutsu, you can use your reaction to store the chakra used
within the weapon. The ninjutsu doesn't take effect, instead
enhancing the weapon, making it an **Imbued Weapon**. The
weapon's damage type is considered the same type as the
ninjutsu's damage (if the ninjutsu dealt no damage, the
damage type is force).
Additionally, you can use your ninjutsu modifier instead of
Strength or Dexterity when you make a weapon attack with
your Imbued Weapon, and you can attack twice instead of
once when you take the Attack action on your turn, as long as
both attacks are made with your Imbued Weapon.
Finally, bukijutsu you cast using your Imbued Weapon as a
component gain an additional die of damage once per
casting. This increases to 2 additional dice at 14th level.
You can maintain this feature's effects for up to a minute,
requiring you to concentrate on it as if concentrating on a
jutsu. You do not spend chakra to maintain concentration on
this feature. However, it counts as the same rank as the jutsu
you cast to empower the weapon. You can only imbue a
weapon with a single jutsu.
#### Charged Blade Technique
Also at 6th level, you learn a new and unique efficient
molding technique called the **Charged Blade Technique**.
When you cast a bukijutsu with the ninjutsu keyword or using
your Imbued Weapon as a component, you can embolden the
jutsu you cast. You can use this molding in addition to any
other moldings you are using and has an Alternate Cost of 5.
The bukijutsu now deals force damage or whatever
damage type your Imbued Weapon deals. The jutsu gains the
Ninjutsu keyword if it didn't have it already, and its attacks
gain a +1 bonus to attack and damage rolls for every 5 chakra
spent to cast the jutsu, up to a maximum of +5.
#### Pure Skill
Starting at 10th level, Bukijutsu you cast with the Ninjutsu
keyword that are currently benefiting from your ***Refined Ninjutsu*** class feature gain additional benefits.
- As part of the same action used to cast the selected jutsu, once per cast, you can increase the power behind your attacks, dealing extra damage equal to twice your proficiency bonus to creatures who have temporary hit points or any form of damage reduction or resistance to your jutsu.
- You can change the initial saving throw to either Strength
or Constitution, changing the damage type to the same
damage as your weapon's damage type.
- These jutsu gain the Clash keyword, and when you initiate
a clash with a Bukijutsu with the Ninjutsu keyword
against another Taijutsu or Bukijutsu, you make your
Clash check at advantage.
\page
#### Enhancement Master
Starting at 14th level, you have become a master of ninjutsu
imbuement. When you use your ***Ninjutsu Imbuement***
feature, you can imbue the same weapon with a second jutsu,
further enhancing its power. Doing so only requires you to
concentrate on the feature once.
Additionally, when you would cast a bukijutsu with the
Combo keyword using your Imbued Weapon as a component,
you can give one of your imbued jutsu the Bukijutsu and
Finisher keywords until the end of your turn. Until the end of
your turn, you can cast the chosen jutsu at no additional
chakra cost, increasing the damage by two dice, once per
casting. If this jutsu requires concentration to maintain, you
must pay chakra to maintain concentration as if you had cast
it at its base cost.
#### Imbuement Master Technique
Starting at 18th level, you learn the ultimate molding
technique for nin-buki called the **Imbuement Master** technique. When
you cast a bukijutsu with the ninjutsu keyword that makes
taijutsu attacks, you can embolden the jutsu cast. You can
only use this molding by spending 10 chakra. You can use
this molding in addition to any other efficient molding you are
using.
Instead of making any attacks, the jutsu instead forces a
single Constitution saving throw from a single target. On a
failed save, the target takes damage as if you had hit with
all
of your attacks, also gaining any conditions
accumulated from
those attacks as well. If the target fails
this save by 5 or more,
your damage is increased as if
one attack had scored a
critical hit.
\page
## [Ink Painter](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV#p25)
***Creator:*** *TrueRulerOfNone/Mr. Hey*
The Ninjutsu Specialist who chooses to become an Ink Painter, uses chakra enhanced ink combined with jutsu scrolls to bring their sketches to life.
#### Ink Affinity
When you choose this Tradition at 2nd Level, you learn a jutsu with "Beast Imitating Art" in its name. If you already know all Ninjutsu with "**Beast Imitating Art**", you instead learn a C-Rank "Beast Imitating Art" Ninjutsu.
You also gain advantage on Intelligence (Ninshou) Checks in regards to Fuinjutsu, and you can create and learn Ninjutsu that have **"Beast Imitating Art"** in the name in half the required time.
Finally, when you cast a Ninjutsu with the "**Beast Imitating Art**" in the name, you can do one of the following; Constructs summoned from Beast Imitating Arts are referred as Ink Summons within this subclass.
- Grant an Ink Summon a number of temporary hit points equal to your Ninjutsu Specialist level.
- If the jutsu cast is a D-Rank, reduce the cost by 1. At 5th level, reduce the cost by 2 if the jutsu is a C-Rank. At 9th level, reduce the cost by 3 if the jutsu cast is a B-Rank. At 13th level, reduce the cost by 4 if the jutsu cast is a S-Rank. At 17th level, reduce the cost by 5 if the jutsu cast is an S-Rank. This cost reduction counts as rank based.
#### Ink Adept
Once per turn, when you cast a **"Beast Imitating Art"** or command an Ink Summon, you gain 1 ink ***Sketch***. These sketches are concepts for new ink beasts or abilities to existing ink beasts, that keep on a seperate section of your scroll. You can have up to 5 **Sketches** at once, and keep a ***Sketch*** for 1 minute before you scrap it. When you would cast a **"Beast Imitating Art"** or command an Ink Summon, you can spend any number of Sketches. If you do so, you cannot gain another sketch until the beginning of your next turn. Select from one of the following;
- Take the help action to assist one of your Ink summons, from up to 30 feet away. The distance you can help your Ink Summons increases to 60 feet at 6th level, and at 14th level, you can help 2 of your Ink Summons at once.
- When you would deal damage with a **"Beast Imitating Art"**, or when you would command an Ink Summon an deal damage, you can spend any number of Sketches, dealing an additional die of damage per sketch spent.
- Grant an Ink Summon the benefits of the Dodge action. At 6th level, this also grants them the benefits of the Disengage action, and at 14th level, 2 Ink Summons
may benefit from this ability at one time.
#### Refined Art
Starting at 6th level, your every stroke and blot with your
pen as you create your art weaves perfection on paper. **"Beast Imitating Art"** Ninjutsu that are *Refined* grant constructs summoned froms said jutsu a bonus to attack and damage rolls, and AC and damage reduction, equal to your Refined Ninjutsu DC bonus. They also gain a bonus to movement speed equal to 10 times your *Refined* DC Bonus.
#### Painter's Technique
Also, at 6th level, you learn a new and unique efficient molding technique called the ***Painter's Technique.*** When you cast a **"Beast Imitating Art"**, when you command an Ink Summon, or when an Ink Summon would be destroyed, you can embolden the jutsu cast, once per round. You can use this molding in addition to any other moldings you are using and has an alternate cost of 5.
All creatures within 5 feet of your casting, or that are within 5 feet of your Ink Summon when it is commanded or destroyed must succeed a Wisdom saving throw or become blinded until the end of your next turn. If this molding is used when your Ink Summon is destroyed, this molding affects creatures within 10 feet.
#### Glorious Art
Starting at 10th Level, Ninjutsu you cast with "Beast Imitating Art" in its name that are currently benefiting from your ***Refined Ninjutsu*** feature gain additional benefits.
- Your Ink Summon increases its maximum hit points by an amount equal to its rank. ***(D/C-Rank: 15, B/A-Rank: 30, S-Rank: 50)***
- Your Ink Summon gains an additional amount of ASI points equal to 1 + your Ninjutsu ability modifier.
- When an Ink Summon is destroyed, you can cast another "Beast Imitating Art" of a rank lower than the rank of the destroyed summon in the summon's former place. You can do this twice per long rest.
#### Art Master
Beginning at 14th level, you cannot lose concentration of **"Beast Imitating Art** Ninjutsu aside from ending the jutsu yourself. Additionally, you can command 2 Ink Summons with one bonus action.
#### Magnum Opus Technique
Starting at 18th level, you learn the ultimate technique called the ***Magnum Opus Technique.*** When you cast a **"Beast Imitating Art"**, you can send embolden the jutsu cast. You can only use this molding by spending 10 chakra. You can use this molding in addition to any other efficient molding you are using.
When you cast an Ink Summon, you can cast another "Beast Imitating Art", at half cost
(ignoring any effects that
would reduce the cost
further), as part of
the same action.
\page
## [Ryō Master](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
The Ninjutsu Specialist who chooses to become a Ryō Master have learned to harness the money to fund their techniques. They prefer to pay people off than fight, but when the going gets tough they'll have more than just hell to pay.
#### Money Release
When you choose this Tradition at 2nd level, you gain access to a special release called Money Release. Money Release utilizes the power of money instead of chakra. During a short or long rest you can convert chakra into ryō at a rate of 1 chakra to 10 ryō. Ryō gained in this way can only be used to cast ninjutsu. Ryo gained this way lasts for 8 hours. Ninjutsu cast with ryō are also at a rate of 1 chakra to 10 ryō.
When you cast a ninjutsu with ryō, you can do one of the following, once per casting;
- Gain a +1d4 bonus to damage rolls.
- Reduce the cost of the jutsu by -2 (Min. 1)
#### Flash the Cash
Also, at 2nd level you have learned to harness the power of money like no other.
First, Ninjutsu you cast that are benefitting from your ***Refined Ninjutsu*** class feature have their upcast cost reduced by 1 and they may gain the benefits of 2 ***Efficient Moldings***. Refined Ninjutsu and Efficient Moldings used on your Refined Ninjutsu must use ryō instead of chakra with a 1 to 10 ratio. Additionally, Efficient Moldings cost 1 less chakra to use.
Second, when you damage a creature with a Ninjutsu you cast with ryō, you can give them 1 rank of **Debt.** A creature is in Debt for 1 minute or until triggered with an **Audit**. A creature can have up to 5 ranks of **Debt** at once. Once per turn, when you would affect a creature with a Ninjutsu cast with ryō, you can perform an **Audit** on the creature. The creature creatures next jutsu has its cost increased by 1d8 for every rank of **Debt** they had.
#### Blood Money
Starting at 6th level, you aren't afraid to gain a little money, even at the expense of others. When you would deal damage to a creature with a ninjutsu, you may select 1 creature to siphon money from. You gain ryō equal to half the damage the creature received rounding up to the nearest ten. ***Refined Ninjutsu*** instead siphon the full amount.
You may use this feature a number of times equal to
your Intelligence Modifier per long rest.
#### Monopolize
Also at 6th level, you learn a new and unique efficient
molding technique called **Monopolize Molding**. When you cast a jutsu with ryō, you can embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
The first time a creature takes damage as a result of a jutsu enhanced by this molding the next jutsu they cast has its cost doubled.
```
```
#### Flaunt Your Wealth
Starting at 10th level, your wealth is overpowering, sometimes shining through your techniques, no matter what you do. Ninjutsu you cast that are currently benefiting from your ***Refined Ninjutsu*** class feature gain additional benefits.
- As a part of the same action used to cast the selected Ninjutsu spend an additional 50 ryo to give all affected creatures one additional rank of a condition, excluding exhaustion.
- You may spend an additional 50 ryo to give creatures disadvantage on the initial saving throw.
- You may upcast the jutsu cast by 1 rank higher than you are currently allowed, at no additional cost.
#### The Power of Money
Starting at 14th level, the might of your money seems to supersede all logic, doing things with money that were previously deemed impossible. When you use ***Blood Money*** to gain ryō, the amount you would have gained is doubled.
Additionally, when you cast jutsu that is currently benefiting from your ***Refined Ninjutsu*** class feature, you can double the cost of your jutsu to ignore resistance or immunity and upcast the jutsu cast by 1 rank higher than you are currently allowed, at no additional cost. If this would upcast a jutsu beyond S-rank, you can apply the effects of the "At Higher Ranks" section of the selected jutsu as normal. You may use this feature twice per long rest.
Finally, Ninjutsu you cast that are currently benefiting from your ***Refined Ninjutsu*** may have a 3rd ***Efficient Molding*** applied and Efficient Moldings have their cost reduced by an additional 2 chakra.
#### Bankruptcy Technique
Starting at 18th level, you learn the ultimate molding
technique for jutsu emboldened by ryō called ***Bankruptcy***. When you cast a ninjutsu with the ryō, you can embolden the jutsu cast. You can only use this molding by
spending 10 chakra. You can use this molding in addition to any other efficient molding you are using.
This jutsu ignores resistance and immunity, and any damage dealt to their hit points is also dealt to their chakra pool.
Additionally, they may not cast a jutsu cheaper than the jutsu you cast with this molding until the start of your next turn.
\page
# Scouting Techniques
## [Expert Scout](https://homebrewery.naturalcrit.com/share/bi_hpo8_JZpL)
***Creator:*** *Soapy*
These Scout-Nin have chosen to be swiss knives for every situation. They can adapt on a dime and work wonders with whatever tools are at hand. If you want to be an amazing grappler, Animal Tamer or bluff your way out of any and all situations, this is for you.
#### Superior Expert
Beginning at 3rd Level you learn maneuvers that are fueled by a special dice called Superiority Dice.
**Maneuvers:** You learn three maneuvers of your choice, which are detailed in the Maneuver Section at the end of this class. You earn more at higher levels as shown in the “Maneuvers Known” Column of the Superior Travelling table. Many Maneuvers enhance an attack in some way. You can only use one Maneuver per attack. When you take a long rest, you may switch one Maneuver you know for another you qualify for.
**Superiority Dice:** You have three superiority dice, which are d8’s, you earn more at higher levels, as shown in the Superiority Dice column of the Superior Expert table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest
#### Wingman
Starting at 3rd level, whenever you use the attack action you can replace any number of attacks with the help action.
Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see
or hear you. If you took Jack of All, Master of None
Support you increase the range of
your Help Action by 15ft instead.
Starting at 6th level, when an ally that is benefitting from your
help action rolls a natural 20 on an attack
roll, skill check or saving throw, you
regain one spent superiority die.
#### Versatile Expert
Also, beginning at 3rd level, you gain
proficiency in either 3 skills, tools or a
combination of them. You can change
these proficiencies on a short rest.
Additionally, whenever you make a
skill check in which you are proficient,
you can spend a superiority die to
increase your result.
```
```
#### Supportive Explosives
Starting at 6th Level you can use your Ninjutsu or Genjutsu Save DC instead of the stated DC of an explosive tool. Explosive Tools that deal damage increase their damage by your proficiency bonus. When using an Explosive Tool that doesn’t deal damage, you can select up to 3 creatures. A chosen creature suffers no effect from your Explosive Tool.
#### Prodigy
Beginning at 9th Level any toolkit you use counts as one rarity higher and if you use it to create pills or explosive tools you can create one more each time you expend charges.
##### Superior Expert Table
| Scout-Nin Level | Superiority Dice | Maneuvers Known |
|:---------------:|:----------------:|:---------------:|
| 3rd | 3 | 3 |
| 4th | 3 | 3 |
| 5th | 3 | 3 |
| 6th | 4 | 3 |
| 7th | 4 | 3 |
| 8th | 4 | 4 |
| 9th | 5 | 4 |
| 10th | 5 | 4 |
| 11th | 5 | 4 |
| 12th | 6 | 4 |
| 13th | 6 | 5 |
| 14th | 6 | 5 |
| 15th | 7 | 5 |
| 16th | 7 | 5 |
| 17th | 7 | 5 |
| 18th | 8 | 6 |
| 19th | 8 | 6 |
| 20th | 8 | 6 |
\page
#### Bootleg Medic
Starting at 14th level you can use your bonus action to feed chakra, blood and military ration pills to allied creatures. When you use a chakra, blood or military ration pill this way you can increase the hit points, chakra or temporary hit points and chakra by twice your proficiency bonus.
Additionally all toolkits you use have additional charges equal to half your proficiency bonus.
#### Master Thesis
Beginning at 17th level creatures that benefit from getting helped by you do so for 2 skill checks, attacks or saving throws as long as these happen in the same turn.
Additionally you can use the help action as a reaction to give the creature advantage on a saving throw they are making.
#### True Expert
Starting at 20th Level you gain two ranks of Expertise in every skill or tool you are already proficient in.
Additionally you gain Proficiency in every Skill, Saving Throw or Toolkit you aren’t Proficient in.
Additionally your Versatile Expert feature now gives expertise in the chosen skills or tool kits.
Lastly, spending Superiority Die on Skill Checks does not consume them anymore.
## Expert Maneuvers
#### Quick Assemble
As an action you can spend a superiority die to instantly use one of your tool kits, regardless of its normal duration.
#### Skill Issue
When making a contested skill check you can spend a superiority die to count as proficient, or having expertise if you are already proficient, in your skill. The loser of the contested skill check reduces their next skill check by the roll of your superiority die.
#### Critical Assistance
When an ally within range of your help action would have to make a saving throw, you can spend a superiority die to give them the help action, giving them advantage on the save, and temporary hit points equal to twice the roll of your superiority die.
#### Distraction
When a hostile creature within range of your help action would have to make a saving throw, you can spend a superiority die to give them disadvantage on the save. A creature who fails this saving throw either takes additional damage equal to twice the roll of your superiority die or, if the jutsu doesn’t inflict damage, one additional rank of any conditions the jutsu applies.
#### Expert Athletics
When you use the shove or grapple skill actions you can spend a superiority die to empower your abilities. If you used the shove action you increase your strength modifier by a number equal to your superiority die for this action. If you used the grapple action you lower the skill check of your opponent by your superiority die.
#### Expert Demoralization
When you use the demoralize skill action you can spend a superiority die. If a creature is affected by your demoralize action they also reduce their next saving throw by half the result of your superiority die. If you fail to demoralize them, you can attempt so next turn again instead of after 24h .
#### Expert Feint
When you use the Feint Action you can spend a superiority die to further improve it. A creature that is affected by your Feint Action also decreases it’s AC by half your superiority die until the end of your turn. If you fail to affect a creature with the Feint action, you have advantage with the first attack against the creature on the following turn.
#### Clashing Expert
When you engage in a clash you can spend a superiority die. If you win the clash, you can immediately move your full movement and take the dodge action. If you lose the clash you do not suffer any extra effects of losing a clash other than being hit by the clashed jutsu, you also reduce any damage you would take by twice your superiority die.
#### Expertly Prepared
When you roll for initiative you can immediately spend a superiority die. Increase your initiative by the rolled result and you can also spend your reaction to take a Skill Based Action regardless of action cost.
\page
## [Kingdom Keeper Scout](https://homebrewery.naturalcrit.com/share/yJLEwHEmA1RI)
***Creator:*** *mind_faze*
The Kingdom Keeper Scout wields a powerful weapon of the heart to fend off the evils of the world. Even in the direst of situations, they never falter. When needed the most, they are able to access forms from deep within their heart to boost their power and protect what they hold dear.
#### Superior Limits
Beginning at 3rd Level you learn maneuvers that are
fueled by a special dice called Superiority Dice.
***Maneuvers:*** You learn two maneuvers of your choice, at
the end of this Subclass. You earn more at higher levels as
shown in the “Maneuvers Known” Column of the
Superior Limits table. You can only use one maneuver
per turn. When you take a long rest, you may switch
one maneuver you know for another you qualify for.
***Superiority Dice:*** You have two superiority dice, which
are d8’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Limit table. A
superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a
short or long rest.
#### Keyblade Manifestation
At 3rd level, you materialize a blade shaped like that of a key created to triumph over evil across the world. You can summon the Keyblade to your hand as a bonus action and dismiss it as a free action. The blade resides in a pocket dimension where only it exists while not in use. This blade is chakra enhanced and is unbreakable. The keyblade is a melee weapon with the added benefit of being able to use charisma for attack and damage rolls instead of strength.
Additionally, while you are wielding this blade, Fuinjutsu you cast may use your charisma instead of the normal ability score. Finally, you learn the ninjutsu Lock/Release. This does not count against your total jutsu known list.
#### Drive Forms
At 6th level, your mastery of the keyblade has unlocked a new ability from within your heart. Upon gaining this feature, you may pick one of the ***Drive Forms*** below. You may pick an additional form at 9th and 14th level.
At the start of your turn, you can enter one of your available ***Drive Forms***, listed below. The form lasts for 10 minutes after activation.
As an action on your turn you can
swap your active form. Swapping
your form reduces the duration by
1 minute. Alternatively, you can
deactivate the form as a free action.
Subsequent uses of this feature add a
superiority die to the cost with each use
before taking a long rest.
Also at 6th level, while in a ***Drive Form***, you
may regain one Superiority Die, once per round,
when you do the following based on your form;
- **Valor:** Hit two attacks with a Keyblade.
- **Wisdom:** Move your Full Movement speed, or if a creature fails a save against a Ninjutsu you cast by 5 or more.
- **Limit:** Score a critical hit with a Keyblade.
##### Valor
- Your Strength and Dexterity scores increase by +2
- You gain a second Keyblade with the same statistics of your original Keyblade, including any seals. You cannot be unwillingly disarmed of either Keyblade.
- You gain the *Two Weapon Fighting* Bukijutsu stance and may switch into it upon entering the Valor form.
- Anytime you would deal damage using your Keyblade, you deal additional damage equal to half your scout-nin level.
- Your movement speed increases by +15ft.
- You lost the ability to cast or maintain concentration ninjutsu/genjutsu.
##### Wisdom
- Your Intelligence score increases by +2
- Ninjutsu you cast deal an additional die of damage.
- You are always under the effects of *Wind Release: Feather Fall*
- You ignore the effects of difficult terrain
- You ignore penalties to your water walking, climbing, and wall walking speed.
- You gain the D-Rank ninjutsu, *Hollow Stars*.
##### Limit
- Your Charisma scores increases by +2.
- You gain the *Versatile* Bukijutsu stance and may switch into it upon entering the Limit form.
- When you roll a 1 or 8 on your superiority die, you gain 1 temporary superiority die for your ***Drive Forms*** duration. This die can only be used on maneuvers.
- You may use two maneuvers on a turn instead of just one.
- When you would cast a bukijutsu, you may use your Charisma modifier for the DC and Attack bonus.
#### Chosen Path
At 9th level, your heart has attuned to one of the paths that a Keyblade wielder can walk down upon. Choose one of the three paths below. When you use the damage type listed in the path, it bypasses Resistance and ignores up to your Charisma modifier in DR. You gain the benefits of that path;
##### Dawn
- You may add your Charisma to initative checks.
- Your keyblade may deal fire damage. Weapon attacks you make gain +1 to damage for each die.
##### Mid-Day
- When you cast Fuinjutsu while wielding your Keyblade, you may replace the HS or CS with the W(Keyblade) component.
- Your keyblade may deal lightning damage. Weapon attacks gain a +1 to attack rolls.
##### Dusk
- When you must roll for death saves, you require four failed saves to die and add half your charisma modifier to death saving throws.
- Your keyblade may deal necrotic damage. Weapon attacks against targets with the poison, envenomed, or corroded deal an additional die of damage twice per turn.
\page
##### Superior Limits Table
| Scout-Nin Level | Superiority Dice| Maneuvers Known |
|:--------:|:---:|:----:|
| 3rd | 3 |3
| 4th |3 |3
| 5th | 3 |3
| 6th | 3 |3
| 7th | 4 |3
| 8th | 4 |4
| 9th | 4 |4
| 10th | 4 |4
| 11th | 5 |4
| 12th | 5 |5
| 13th | 5 |5
| 14th | 5 |5
| 15th | 6 |5
| 16th | 6 |5
| 17th | 6 |6
| 18th | 7 |6
| 19th | 7 |6
| 20th | 7 |6
```
```
#### Everlasting Heart
Beginning at 14th level, your mastery of drive forms allows you to push yourself to activate them even at your weakest moments. When you would use a maneuver while having not having any more uses of your ***Drive Forms***, you gain an additional use of your drive forms. Activating a drive form through this feature takes a bonus action and only lasts 1 minute. You may not swap your active form but you can still deactivate it as a free action.
#### Second Chance
At 17th level, your will to fight refuses to let you go down without a fight. When you would be brought to 0 hp, you may spend a Hit Die and Chakra die to instead set your hp to 15. You may add the result of both spent dice to your hp. Each subsequent use increases the cost by one of each dice, but you still only roll one of each dice. This resets on a long rest.
#### Mark of Mastery
At 20th level, your strength of heart has peaked and thus you gain access to your final form. Once per long rest you can activate your final form as a bonus action for 10 minutes Select 1 feature from each of your previous drive forms (excluding ASI improvements). You gain those features in addition to the following;
- You may pick two stats to gain a +2 between your Strength, Dexterity, Intelligence, and Charisma scores.
- When you would take the attack action, you may make an additional attack.
- You gain a second Keyblade with the same statistics of your original Keyblade(including any seals you equipped to the weapon). You cannot be unwillingly disarmed of either Keyblade.
- Both of your Keyblade float around you. They gain the reach, light, and deadly property.
- You gain a flight speed equal to your walking speed.
- When you would cast a bukijutsu, you may use your charisma modifier for the DC and Attack bonus.
- You may make an attack of opportunity once per turn without spending a reaction.
\page
### Limit Maneuvers
The maneuvers are presented in alphabetical order.
#### Ars Arcanum
As a bonus action you can roll one superiority die. You make 2 melee weapon attacks as a part of that bonus action. You may add half of the result of the die to both of the attacks made (Min. 1).
#### Cura
***Scout-Nin Keyword:*** *Specialized*
As a bonus action you can roll a superiority die. Pick a creature within 30 ft. of you. The creature heals an amount of hp equal to twice the result+ your charisma modifier.
#### Flowmotion: Distance
In order to use this maneuver, you must be within 5 feet of either a surface(Other than what you are standing on) or a creature a size. When you would move you may roll a superiority die. You bounce off the surface/creature, moving an amount of feet equal to the result of the die*5+10 in any direction.
If you run into another surface/creature you may move an additional 10 ft. You can move up to 150 feet using this maneuver.
#### Flowmotion: Attack
***Scout-Nin Keyword:*** *Specialized*
In order to use this maneuver, you must be within 5 feet of either a surface(Other than what you are standing on) or a creature a size. When you would move you may roll a superiority die. You bounce off the surface/creature, moving an amount of feet equal five times the result of the die, plus 5, in any direction. If you run into another surface/creature you may move an additional 5 ft.
Alternatively, when you collide with a creature you may make a melee weapon attack against that creature. The creature must make a constitution saving throw vs your taijutsu save dc regardless if the attack hits or not. On a failed save you push the creature 30 feet. You can move up to 50 feet using this maneuver.
#### Friendship Link Attack
***Scout-Nin Keyword:*** *Specialized*
When an allied creature that you can see casts a jutsu that deals damage, as a reaction you may spend a die and cast a jutsu of the same rank that you know that deals damage. You both add the result of the die to the damage.
#### Friendship Link Defense
***Scout-Nin Keyword:*** *Specialized*
When you would cast a jutsu that reduces damage as a reaction to taking damage, you may expend a superiority die. An allied creature within 30 feet of you gains the benefit of the same jutsu until the beginning of their next turn.
#### Key Guard
When damaged by a melee attack you may spend 1 superiority die, reducing the damage taken by the result + your Charisma modifier.
If the triggering attack was an unarmed, weapon, or Taijutsu attack, the attacker takes your weapon's damage + the superiority die result.
#### Scan
When you would make an attack against a creature, you can expend a superiority die. Select a creature that you can see within 30 ft. of you. Make an investigation check against a dc equal to the target's level+5. On a success you can learn one of the following pieces of information.
- The target's current HP
- The target's current CP
- The target's nature releases
- The target's AC
- The target's clan
- The target's adversary role
#### Seal Away
***Scout-Nin Keyword:*** *Specialized*
When you deal damage against a creature with a weapon attack, you can expand a superiority die and force the creature to make a charisma save vs your highest save dc. The creature cannot gain the benefits of any jutsu that provides them with a buff, boon, or bonus in any way until the end of their next turn.
#### Strike Raid
You toss your Keyblade at a
creature's head in an attempt to
catch it by surprise. As an action,
you can expend a superiority die
and make a ranged weapon attack
roll on a creature within 40 feet
of you, with the result of the
die being added to your
attack roll.
On a successful hit you
deal your weapon damage
and the creature must
make a Constitution save
vs your Taijutsu Save DC,
being dazed and weakened
until the end of your next turn
on a failed save.
Regardless of whether
you hit or miss, your
Keyblade returns to
your hand.
\page
## [Physician Scout](https://drive.google.com/file/d/1MB4urrYmeApU6071sm3uVSKSx739uDMK/view)
***Creator:*** *galen876*
Scout-Nin who choose to undertake medical training find
themselves in a program less intensive than that of their full-
fledged Medical-Nin contemporaries, but nonetheless
effective. While they may not be able to directly tend to a
patient as effectively, thy learn field-expedient healing, as well
as ways to turn jutsu that may normally be used to heal into
weapons against their foes.
#### Superior Healing
Beginning at 3rd level, you learn maneuvers that are fueled by
special dice called Superiority Dice.
***Maneuvers:*** You learn two maneuvers of your choice,
which are detailed in the Physician Maneuvers section at the
end of this class. You earn more at higher levels as shown in
the "Maneuvers Known" column of the Superior Healing
table. Many Maneuvers enhance you or your allies in some
way. You can only use one maneuver per turn. When you take
a long rest, you can switch one maneuver you know for
another you qualify for.
***Superiority Dice:*** You have two superiority dice, which are
d6s; you earn more at higher levels, as shown in the
"Superiority Dice" column of the Superior Healing table. A
superiority die is expended when you use it. You regain all of
your expended superiority dice when you finish a short or
long rest.
##### Superior Healing Table
| Scout-Nin Level | Superiority Dice| Maneuvers Known |
|:--------:|:---:|:----:|
| 3rd | 3 | 3
| 4th | 3 | 3
| 5th | 3 | 3
| 6th | 3 | 4
| 7th | 3 | 4
| 8th | 4 | 4
| 9th | 4 | 5
| 10th | 4 | 5
| 11th | 4 | 5
| 12th | 4 | 6
| 13th | 5 | 6
| 14th | 5 | 6
| 15th | 5 | 7
| 16th | 5 | 7
| 17th | 5 | 7
| 18th | 6 | 8
| 19th | 6 | 8
| 20th | 6 | 8
```
```
#### Medical Training
Also at 3rd level, you have trained to use your chakra to heal. You may learn jutsu with the Medical keyword that do not deal damage. You also gain proficiency in Medicine, and can use Intelligence in place of Wisdom for medicine checks.
#### Field Surgery
Finally, at 3rd level, you gain a pool of **Physician Dice** equal to 1 + half
your scout-nin level which are d6s. As a bonus action, you can heal one
creature you can see within 30 feet of you, spending dice
from the pool. The maximum number of dice you can spend
at once equals your Intelligence modifier (minimum of 1 die).
Roll the dice you spend, add them together, and restore a
number of hit points equal to the total.
You regain all your expended Physician Dice when you finish a long
rest. Alternatively, you can expend a superiority die, rolling it
and regaining a number of Physician Dice equal to half the roll's result.
Beginning at 14th level, when you would roll a superiority
die to regain expended dice, you regain a number of Physician Dice equal to the
roll's result, instead of half.
#### Battlefield Triage
Beginning at 6th level, you learn to assess your situations and
better prioritize those with more severe injuries. You can
always tell how many hit points a creature has, rounding to
the nearest 10%. Whenever you heal a creature with less than
30% of their maximum hit points, you can expend a
superiority die. When you do so, the creature heals the
maximum amount possible.
#### Improvised Healing
Beginning at 9th level, you've learned to use your usually
harmful jutsu and manipulate them into healing jutsu instead.
As a bonus action, when you cast a jutsu that would deal
damage to a creature or inflict a condition of some kind, you
can instead heal the creature or remove a condition. The
amount of healing is half the amount of damage you would
have dealt, and the condition you remove is the same
condition the jutsu would have normally inflicted.
If you use this feature with a genjutsu, the target does not
regain hit points, but instead gains temporary hit points equal
to the number of hit points they would have regained.
Additionally, if you use this feature with a jutsu that would
affect an area, all normal targets of the jutsu are healed.
You can use this feature a number of times equal to your
Intelligence modifier, regaining all expended uses when you
finish a long rest. Alternatively, you can expend a superiority
die to use this feature again.
#### Healing Surge
Beginning at 14th level, you have learned to utilize your
healing abilities in larger bursts. When you would use your
***Field Surgery*** feature to heal a creature, you can double the
amount of Physician Dice you use, healing all creatures within 15 feet of
the target creature an amount of hit points equal to half the
result of the dice rolled.
Beginning at 17th level, when you use this feature, you can
choose which creatures are healed.
\page
#### Battle Medic
Beginning at 17th level, you can utilize your healing ability as
quickly as any combatant could strike. When you take the
Attack action, you can replace one of your attacks to expend
one of your superiority dice or one of your Physician Dice from your
***Field Surgery*** feature, healing a creature within 30 feet of you
an amount equal to the die's result + your Intelligence
modifier.
#### Superior Physician
At 20th level, your healing abilities have become incredibly
potent from your first-hand experience. Whenever you heal a
creature and expend a superiority die or use a maneuver as
part of the healing, one target regains additional hit points
equal to the result of your superiority die x your Intelligence
modifier.
### Physician Maneuvers
The maneuvers are presented in alphabetical order.
#### Bypass
***Scout-Nin Keyword:*** *Specialized*
When you would remove a condition on a creature, you can
expend a superiority die. Until the end of your next turn, you
retain the knowledge of how to inflict that condition, and the
next time you would deal damage to a creature within this
duration, you also inflict one target creature with a number of
stacks of the condition equal to a roll of your superiority die,
up to its maximum number of stacks. You cannot inflict any
ranks of exhaustion, slowed, or weakened with this maneuver.
#### Debridement
When you cast a jutsu that would remove a condition, you
can expend any number of superiority dice, restoring a
number of hit points to the target(s) equal to the result of the
roll + your Intelligence modifier.
#### Double Dose
***Scout-Nin Keyword:*** *Specialized*
When you would grant a creature temporary hit points using
a jutsu or feature, and the creature already has temporary hit points, you can spend a superiority die to stack the new temporary hit points on top of the current amount, adding the result of the superiority die to the total. You cannot use this maneuver on a creature while they still have temporary hit points granted from a previous use of this maneuver.
#### Ectomy
***Scout-Nin Keyword:*** *Specialized*
As an action, you can expend a superiority die and make a
melee ninjutsu or taijutsu attack against a creature within
your unarmed reach. Roll your superiority die. On a hit, the
creature has disadvantage on all attack rolls, ability checks,
and saving throws using a certain ability score for the next
minute. The type of ability score is determined by the die roll:
1=Strength, 2=Dexterity, 3=Constitution, 4=Intelligence,
5=Wisdom, 6=Charisma.
As an action, the target or a creature within 5 feet of the
target can make a Wisdom (Medicine) or Dexterity (Sleight of
Hand) check against your ninjutsu or taijutsu DC (which one
is based on the melee attack you made), ending the
maneuver's effect on a success. The maneuver's effect on a creature also ends if you use this maneuver on the same
creature again.
#### Lobotomize
***Scout-Nin Keyword:*** *Specialized*
When you cast a jutsu with the medical keyword that would
restore a creature's hit points to a creature you touch, you can
instead make a melee jutsu attack (the type of attack depends
on the jutsu type), and expend a superiority die, adding it to
the attack roll. On a hit, instead of restoring hit points, the
target takes necrotic damage equal to the amount of hit
points they would normally regain.
#### Placebo
As an action, you can expend a superiority die and choose a
creature within 30 feet of you. The creature ignores any
conditions on it for a number of rounds equal to the die roll.
This maneuver cannot ignore the effects of exhaustion.
#### Reactive Healing
When a creature you can see within 60 feet of you falls
unconscious or drops to 0 hit points, you can use your
reaction to expend a superiority die, healing the creature an amount of hit points equal to the superiority die result.
#### Resident Knowledge
When a creature within 60 feet of you would regain hit
points, you can use your reaction to expend a superiority die,
healing another creature, you can see within 30 feet of both
you and the original creature. The creature regains an
amount of hit points equal to half the amount the original
creature healed + the superiority die result.
#### Set the Bone
When you would heal another creature,
you can expend a
superiority die, also
granting them temporary hit points
equal to the result of the roll +
your Intelligence modifier.
#### Surgical Precision
As a bonus action, you can
expend a superiority die and
make an Intelligence (Medicine)
check against a creature you
can see within 60 feet of you,
with a DC equal to 8 + the
creature's level. On a successful
check, the creature's AC is
reduced by an amount equal
to a roll of your superiority
die until the next attack
is made against it.
\page
## [Rapper Scout](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
The Scout-Ninja that choose to become Rappers see life and events as a source of inspiration. Instead of beating their foes down through pure combat, these Scout-Nin seek to destroy their enemy's morale verbally, whilst strengthening their allies with their optimistic spirit.
#### Superior Vocals
Beginning at 3rd Level you learn maneuvers that are
fueled by a special dice called Superiority Dice.
***Maneuvers:*** You learn two maneuvers of your choice, at
the end of this Subclass. You earn more at higher levels as
shown in the “Maneuvers Known” Column of the
Superior Vocals table. You can only use one maneuver
per turn. When you take a long rest, you may switch
one maneuver you know for another you qualify for.
***Superiority Dice:*** You have two superiority dice, which
are d8’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Vocals table. A
superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a rest.
##### Superior Vocals Table
| Scout-Nin Level | Superiority Dice | Maneuvers Known |
|:--------:|:---:|:----:|
| 3rd |3 |3
| 4th |3 |3
| 5th |3 |3
| 6th |3 |4
| 7th |3 |4
| 8th |4 |4
| 9th |4 |5
| 10th |4 |5
| 11th |4 |5
| 12th |4 |6
| 13th |5 |6
| 14th |5 |6
| 15th |5 |7
| 16th |5 |7
| 17th |5 |7
| 18th |6 |8
| 19th |6 |8
| 20th |6 |8
#### Rising Star
Starting at 3rd level, your study into the art of verbal degradation has expanded your mental prowess. You gain proficiency in Performance, Persuasion, and Deception.
Also, you may use Wisdom to calculate your Armor Class.
At 6th level, once per round, you gain one Superiority Die when you either: Pass a skill check that benefits from **Slander**, a target fails a save against a Genjutsu boosted by **Amp**, or you *Suprise* a target with **Subliminal Messaging**.
```
```
#### Subliminal Messaging
Also at 3rd level, you develop a new tactic of wearing enemies down by attacking their ego first. When you cast a Genjutsu that requires an attack roll, or take the attack action, you can as part of the same action spend a Superiority Die to make a Wisdom (Deception) contested by the creature's Charisma (Persuasion) check, as you call out some flaw with the creature to insult them and disrupt their flow.
If you succeed this contest, add the result of the Superiority Die to your first attack roll against this creature. Regardless of whether you succeed or fail, as long as the creature heard you, the damage roll made deals extra psychic damage equal to the result of the Superiority Die.
If you succeed this check by 5 or more, the creature becomes *Surprised* until the end of the current turn.
#### Path to Stardom
Starting at 6th level, you craft the ultimate tool that you create the perfect tool to showcase your rapping prowess, support your allies, and take your enemies down.
Select one melee weapon. You gain this weapon if you didn't have it already and transform it into the ***Vibratium Blade***. This weapon gains the Finesse property and can use Wisdom for attack and damage rolls. You also customize the weapon with small speaker and a special Fuinjutsu of your design to grant it the following abilities; If this weapon is ever lost or destroyed, you can craft an identical one for 100 Ryo during a long rest.
- **Slander:** As a bonus action, you whisper something you know you can use to hurt a creature's feelings into the ***Vibratium Blade*** for 1 minute. When you make a Performance, Persuasion, or Deception check against this creature, you can use the insult stored with the blade, giving yourself a +1 bonus to the roll. For each additional round you store this insult for, the bonus increases by +1, up to a maximum bonus equal to half your Scout-Nin level.
- **Amp:** As a bonus action or reaction, you can
spend 5 chakra to activate a small portable
speaker attached to your weapon that
amplifies the Yin chakra of Genjutsu
for 1 minute. Allies within a 15-foot
radius that cast a Genjutsu have
their genjutsu's maximum range
increased by half, and add their
Genjutsu ability modifier to damage
rolls if they don't already. If the genjutsu
cast has the *Auditory* keyword, the Save
DC increases by +1.
#### 8-Mile
Starting at 9th level, your tenacity with
genjutsu surpasses all limits.
When a creature is affected by a
Genjutsu you cast spend 2 Superiority Die
to make them unable to cast jutsu of a cost
equal to or lower than the genjutsu cast
for a number of rounds equal to half the
result of one of the Die rolled (Min. 1).
You can use this feature once per long
rest.
\page
#### Ain't About That Life
Starting at 14th level, your arrogance knows no bounds and you won't stand down for anything. You gain immunity to the Frightened condition.
When an allied creature within 30 feet of you is Berserk, Charmed, Frightened, as long as they can hear you, you can make a Wisdom (Performance) check against the Save DC of the effect that caused them to gain said condition as you attempt to uplift their spirits your incredible swagger. If you succeed this check, the creature removes one of these conditions. If you succeed this check by 5 or more, the creature becomes immune to the condition that was removed for 1 minute. An allied creature can only be targeted by this ability once per short rest.
#### Started from the Bottom, Now we're here
Starting from 17th level, you refine your ***Vibratium Weapon.***
Your Vibratium Weapon deals psychic damage in addition to its listed damage for the purposes of overcoming resistance and immunity. You also install a long chakra conductive coil to the hilt of the weapon. When you take the attack action, you can spend 5 chakra to give the weapon the Reach(2) property until the end of the current turn.
Additionally, your Vibratium Weapon abilities improve;
- **Burn (Slander):** When you use the insult you have stored, the creature must make a Charisma saving throw against your Genjutsu Save DC, taking Xd4 psychic damage on a failed save, where X is equal to your ***Slander*** bonus.
- **Bass (Amp):** Genjutsu that would benefit from this ability have their casting cost reduced by -1. Genjutsu with the *Auditory* keyword have their Save DC instead increased by +2.
#### Rap God
Finally, at 20th level, no creature can compare to the power of superior vocals. Instead of using a Superiority Dice for your ***Subliminal Messaging*** feature, you can instead use a d6.
Additionally, your critical threat range for Genjutsu, and attack rolls with your ***Vibratium Blade***, is increased by +1. Genjutsu you cast with the *Auditory* keyword now also deal half damage on a successful saving throw, if they didn't before.
```
```
### Rapper Maneuvers
The maneuvers are presented in alphabetical order.
#### Lyric: Casanova
As an action, you can spend a 1 Superiority Die to break into a free style rap. All hostile creatures within 20 feet of you must make a Charisma saving throw against your Genjutsu Save DC. On a failed save, creatures gain 1 rank of Charmed against you until the start of your next turn.
#### Lyric: Chance
***Scout-Nin Keyword:*** *Specialized*
As a bonus action, you can spend 1 superiority die. The next Genjutsu cast of D-Rank or lower with the auditory and
tactile keywords that force a saving throw has its range
reduced by half, and instead of imposing
a saving throw, you can instead make a
genjutsu attack, applying the effects of a failed saving throw on a successful hit.
Genjutsu cast this way cannot score a critical hit and on consecutive turns, if the genjutsu is still affected by the genjutsu, they can roll the saving throw as normal to remove it, even if the genjutsu would not normally allow repeat saving throws.
#### Lyric: Expurgation
When you are hit by a melee or ranged attack, you can spend 1 Superiority Die and your reaction to reduce the damage by twice the result. If maneuver was in reaction to melee attack, you make a unarmed or weapon attack against the creature. On a hit, the creature must make a Wisdom saving throw against your Genjutsu Save DC, being knocked back 20 feet on a failed save. If maneuver was used in reaction to a ranged attack, if the attacker is within 90 feet, they must make a Wisdom saving throw against your Genjutsu Save DC, taking twice the result of your superiority die in psychic damage and being knocked 20 feet closer to you.
#### Lyric: Fleetway
***Scout-Nin Keyword:*** *Specialized*
You spend 1 Superiority Die to add extra style to your moves. Make a Wisdom (Persuasion) check contested by the creature's Wisdom (Illusions) check. If you succeed this contest, you immediately cast a Genjutsu with the casting time of 1 action against this creature and the creature cannot take reactions until the conclusion of your casting.
If you succeed this check by 5 or more, on a successful hit with a genjutsu attack, the creature's movement speed is reduced by half, or on a failed saving throw against the genjutsu, the creature becomes Dazed for the duration of the jutsu.
#### Verse: Lo-Fight
***Scout-Nin Keyword:*** *Specialized*
You send out chill vibes to yourself and allies within 30 feet. When a creature affected by this maneuver chooses not to attack a creature in any way on their turn, their movement speed is increased by five times the result of 1 superiority die, they gain the benefits of the Disengage action, and they gain proficiency in Intelligence, Wisdom, or Charisma saving throws. (Each ally selects one). The effects of this maneuver last until the end of each creature's turn.
\page
#### Verse: Monochrome
As part of using this maneuver, you must target the creature with an attack roll. On a hit, the creature must make a Charisma saving throw. On a failed save, the creature becomes ***colorblind*** for a number of rounds equal to the result of 1 Superiority Die.
A colorblind creature has disadvantage on all attack rolls and ability checks that rely on sight. A colorblind creature also loses immunity to the Dazed condition for the duration.
This maneuver can be used with another maneuver and you can only have one creature color blinded at a time.
#### Verse: Release
You prepare all your notes and take a deep breath as you prepare to go all out on a creature within 60 feet of you. As a full turn action, you expel a brief but clever roast on a creature to send them *malding* in anger. You can do this in or out of character. Your DM, or another player at the table if the DM approves, gives you a rating from the following options based on how much they enjoyed your roast of the creature. Their rating of your performance gives you a certain effect, as listed below. ***(Garbage, Bad, Good, Sick!)***
##### Release Maneuver Rating Table
| Rating | Effect |
|:--------:|:-------------|
| Garbage | You lose 2 Superiority Dice and all attacks against you have advantage until the end of your next turn. If you do not have enough dice, you take 3d6 necrotic damage which cannot be reduced. |
| Bad | You vaste 1 Superiority Die. |
| Good | You gain a +3 bonus to attack, checks, and saving throws for 3 rounds. This maneuvers action cost was an action, instead of a full turn. |
| Sick | You gain the benefits of a good, and the bonus now applies to your AC. You gain advantage to all attack rolls, checks, and saving throws for 2 rounds. The action cost of this maneuver was a bonus action. |
```
```
#### Rhyme: Retro
***Scout-Nin Keyword:*** *Specialized*
When you cast a Bukijutsu, you can choose to spend 1 Superiority Die to expel a verse of wrath. When you do, you can use your Wisdom as your Taijutsu ability modifier for attack and damage rolls, but not Save DC. If the Bukijutsu cast uses your ***Vibratium Blade***, the bukijutsu’s critical threat range increases by +1.
#### Rhyme: Stress
As a reaction, when you or an ally within 90 feet would be forced to make a Dexterity saving throw, you spend 1 superiority die to quickly spit out a rhyme calling the caster's technique wack in the nick of time.
The creature who would make the saving throw becomes unable to be moved by any means and an immediate reaction that they use to take the dodge action, until the start of their next turn.
#### Rhyme: Thanatophobia
You can spend 1 Superiority Die to tell your allies to cope with the pain. Roll the superiority die and record the result. All allied creatures within 30 feet of you gain temporary hit points equal to twice the result of the superiority die, and resistance to Psychic damage while they have these temporary hit points.
Additionally, affected creatures can add the result of the superiority die to one saving throw they would be forced to make from a hostile effect. Once an allied creature uses this ability, no other allied creature can use it.
This maneuver’s effects last until the end of your next turn.
\page
## [Skateboard Scout](https://homebrewery.naturalcrit.com/share/BEWTNrrK5Z37)
***Creator:*** *JimmyTimmyGaming*
The Scout-nin who choose to become skateboarders embrace a fighting style unheard of by most. Skateboarders value speed and style over raw strength, and display incredible prowess on the battlefield.
#### Superior Tricks
Beginning at 3rd level you learn maneuvers that are
fueled by a special dice called Superiority Dice
**Maneuvers:** You learn two maneuvers of your choice,
which are detailed in the Skateboard Maneuvers Section at
the end of this class. You earn more at higher levels as
shown in the “Maneuvers Known” Column of the
Superior Tricks table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per
attack. When you take a long rest, you may switch one
maneuver you know for another you qualify for.
**Superiority Dice:** You have two superiority dice, which
are d6’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Tricks table.
A superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a
short or long rest.
##### Superior Tricks
| Level | Superiority Dice | Maneuvers Known |
|:-----:|:-------------:|:--------:|
| 3rd | 2|2
| 4th | 2|2
| 5th | 2|2
| 6th | 2|3
| 7th | 3|3
| 8th | 3|3
| 9th | 3|4
| 10th| 3|4
| 11th| 4|4
| 12th| 4|5
| 13th| 4|5
| 14th| 4|5
| 15th| 5|5
| 16th| 5|5
| 17th| 6|6
| 18th| 6|6
| 19th| 6|6
| 20th| 6|6
```
```
#### Skateboarder
Also at 3rd level, you gain the unique skill to utilize a skateboard in combat. You gain a skateboard as a weapon, which you are proficient in. The skateboard deals 1d8 bludgeoning damage and has the deadly property. Additionally, you may spend a bonus action to board the skateboard until you step off it as a free action. While you are riding your skateboard, it gains the finnese and trip properties, you gain +10 movement speed, and you may dash as a bonus action. Also, you may attack and cast bukijutsu using your skateboard as normal while riding it. You can replace your skateboard by spending 20 Ryo anywhere you could normally buy weapons.
While your skateboard is fast, it is difficult to use in certain types of terrain. When you move through difficult terrain while you are riding your skateboard, your movement speed is reduced to 5 feet instead of being halved.
#### Exaggerated Swagger
Beginning at 6th level, your speed and swagger have empowered your skateboarding technique. When you move at least 15 feet directly toward a creature and successfully deal damage to that creature with an attack using your skateboard, you may add a superiority die to the damage (this does not consume the die).
Additionally, the first time per round that you trigger an opportunity attack from a hostile creature, or move your full movement speed on a turn, you regain a
spent superiority die.
\page
#### Skateboard Modification
Beginning at 9th level, you have gained the knowledge required to modify your skateboard. Pick one of the following benefits, gaining another at 14th level;
- **Hoverboard:** When you are riding your skateboard, your movement speed becomes a hover speed, except you can only hover no more than 5 feet off the ground.
- **Wallrider:** You gain the benefits of wall running while riding your skateboard.
- **Chakra Thrusters:** When you take the dash action while riding your skateboard, you gain an additional 15 feet of movement.
- **Trick Stabilizers:** While you are riding your skateboard, you may reroll 1s on your superiority dice.
#### Beef it
Beginning at 14th level, you have developed effective techniques for avoiding damage when you fail a trick. When you miss an attack using your skateboard, you may roll a superiority die, gaining DR until the start of your next turn equal to the result (this does not consume the die). You can only gain DR twice per turn this way and only gain half the amount rolled if you're wearing Medium or Heavy armor.
#### Trick Combo
Beginning at 17th level, your mastery of skateboards grants you the ability to weave attacks into your combo strings. Twice per turn, when you successfully deal damage with your skateboard, you may immediately move up to 15 feet in any direction.
#### Speed Demon
Beginning at 20th level, your skills with the skateboard grant you immense speed. While riding your skateboard, you are always under the effects of the dash action.
### Skateboard Maneuvers
#### Rapid Push-Off
When you board your skateboard as a bonus action, you may roll a superiority die. When you do, you immediately gain the effects of the dash action, and you gain additional movement speed equal to 5 times the result.
#### Slo-Mo Cam
When you take the dash action while riding your skateboard, you may spend a superiority die. When you do so, you jump 5 feet into the air, and you gain a glide speed equal to your movement speed until the end of your turn.
```
```
#### Gainer
You perform a backflip on your skateboard and slam it into your opponent, launching you into the air toward another target. When you successfully land an attack using your skateboard, you may roll a superiority die. The triggering attack or jutsu deals additional damage equal to the result, and you may immediately move to another target within 15 feet of your inital target without triggering reactions. You may make the same attack or recast the same jutsu against the new target as a free action, dealing half the damage of the initial attack on a success.
#### Momentum Transfer
You transfer all of your momentum into your target, launching them backward at high speed. As an action,
you may spend a superiority die and expend any
amount of movement that is a multiple of 10 feet,
targeting a creature within melee range. That
creature must make a Strength saving throw against
your bukijutsu save DC. On a failure, they are knocked back
a distance equal to half the amount of movement you spent and fall prone. If the creature's movement is stopped by a solid object, they take falling damage as if they fell the full distance they were knocked back.
#### Slide Under
You slide your skateboard under your target, jump over them, and attack at the same time. When you target a creature with an attack or jutsu, you may roll a superiority die, adding the result to the attack roll. Additionally, you board your skateboard if you were not already riding it, and you pass through the targeted creature's space, ending on the opposite side of the creature. Also, until the end of your turn, that creature cannot react to your movement.
#### Kickoff
You kick your skateboard at your opponent, and catch it as it rebounds off of them. While you are riding your skateboard, you may spend a superiority die as a free action. When you do so, the next attack or jutsu you cast using your skateboard increases its range by 30 feet.
#### Unrivaled Combo
You perform a series of tricks, using your opponents as surfaces to trick off of. As an action while you are riding your skateboard, you may spend a superiority die. Until the end of your turn, you may pass through spaces that creatures occupy, and your movement does not trigger reactions. When you pass through a creature in this way, that creature must make a Dexterity saving throw against your bukijutsu save DC, taking damage equal to the result of two superiority dice on a failed save, taking half on a success.
#### Acrobatic Kickflip
You perform a dramatic kickflip to dodge attacks. When you are targeted by an attack or jutsu, you may spend a superiority die as a reaction. You gain +4 AC against the triggering attack or jutsu, and you have advantage on Dexterity saving throws until the start of your next turn.
\page
## [SSStylish Scout](https://homebrewery.naturalcrit.com/share/yJLEwHEmA1RI)
***Creator:*** *mind_faze*
The Scout-Nin who choose to become SSSylish Scouts focus on style and finesse in combat more than anything else. These Shinobi are masters of expertly wielding and exchanging between various forms of weaponry, making them nearly unpredictable.
##### Superior Style Table
| Scout-Nin Level | Superiority Dice| Maneuvers Known |
|:--------:|:---:|:----:|
| 3rd | 3 |3
| 4th |3|3
| 5th | 3|3
| 6th | 3|3
| 7th | 4|4
| 8th | 4|4
| 9th | 4|4
| 10th | 4|4
| 11th | 5|5
| 12th | 5|5
| 13th | 5|5
| 14th | 5|5
| 15th | 6|6
| 16th | 6|6
| 17th | 6|6
| 18th | 6 |6
| 19th | 7|7
| 20th | 7|7
#### Superior Style
Beginning at 3rd Level you learn stylish maneuvers that are
fueled by a special dice called Superiority Dice.
***Maneuvers:*** You learn three maneuvers of your choice, at
the end of this Subclass. You earn more at higher levels as
shown in the “Maneuvers Known” Column of the
Superior Style table. You can only use one
maneuver
per attack. When you take a
rest, you may switch
one maneuver
you know for another you qualify for.
```
```
***Superiority Dice:*** You have three superiority dice, which
are d6’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Style table. A
superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a rest.
#### Sick Skills
At 3rd level, you can swap weapons with speed and style. When you make the attack action, you may immediately swap to a different weapon. When you do this, as a bonus action you may make an additional weapon attack. When you make a weapon attack in this way, it deals an additional die of damage but does not add your relevant ability modifier.
Additionally, you declare two weapons as your ***Stylish Weapons.*** A ***Stylish Weapon*** costs no bulk and when you swap to it, it can activate the additional damage effect of this feature on any weapon attack You may declare. It may also use your charisma modifier for attack and damage rolls. You can declare another weapon your stylish weapon at 6th level, 14th level, and 17th level.
Also, at 6th level, once per round when you hit an attack or impose a saving throw with a weapon, and then do the same with another weapon in the same round, regain one Superiority Die.
#### Stylish Styles
At 6th level, you have created four styles for any situation. At the beginning of initiative you may adopt one of the following styles. As a bonus action you can change to a different style. You may spend a superiority die to change to one of the styles without requiring an action. All additional effects for using a die last until the end of your next turn unless stated otherwise.
**Trickster:**
You are always under the effects of the disengage action. If you use a superiority die to activate this stance, you are under the effects of the dodge action until the end of your next turn.
**Swordmaster:**
Melee weapon attacks you make deal an additional amount of damage equal to half your charisma modifier(rounded up). If you use a superiority die to activate this stance, your bonus instead is equal to your full charisma modifier.
**Royal Guard:**
You reduce damage you receive by half your charisma modifier(min 1). You may cast the ***Royal Guard*** taijutsu, if it is already on your list it can be activated an amount of times equal to twice your taijutsu ability modifier.
If you spend a superiority die to activate this stance
you reduce damage received by your charisma
modifier+2 until the end of your next turn.
**Gunslinger:**
Ranged weapon attacks you
make have an additional critical threat range
of +1 and have the deadly property. If you use
a superiority die to activate this stance, the
critical threat range is instead equal to your
charisma modifier to a max of +3.
\page
#### Shinobi Trigger
Beginning at 9th level, you activate an extremely stylish and powerful way to enhance your skills. At the start of your turn you may roll a superiority die(this does not spend the die), activating your shinobi trigger. This manifests itself as chakra gathering around you in a cloak that portrays a mythical being of some kind. You remain in this form for an amount of turns equal to the result of the die(min 2). You gain the following benefits:
* You gain temporary HP equal to twice your scout-nin level
* You may switch your style as a free action
* You are always treated as having used a superiority die for your styles.
Once you have used shinobi trigger, you may not activate it again until the end of a rest. Alternatively, you may spend two superiority die to activate it(you still only use one to determine form duration).
#### Neverending Style
At 14th level, you could never forget about your stylish weapon. That would just be irresponsible. When you would use a jutsu that enhances, buffs, or empowers a weapon you hold that isn't your ***Stylish Weapon***, your ***Stylish Weapon*** has the benefit for the same duration. Additionally, your stylish weapons cannot be broken by any means and you always know their location. Finally, you can summon your ***Stylish Weapon*** to your hand as a free action as long as it is within 1 mile of you.
#### Rapid Style
Your combos don't just end when a creature dies. Instead, it only makes it better. At 17th level, when you reduce a creature's HP to 0, you may swap to a ***Stylish Weapon*** and make a weapon attack at advantage against another creature within range. Each of your ***Stylish Weapons*** can only trigger this effect once on a turn.
#### Smokin' Sexy Style
At 20th level, you are the embodiment of style. While your Shinobi Trigger is active, using maneuvers does not spend any superiority die. Additionally, while your ***Shinobi Trigger*** is active, you gain a flying speed equal to your walking speed. Finally, all your weapons are considered ***Stylish Weapons***.
### Stylish Manuevers
#### Azure Rose
***Scout Nin Keyword:*** *Specialized*
When you make a ranged weapon attack, you may roll your superiority die. You may make an additional amount of weapon attacks equal to half the result(min 1). None of these attacks add modifiers or bonuses to damage of any kind. These attacks cannot trigger this manuever
#### Color Shot
You enhance your ranged weapon, making it's power chain through multiple targets. When you make a ranged weapon attack against a creature, you may spend a superiority die, all creatures within 5 feet of the original target must make a dexterity saving throw vs your taijutsu save dc. On a fail they take your weapon damage + double the result of your superiority die.
#### King's Shield
You tank damage, ready to retaliate brutally. When you would take damage you may spend a superiority die and as a reaction reduce it by twice the result. If the triggering creature is within 5 feet of you, you may immediately make a weapon attack against the creature. On hit you deal your weapon's damage + the amount of damage reduced. If any features from this subclass would reduce damage further, it is added to this damage.
#### Queen's Protector
***Scout Nin Keyword:*** *Specialized*
When an ally within 10 feet of you would be targeted by a jutsu with the clash keyword, as a reaction you can spend a superiority die and cast a jutsu with the clash keyword that you know against the triggering creature. You add the result of your die to the clash check. On a fail, you instead take the damage and effects instead of your ally.
#### Combo Trigger Break
If you would be targeted by a ***Finisher*** after being hit with a ***Combo*** jutsu, as a reaction you may a taijutsu attack vs the creature's taijutsu attack. On a success, the creature's chakra is wasted as the jutsu is interrupted and you may move up to half your movement speed in any direction.
#### Up You Go
***Scout Nin Keyword:*** *Specialized*
When you would make a melee weapon attack against a creature, you can spend a superiority die and force them to make a strength save vs your taijutsu save dc. On a failed save they are knocked 20 feet in the air. As a bonus action, you may target them with a finisher as if you had hit the creature with a ***Combo*** bukijutsu. This weapon attack does not add your relevant ability modifier to the damage.
#### Concentrate
***Scout Nin Keyword:*** *Specialized*
You slow down and breathe calmly, preparing to ravage your foes. As a bonus action, you may spend a superiority die. You gain temporary chakra equal to twice the result.
#### Red Queen
When you would swap your weapon to a
melee weapon, you may spend a superiority
die. Your next melee weapon
attack that hits forces all
creatures within 10 feet of the t
arget to make a Dexterity saving
throw, taking double your weapon
damage on a failed save.
#### Judgement Cut: End
When you would cast a Bukijutsu or
Taijutsu that has additional
effects if you spend chakra,
you may spend a superiority
die, gaining the effect without
spending chakra.
\page
## [Summoning Scout](https://homebrewery.naturalcrit.com/share/c-nC6Jr8TJTh)
***Creator:*** *Merraidoc *
The Scout-Nin who choose to become Summoning Scouts apply their generalized proficiencies of shinobihood to training a Sage Creature of the Summoning Technique jutsu. These shinobi train rigoriously with their summon, sharing each others knowledge, and developing a close bond.
#### Superior Summoning
Beginning at 3rd Level you learn maneuvers that are
fueled by a special dice called Superiority Dice.
***Maneuvers:*** You learn three maneuvers of your choice, at
the end of this Subclass. You earn more at higher levels as
shown in the “Maneuvers Known” column of the
Superior Summoning table. You can only use one maneuver
per turn. When you take a long rest, you may switch
one maneuver you know for another you qualify for.
***Superiority Dice:*** You have three superiority dice, which are d6’s, you earn more at higher levels, as shown in the Superiority Dice column of the Superior Summoning table. A
superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a rest.
##### Superior Summoning
| Level | Superiority Dice | Maneuvers Known |
|:-----:|:-------------:|:--------:|
| 3rd | 3 | 3 |
| 4th | 3 | 3 |
| 5th | 3 | 3 |
| 6th | 3 | 3 |
| 7th | 4 | 4 |
| 8th | 4 | 4 |
| 9th | 4 | 4 |
| 10th | 4 | 4 |
| 11th | 5 | 5 |
| 12th | 5 | 5 |
| 13th | 5 | 5 |
| 14th | 5 | 5 |
| 15th | 6 | 6 |
| 16th | 6 | 6 |
| 17th | 6 | 6 |
| 18th | 6 | 6 |
| 19th | 7 | 7 |
| 20th | 7 | 7 |
#### Synchronized Knowledge
Also at 3rd level, you enlighten your summon to your broad jutsu techniques. Select one summon you have available to you from the ***Summoning Technique***. This summon becomes known as your **Signature Summon**. Select one *Nature Release* keyword you possess, or the *Medical* keyword if you have access to it in some capacity. Your **Signature Summon** gains the ability to learn jutsu with this chosen keyword, that you could also learn yourself.
If you do not possess a Nature Release or the Medical keyword, your summon gains access to another classification of jutsu that you know, picking from *Ninjutsu*, *Fuinjutsu*, *Genjutsu*, *Taijutsu*, or *Bukijutsu*.
#### Summoning Adept (changed)
Starting at 3rd level, you learn the ***Summoning Technique*** Ninjutsu. Your summon teaches a more efficient way of molding your chakra to summon them. When you cast the Summoning Technique, you can reduce the cost by the result of 1 Superiority Die (Min. half cost). When you would roll for initative, you can spend 1 Superiority Die and your reaction to cast the Summoning Technique as part of the same action.
Additionally, your summon is not automatically unsummoned when it runs out of Jutsu Slots.
#### Superior Summon (Changed)
Starting at 6th level, you pick up the pace, and showcase to your Summon how to signature scout technique.
Your **Signature Summon** gains access to their own set if ***Superiority Die***, which are d4s. The amount of Superiority Die they possess is equal to half your maximum amount of Superiority Die. Your summon regains their spent Superiority Die on long rest, and can use the same manuevers that you can. Your summon can only use one manuever per turn, and cannot perform a manuever you already used during the same turn.
Also, at 6th level, once per round when you or your summon would roll a natural 20 on attack roll, skill check, or saving throw, you can choose to regain one Superiority Die or have your ***Signature Summon*** regain 2 Superiority Die.
#### Master and Student Bond (Changed)
Starting at 9th level, you and your Sage Beast dedicate your free time to studying where the other could improve, and focus your time training to improving this said aspect. Choose between two of the following benefits; You can choose an additional benefit at 14th and 20th levels. You can take the same benefit multiple times.
- Your **Signature Summon** teaches you one jutsu of a type that your summon could learn that you cannot learn. This does not count against your jutsu known.
- Your **Signature Summon** teaches you one of its
skill, weapon, or saving throw proficiencies.
- Your teach your **Signature Summon** an
additional jutsu, that does not count against
their jutsu known. You must know this jutsu in
order to teach it to them.
- You teach your **Signature Summon** how to
utilize its full strength, granting them an
additional rank based summon feature.
This feature cannot be changed.
Also, you have improved the offensive and
defensive power of the Summoning
Technique. Damage rolls from your
summons deal an extra die of damage,
twice per turn, and your summons
become proficient in a 4th saving
throw (Pick one, for each summon
you have. This can't be changed.)
\page
#### Peerless Preperation
Starting at 14th level, your summon ensures that you are always prepared, and have a backup plan in case of their absense. When you cast the summoning technique, the jutsu cannot be negated, countered, or reacted to by a hostile creature.
Additionally, when one of your summons would die, all hostile creatures within 30 feet must make a Dexterity saving throw vs your Summon's Save DC as it sends a final wave of chakra, taking your Scout-Nin level, plus any of your summon's Superiority Die it chooses to add in force damage, and being knocked back 30 feet and falling prone on a failed save, or half as much damage and no effects on a success.
#### Perfected Synergy
Starting at 17th level, you and your summon have nearly perfected your ability to fight alongside each other in combat. You gain the following benefits;
- Summons from the Summoning Technique no longer require a bonus action to command, instead acting right before or right after you on your turn. Being incapacitated also does not inhibit your summons from acting.
- When your **Signature Summon** would die, you can spend 1 Superiority Die as a reaction to cast the Summoning technique again, summoning another Sage Creature of C-Rank or lower. Upon being summoned they can instantly take their turn. You can do this once per long rest.
- When you would fail a saving throw, your **Signature Summon** can spend any number of their Superiority Die, adding them to your saving throw result potentially allowing you to succeed. If this causes you to succeed, you suffer no damage or effects. You can do the same for your summon, using your Superiority Die.
- When you would recover your Superiority Die with your ***Deft Explorerer*** feature, your **Signature Summon** also recovers their Superiority Die.
#### Champion of the Sage's Domain(Changed
Starting at 20th level, you and your summon are an unstoppable force, able to demolish small armies. All Summons increase their hit points by your Scout-Nin level, their total number of jutsu slots by +4, and your **Signature Summon** gains 10 ASI points, which you can distribute
however you wish.
Additionally, the casting time of the
***Summoning Technique*** becomes
1 Action, and you can increase
the cost of the jutsu by +5 to
cast it as a Bonus
Action, so long as you
do not currently have
a
summon present.
```
```
### Summoner Scout Maneuvers
#### Altruistic Aid (Changed)
***Scout-Nin Keyword:*** *Specialized*
As a reaction, you may spend one superiority die. When you do, you expend an amount of chakra equal to your Summon's rank *(D-Rank: 3, C-Rank: 6, B-Rank: 9, A-Rank: 12, S-Rank: 15)*. Reduce the chakra cost of this manuever by the result of the die rolled, to a minimum of half the normal chakra cost.
In exchange, your summon is enhanced by a surge of chakra, gaining an additional turn. You can only use this maneuver once per round.
#### Boosted Attack
When an allied creature within 15 feet of you or your summon would miss an attack roll, you or your summon can spend one Superiority Die, adding the result to the attack roll, potentially turning the miss into a hit. A successful hit adds twice the result of the Superiority Die to the damage roll.
#### Concentrated Efforts
When an ally within 60 feet of you would fail a check to maintain concentration, you or your summon can spend 1 Superiority Die, adding it to their result, potentially allowing them to succeed. If this allows them to succeed, they always roll concentration checks at advantage until the start of your next turn, so long as they remain within 60 feet.
#### Combo Attack
***Scout-Nin Keyword:*** *Specialized*
Once per turn, when an ally within 30 feet of you or your summon would land an attack roll on a creature within your range of your movement, you or your summon can spend 2 Superiority Die to dash up to the attacked creature and make an unarmed attack, adding the result of the superiority die to the attack and damage roll, or cast a jutsu of D-Rank of lower that would affect the hostile creature.
#### Guardian Sage
Your summon, as a reaction, can move to a space up to half their movement speed + 5 times the result of the Superiority Die in feet within 5 feet of you in front of you, granting you the benefits of half cover. If your summon is Large, this cover is given to all allied creatures within 5 feet of you (excluding your summon). If your summon is Huge, all affected creatures gain the benefits of three-quarters cover. If your summon is Gargantuan, this manuever affects all allied creatures within 15 feet of you. Creatures gaining the benefit of
cover from your summon
lose this benefit
if they move,
or if your
summon
moves
or dies.
\page
#### Nature's Aegis
When you and your summon are within 60 feet of each other, your can manifest an aegis of chakra undectable to the senses of most around the both of you. You both gain a number of temporary hit points equal to result of any number of Superiority Die + your proficiency bonus for the next minute.
#### Partial Summoning
As a reaction, you or your summon may spend 1 Superiority Die to have your summon teleport you to their side or on top of them if they are big enough. Your summon must be able to see you and be within 90 feet in order to use this manuever.
#### Second Wind (Changed)
***Scout-Nin Keyword:*** *Specialized*
You can spend 1 Superiority Die. When you do, you can spend a number of hit die equal to the result of the Superiority Die, allowing your summon to recover a number of hit points equal to the result of the hit die rolled. Each die rolled adds a +2 to result. Alternatively, you can use this maneuver to restore a number of jutsu slots for your summon equal to half the result of the Superiority Die (Min. 1).
```
```
#### Single Entity (Changed)
***Scout-Nin Keyword:*** *Specialized*
As a bonus action, when you or your summon would cast a jutsu with the range of self that has a duration greater than instant, you can spend 1 Superiority Die to allow the other to benefit from the jutsu simultaneously. The duration of the jutsu becomes equal to a number of rounds equal to the result of the Superiority Die.
#### Summoner's Caution
When you or your summon would cast a jutsu that would impose a saving throws on multiple creatures that does not allow you to exempt allied creatures from being affected, you or your summon can spend 1 Superiority Die to allow allied creatures to remain unaffected.
Additionally, if the jutsu targets multiple creatures, you can target an additional amount of creatures equal to half the result of the Superiority Die, or if the jutsu possesses an area of effect such as a Cone or Line, increase the area of effect by half the result of the 5 times the result of the Superiority Die.
\page
## [Survey Scout](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
The Scout-Ninja that choose to become Survey Scouts seek to free the world of the chains that bind them. They scour the lands searching for the path to freedom.
#### Superior Surveillance
Beginning at 3rd Level you learn maneuvers that are
fueled by a special dice called Superiority Dice.
***Maneuvers:*** You learn three maneuvers of your choice,
which are detailed in the Surveillance Maneuvers section at the end of this subclass. You earn more at higher levels as
shown in the “Maneuvers Known” column of the
Superior Surveillance table. You can only use one maneuver
per turn. When you take a long rest, you may switch
one maneuver you know for another you qualify for. If a maneuver is classified as *Specialized* you must have your ODM Gear equipped to use the maneuver.
***Superiority Dice:*** You have three superiority dice, which
are d8’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Surveillance table. A
superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a rest.
#### Forged in Fire
Starting at 3rd level, your tenacity against adversity has grown into something tangible. You gain proficiency in the Weaponsmith Kit and you can create weapons and you can imbue seals in half the time. Additionally, you have learn the Two Weapon Fighting Weapon Stance. If you already have this stance, you may pick another Weapon Stance.
Also at 6th level, once per round, when you would hit a creature with 3 or more attacks after moving to them with your ODM Gear in the same turn, or when you hit a creature with a size class above Medium, you regain 1 superiority die.
#### Blades of Retribution
Starting at 3rd level, you have created your own unique set of weapons called the ***Blades of Retribution***. The blades come in a set, and only you have proficiency in these weapons, and they are considered martial weapons. These blades are long and segmented, similar to a box cutter. If these blades are destroyed you can spend 1 week + 50 ryo to make a new pair.
##### Blades of Retribution
|Cost | Damage | Damage Type | Weapon Properties | Bulk |
|:--------:|:---:|:----:|:---:|:----:|:----:|
| 50 Ryo |1d6 |Slashing |Critical, Deadly, Finesse, Light | 2|
#### Omni-Directional Mobility Gear
Beginning at 6th level, you have crafted a weapon holster and mobility tool all in one. The ODM (Omni-Directional Mobility) Gear is supported by a series of belts around your body and has gas powered canisters on the side of each hip. Under the canisters there are 8 holsters for your ***Blades of Retribution***. Along with the holsters for your weapon there is a grappling hook on each side that allows the user to traverse the battlefield with ease. The ODM Gear has 3 bulk and any weapons stored in the ODM Gear have their bulk ignored.
You gain special actions that can be used in tandem with your ODM Gear.
**Action:** You completely forgo offensive in the favor of mobility. You take the dash, dodge, and disengage actions augemented by your grappling hooks. You may shoot your hooks as you move into structures, walls, and anything that could support your weight. This movement ignores difficult terrain and you may water/wall walk at normal speed.
**Bonus Action:** You may target a creature you can see within 60 feet of you and shoot your grappling hook towards them. Make a ranged weapon attack using the same attack and damage calculations as your ***Blades of Retribution***. If the target is medium or smaller, when you hit a creature with this attack you can choose grapple them, pulling them toward you on a success. Alternatively, if the target is large or bigger, you can choose to be pulled to it; the target is not grappled.
#### Titan Slayer
Starting at 9th level, your blades can even cut down mountains. Your ***Blades of Retribution*** is increased by 1 step. When you hit a creature with these weapons you gain an additional die of damage for each size class above medium, up to twice per turn.
Additionally, when your grapple hook is connected to a creature to large or bigger creature you gain advantage on the first attack you make per turn.
#### Thunder Spears
Beginning at 14th level, another machination has emerged from your mind. You have created missiles called ***Thunder Spears***, you have 2 on each side, and they are attached to your ODM gear.
You may fire one of these spears as action at a target within 60 feet, if you are grappled to the target you make this attack at advantage. On a hit, the target takes 1d10 + your taijutsu ability modifier in piercing damage. The spear then explodes, and each creature, object, structure, and construct within 20 feet must Dexterity saving throw against your Taijutsu Save DC, taking 6d8 fire damage on a failed save or half as much on a successful one. These missiles are destroyed on use and you can create all lost spears during a long rest.
\page
#### Kill Chain
Starting at 17th level, your prowess with your ODM Gear has reached new heights. When you would move you can instead spend half your movement to shoot your grapple hook as if you had used your bonus action to do so. Additionally, as a bonus action when you kill a creature on your turn you may take the dash action and make a weapon attack with your ***Blades of Retribution*** as a bonus action.
#### Beast Mode
Finally at 20th level, you have learned to tap into the innate, primal force that was always inside you. As an action you can forcefully increase the flow of adrenaline in your body. When you activate this feature it goes back to the start of your turn.
These effects last for 1 minute and ends early if you are knocked unconscious. Once you’ve
used this feature, you can’t use it again until you finish a
short or long rest.
You gain the following benefits:
- Your movement speed is doubled and your movement does not provoke attacks of opportunity.
- You have advantage on Dexterity saving throws and when you pass a Dexterity saving throw you instead take no damage if you otherwise would.
- You can make an additional weapon attack when you make a weapon attack, once per turn.
- You cannot be surprised and you have advantage on perception checks.
- You can spend any number of superiority dice per turn. Additionally, you regenerate 1 superiority die per turn.
```
```
##### Superior Surveillance Table
| Scout-Nin Level | Superiority Dice | Maneuvers Known |
|:--------:|:---:|:----:|
| 3rd |3 |3
| 4th |3 |3
| 5th |3 |3
| 6th |3 |3
| 7th |4 |4
| 8th |4 |4
| 9th |4 |4
| 10th |4 |4
| 11th |5 |5
| 12th |5 |5
| 13th |5 |5
| 14th |5 |5
| 15th |6 |6
| 16th |6 |6
| 17th |6 |6
| 18th |6 |6
| 19th |7 |7
| 20th |7 |7
\page
### Surveillance Maneuvers
#### Battle Plan
When you score roll initiative you may spend 1 superiority die, recording the result. You may make a perception check against a number of creatures equal to your proficiency bonus, adding the result of your superiority die to the total. The DC is equal to the highest creature's level + the total number of creatures. On a success, you gain advantage on the first saving throw you are forced to make against each creature. Additionally, you gain a bonus to your initiative equal to the result of your superiority die.
#### Bloody Vengeance
When you score a hit with a weapon attack you may spend 1 superiority die and give the target ranks of bleed equal to that amount.
#### Dash and Slash
***Scout-Nin Keyword:*** *Specialized*
When you hit a creature you may spend 1 superiority die. When you do so, you may shoot your grapple hook at another creature, structure, or object within 60 feet and pull you towards it without expending your movement. If it would put you within 5 feet of a hostile creature when you end your movement you may make an attack with each your ***Blades of Retribution***. This movement does not provoke attacks of opportunity.
#### Deadly Strike
When you target a creature with a weapon or taijutsu attack you may expend 1 superiority die, recording the result. You add the result to the first attack and damage rolls you make against the target.
#### Evasive Manuevers
***Scout-Nin Keyword:*** *Specialized*
You can expend 1 superiority die, recording the result. You quickly dart out of the way of danger using your ODM Gear
to evade. As a reaction, if your grappling hook is currently attached to a creature, structure, or object you may pull yourself a number of feet equal to 5 times the result of your superiority die. This movement does not provoke attacks of opportunity.
#### Falcon Drop
You can spend 1 superiority die to use the momentum of your fall as a part of your attack. As a requirement for using
this maneuver you must be at least 10 feet above your target. When you deal damage to a creature you deal additional damage equal to the falling damage you would have taken,
up to a maximum of 10d6. You do not take any falling
damage if you use this maneuver as it is masterfully transferred to your opponent.
#### Suspended Heaven
***Scout-Nin Keyword:*** *Specialized*
You can spend 1 superiority die to delay your fall by
shooting your grappling hooks into your surroundings, suspending you midair until the end of your next turn.
The first attack you make until the end of your next turn is made at advantage and cannot be reacted to.
#### Tornado Dash
***Scout-Nin Keyword:*** *Specialized*
When you cast a ***Combo*** and ***Finisher*** during your turn, you can spend 1 superiority die to immediately impose a Dexterity saving throw against one affected creature, with a penalty to their saving throw equal to half the result of the superiority die. On a failed save, you slash at the creature's eyes, dealing your weapon's damage and blinding them until the end of your next turn. A large or bigger creature makes this save at disadvantage.
#### Visceral Attack
When you score a critical hit you may roll 1 superiority die to almost guarantee it is the final blow. You roll additional damage dice equal to the result of half of superiority die, rounded down (Min 1.)
#### Wings of Freedom
You may expend 1 superiority die, recording the result. You bolster all allied creatures within 30 feet of you as you shout a war cry. When you do so, they gain advantage on saving throws against effects and conditions that would reduce their movement, as well as advantage on checks or saves made to break these effects. Additionally, they gain immunity to the frightened, berserk, and charmed conditions. These
benefits last for a number of rounds equal to the
result of you superiority die.
\page
# Taijutsu Style
## [Tempest](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
Taijutsu Specialists who prefer to blend their style with an uncessary amount of speed are know as Tempests. These flashy fighters use the battlefield to stretch their legs and let lose a maelstrom of lightning-fast kicks.
#### Turbulence
When you choose this Style starting at 3rd level, you
have trained your legs until you feel the urge to run at all times. Your base movement speed increases by +10 feet, on top of your speed increases from the ***Enhanced Movement*** table. This increase in movement speed increases as you gain levels in this class, as indicated by the ***Turbulence Speed Chart***.
Your unarmed attacks must use your legs to use any of this subclass' active features.
##### Turbulence Speed Chart
| Level | Movement Speed |
|:----:|:----:|
| 3rd | +10 |
| 6th | +15 |
| 10th | +20 |
| 14th | +25 |
| 17th | +30 |
#### Tempest Fury
Also, at 3rd level, you begin to overwhelm your opponents with your blistering speed, using your swiftness to your advantage.
You learn to accomplish this through a series of
***Martial Techniques***, unique to you and your style of
combat. You learn the following four ***Martial Techniques***.
***Hail.*** Whenever you hit a creature with one or more unarmed
attacks, you may spend 1 martial die to increase your
movement by 5 feet for each successful hit, and gain a +1
bonus to AC, until the start of your next turn.
***Sleet.*** You move quickly making your body appear as sleet.
You can spend 1 martial die to take the dodge action
as a reaction.
***Snow.*** You move gracefully like snow, moving silently.
As a bonus action by spending 1 martial die you gain the
benefits of both the dodge and disengage actions.
***Rain.*** You move fluidly, allowing you to carry your
momentum. When you cast a taijutsu, you can spend 1
martial die to take the dash action as a free action.
#### Gale
Starting at 6th level, you have begun to strike at the slightest threat of danger. You ignore difficult terrain and your wall and water walking speed is equal to your walking speed.
Additionally, you add your full
proficiency bonus to initiative rolls instead of half.
Also at 6th level, you can spend 2 martial die to increase your AC by +1 for every 10 feet of movement you use if you take the dash action, to a maximum of your half your proficiency bonus.
#### Hurricane
Starting at 9th level, your agility is to be acknowledged and respected. You have advantage on any saving throw that would reduce your movement and you spend 1 martial die to end the grappled or restrained conditions.
Additionally, your kicks have extra striking power. When you hit a creature with an unarmed attack, you can spend 2 martial die to knock them back equal to your current ***Turbulence Speed Chart***. If a creature hits a wall or another creature with this effect, the creature(s) must make a Dexterity saving throw taking one of your unarmed damage die per every 5 feet. they would have traveled and fall prone on a failed save.
#### Tornado
Beginning at 14th level, as an action you can spend 3 martial die to make a number of unarmed attacks equal to your movement speed/10 feet. for each attack up to an amount equal to your proficiency bonus. These attacks only add half your ability modifier to the damage.
Also at 14th level, when you take the dash action in anyway, increase your movement speed by triple your movement speed instead of double.
#### Cyclone
Beginning at 17th level, your movements leave a path of destruction due to your sheer speed. As an action you can spend 4 martial die to become an incarnate of wind itself. While you are in this form, you gain the following benefits;
- You double your movement speed and your movement does not provoke oppurtunity attacks.
- When you take the attack action, you can use a flurry of blows without spending martial die.
- You are counted as being under the effects of the Dodge Action.
You can stay in this form for a number of rounds equal to your proficiency bonus and can only activate it once per long rest.
#### Typhoon
Finally, at 20th level your speed has manifested into even the most simple techniques. You become immune to the grappled and restrained conditions. When you hit a creature with an unarmed or taijutsu attack you can spend 1 martial die to knock them prone and deal additional damage equal to your proficiency bonus, as the force of your kick destroys their defenses.
Also at 20th level,
choose one bullet
from ***Cyclone*** you
gain those benefits
even without
activating that
feature.
\page
## [Grappler](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
Taijutsu Specialists who blend their style with Grappling have mastered locking down their opponent's joints. Rushing forward to deal with potential threats and dispatching them systematically is what a strives to do. Through a combination of grapples, throws, and unarmed strikes, this breed of Taijutsu Specialist excels in making opponents unable to flee.
#### Fancy Footwork
When you choose this Style starting at 3rd level, you
have trained yourself to move in ways that extend your normal reach. Your unarmed attacks gain the **Reach 1** property, as you have learned to step in and out of your opponent's effective range.
Additionally, You've developed the skills necessary to hold your own in close-quarters grappling. You can exchange an unarmed attack to attempt to grapple an opponent.
#### Submissions
Also, at 3rd level, you learn to grapple opponent's
with throws that will leave them staggering.
You learn to accomplish this through a series of
***Martial Techniques***, unique to you and your style of
combat. You learn the following 3 ***Martial Techniques***. A creature can only be under the effects of one the ***Martial Technique*** granted by this subclass at a time.
***German Suplex.*** When you would grapple a creature, you
can spend 1 martial die to knock them prone, ending the
grapple and dealing your unarmed damage.
***Hip Throw.*** When you would grapple a creature, you can
spend 1 martial die to knock them prone, and throw them
10 feet in any direction.
***Headlock.*** When you would grapple a creature, you can
spend 1 martial die to also make them restrained for the
duration of the grapple.
#### Ground Fighting
Starting at 6th level, you have become accustomed to fighting and moving while not standing. While you are prone you no longer have disadvantage on melee attack rolls,
creatures within 5 feet no longer gain advantage,
and you only need to spend 5 feet to stand up.
Additionally, when you score a critical hit with
an unarmed attack the target is automatically
grappled.
#### Ridiculous Strength
Starting at 9th level, your grappled opponent
can be used as a glorified shield, You can
grapple creatures no matter their size. You
have advantage on Strength and
Dexterity saving throws while you are
grappling a creature that is Medium
or larger and your AC is increased
by 1 for each size category
(Medium = 1, Large = 2, etc.)
Additionally, when a creature attempts to
move, teleport, or otherwise break out of a
grapple by using a feature or jutsu, you can
spend 1 ***Martial Die*** to negate that effect
until the start of your next turn.
#### Iron Grip
Beginning at 14th level, you ignore immunity to the grappled and restrained conditions.
Also at 14th level, your grappling style has evolved even further and you learn more advanced grappling techniques and gain access to three new ***Martial Techniques***.
***Flying Armbar.*** As an action, you can spend 2 martial die
to deliver a jumping submission, make a grapple check
against a target creature within 10 feet the target is
grappled, dazed, prone, and restrained on a success. The
target can use an action to attempt to escape your grip.
***Twister.*** While a grappled and prone creature is within 5ft.,
you can spend 1 martial die as a bonus action to contort
their body into a painful position. The target creature must
succeed on a Strength Saving Throw becoming weakened
and taking your unarmed damage. At the start of each of
their turns they take can attempt to break out.
***Hammerlock.*** While a prone creature is within 5 feet,
you can spend 1 martial die as a bonus action to painfully
pin their arm. Make a grapple check against the target
creature. On a success, the target takes your unarmed
damage and is restrained. A creature takes damage equal
to your taijutsu modifier at the start of their turn. At the
end of each of their turns they take can
attempt to break out.
#### Chain Grab
Beginning at 17th level, you have learned to grapple
people in quick succession, further hindering
their
movements. When you use a ***Martial
Technique*** granted by this subclass you may
spend 2 additional martial die to automatically
use any other ***Martial Technique*** feature granted
by this subclass at
no extra cost.
Additionally starting at 17th level, creatures
cannot weave hand signs
when grappled by you.
#### The God of Grappling
Starting at 20th level, you have
reached the
pinnacle of grappling
superiority. When a
creature
would cast a jutsu you may spend
your reaction and 2 martial die to
move up to your movement speed
to attempt to stop them, by
grappling them. You make this
grapple check at advantage. On a
success a creature is subjected
to any one of your
***Martial
Techniques*** granted to you by
this subclass at no additional
cost.
Also at 20th level, your body
has become accustomed to
fighting on the ground, and
your skin has toughened up
considerably. While you are
unarmored you gain an
amount of damage reduction
equal to your Constitution
modifier.
\page
## [Matrix](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
The Taijutsu Specialist who blends their style with their Matrix ideology battle in a way that seemingly escapes the bounds of the known reality. These specialists view the world as a series of set events predetermined by some higher force. Their beliefs push them to discover ways that the sequence can be broken, granting them access to superhuman power.
#### The Prophecy
When you choose this Style at 3rd level, you begin to see the world as if it were a sequence of numbers and fight to break the boundaries set upon you. You gain proficiency in Insight and you ignore penalties and disadvantage on Insight rolls.
Additionally, you can use Wisdom in place of Dexterity for Taijutsu Specialist features that require Dexterity.
#### Source Code
Also, at 3rd level, you ways to break the sequence of your opponent’s attacks with the following 2 ***Martial Techniques.*** When you use a **Martial Technique** or a Taijutsu, until the start of your next turn creatures have disadvantage on attacks of opportunity against you, and your jump height is doubled.
***Bullet Time.*** You can spend 1 **Martial Die** to take the dodge
action as a reaction when you would be targeted by an
attack or make a saving throw that would benefit from the
dodge action. Additionally, the triggering creature rolls an
additional d20, taking the lowest result of their attack roll if
an attack was performed, or, against the triggering saving
throw, you can add the result of your Martial Die to your
saving throw.
***There is no Chakra.*** When you make land an unarmed
strike or affect a creature with a Taijutsu, if the creature is
benefitting from a jutsu, regardless of whether the jutsu
requires concentration, you can spend 1 **Martial Die** per
attack or saving throw to force the original caster of the
jutsu to make a concentration check, subtracting the
**Martial Die** from their result. If the affected creature is
neither concentrating or benefitting from a jutsu, this
technique instead imposes a Constitution saving throw,
where failure prevents the creature from concentrating on
jutsu until the end of your next turn.
#### Neo
Starting at 6th level, your vision begins to warp and change, as you begin to perceive the preset order of events creatures will make, as if they were written in a script.
You gain a +1 bonus to unarmed and Taijutsu (Bukijutsu not included) attack and damage rolls for each hostile creature within 5 feet of you, when there are at least two hostile creatures within 5 feet of you.
Also at 6th level, once per short rest, you can increase your Passive Perception and Passive Insight by half your Taijutsu specialist level, and gain 5 times your Taijutsu Specialist level in feet of Blindsight, Chakra Sight, and Tremor Sense for 1 minute. You can reactivate this feature without taking a rest by spending 2 **Martial Die**.
#### Deconstruction of Reality
Starting at 9th level, reality's fabric begins to become clear to you, so clear in fact that you believe you can weave it. Taijutsu you cast deal double damage to structures and constructs, and creatures with temporary hit points.
Your **Source Code** Techniques also gain the following text;
**Bullet Time.** The triggering creature has disadvantage on
consecutive attack rolls they make against you, or you have
advantage on consecutive saving throws they impose
against you, during the turn this technique is activated.
**There is no Chakra.** If the affected creature or original
caster of the jutsu the target is benefitting from is unable to
lose concentration as the result of a jutsu, feature, or trait,
you can spend an additional **Martial Die** each time you
would use this technique to force them to make a
concentration check regardless.
#### Freedom from the Machine
Starting at 14th level, the restraints of the world no longer bind you with its chains. On your turn, you can spend 2 **Martial Die** to give yourself flying speed equal to your movement speed for 1 minute, and can spend 1 **Martial Die** at the end of this duration to restart the duration.
Also at 14th level, you can use **Unshakeable Will** and **Master of Persistance** without Martial Die, a number of times equal to your Wisdom modifier per long rest.
#### The One
Starting at 17th level, in a dire moment, you choose to exempt yourself from the confines of the world, allowing your innermost desires to take precedence. When you would reach 0 hit points or are killed, you can make the choice to continue going and be the one to define fate. You become the **The One** for 1 minute, gaining the following benefits; After 1 minute, you fall unconscious for 8 hours.
- Upon becoming **The One**, you recover all Martial Die, and recover half of your maximum hit points and chakra points. Excess hit points and chakra become temporary hit points and chakra.
- Your movement speed is doubled.
- Your Wisdom ability score increases by +2.
- ***Neo*** is always active, and now also grants you True Sight.
- You become immune to the Unconscious, Slowed, and Weakened conditions.
- As a reaction, when you would be targeted by
a ranged attack or make a saving throw
against a hostile effect that would deal
damage, you can make a Wisdom (Insight)
check against the attack roll or Save DC
respectively. If your result is greater, the attack’s
velocity slowly becomes 0, freezing in place
before dispersing.
- You cannot lose the ability to take a
reaction, nor can creatures ignore it.
#### Revelations, Reloaded
Finally at 20th level, you are the rebellous
program that redefines reality. You have
advantage on death saving throws, and
ignore massive damage rules. You are
also immune to hostile effects that would
cause instant death.
\page
## [Martial Combat](https://drive.google.com/file/d/1o3zzf3sDw4XvBKdBAkw6NmjM-rUAp9tD/view?usp=sharing)
***Creator:*** *Saikusu*
Taijutsu specialists who dedicate themselves to the Martial
Combat have mastery of all forms of weaponry in combat.
They see their weapons as an extension of themselves and
their techniques.
#### Martial Focus
When you choose this style, starting at the 3rd level, you gain proficiency in Quarterstaffs, Nunchaku, and Tonfas. These weapons become Taijutsu Specialist weapons for you, and while you are equipped with a Taijutsu Specialist weapon, you are considered unarmed for the purpose of interactions with Taijutsu, Taijutsu Fighting Styles, and Taijutsu Specialist features.
Additionally, jutsu that would augment your unarmed strikes instead affect your taijutsu specialist weapon, and when you make an unarmed attack, or deal your weapon's damage as part of a Taijutsu, you can use your taijutsu specialist weapon's attack bonus and damage.
Finally, once per turn, you can enter a focused state of mind with Taijutsu Specialist weapon, gaining access to abilities that can be unleashed with ***Martial Die*** until the start of your next turn. Choose from one of the following;
- **Quarterstaff's Strength:** While wielding your *Quarterstaff* with both hands you can spend 1 ***Martial Die*** to double your unarmed damage die.
- **Nunchaku's Fury:** While wielding a Nunchaku, you can spend 1 ***Martial Die***, whenever you would successfully hit an opponent with your taijutsu specialist weapon you may immediately make another attack, dealing 1d6 bludgeoning damage, up to twice per turn. This damage cannot be increased or augmented by any means.
- **Tonfa's Trickery:** While wielding a **Tonfa** in each hand, you can spend 1 ***Martial Die***. When you would successfully hit an opponent with your taijutsu specialist weapon, you may attempt to trip the target, adding the result of the Martial Die to your check.
#### Armed Combat
Starting at 3rd level, you learn the following ***Martial Techniques***. In order to use these Martial Techniques, you must be wielding a Taijutsu Specialist weapon.
***Leviathan Dash.*** When you land an unarmed attack with the
attack action, you can spend 1 **Martial Die** to toss your
weapon to an allied creature within 10 feet of you. The
allied creature then moves up to target and makes
an unarmed attack against them, using your
attack bonus, and adding the Martial Die to
the damage roll. The allied creature then
tosses your weapon back to you.
***Seismic Strikes.*** You channel chakra into your
weapon to strike with incredible force. You can
spend 1 **Martial Die** and until the end of your next
turn, each successful unarmed or taijutsu attack
made with your weapon knocks the creature back 5
feet. If the creature possesses or is under an effect
that
would inhibit knockback, you instead
increase your critical threat range for the
aforementioned attacks by +2 against this
creature.
#### Combat Versatility
Beginning at the 6th level, when you would cast a Taijutsu
with the *Combo* keyword, you can cast a Bukijutsu with the *Finisher* keyword using your taijutsu ability modifier. The Bukijutsu cast counts as a Taijutsu for the purpose of Taijutsu Specialist feature interactions. You can only cast 1 Finisher per turn.
When you cast a bukijutsu with the Finisher keyword, you can spend Martial Die equal to the rank of the juttsu to add your Taijutsu Specialist level to the first damage roll. ***(D/C-Rank: 1, B/A-Rank: 2, S-
Rank: 3)***
#### Break 'em Down
Beginning at the 9th level, when you would deal bludgeoning damage to a creature with your taijutsu specialist weapon, you can impose a Constitution saving throw by spending 2 ***Martial Die.***
On failed save the target is dazed for a minute. If they are already dazed they are stunned. If they are already stunned they are paralyzed. A creature may remake this saving throw at the end of each of its turns.
#### Martial Expert
Beginning at the 14th level, you and your weapon are one. After constant battles, you can now further enhance your
abilities based on your weapon choice as follows:
- **Quarterstaff Expert:** While benefitting from *Quarterstaff's Strength*, you can spend 2 ***Martial Die***, to cause damage you inflict with your taijutsu specialist weapon unable to be reduced by any means, and cause enemies to roll the first saving throw from taijutsu you cast utilizing with your weapon at disadvantage.
- **Nunchaku Expert:** While benefitting from *Nunchaku's Fury*, you can spend 2 ** Martial Die**. Whenever you successfully hit with a taijutsu specialist weapon, your chance to hit with taijutsu specialist weapons and taijutsu increases by +1 for the duration.
- **Tonfa Expert:** While benefitting from *Tonfa's Trickery* you can spend 2 ***Martial Die*** to make each successful attack you make with your weapon increase your AC by +1 for the duration.
#### Master of Combat
Starting at the 17th level, you have attained heights no other
has with their taijutsu. Choose between **Quarterstaff
Strength**, **Nunchaku's Fury**, or **Tonfa's Trickery**.
You are now always under its effects. Additionally,
you can spend an extra ***Martial Die*** when activating
Martial Expert to extend the duration until the end of
your next turn.
#### Martial Combat Technique
Starting at 20th level, your finesse with using
weaponry in tandem with your fists in
hand to hand combat surpasses the skill of all who only
focus on one of these attributtes. When you cast a
Taijutsu or Bukijutsu with a Taijutsu Specialist
weapon, you can spend 3 ***Martial Die***,
granting it the ***Martial Combat*** keyword.
Jutsu with the ***Martial Combat*** keyword
cannot miss unless the attack roll is a
natural 1.
\page
## [Realized Soul](https://homebrewery.naturalcrit.com/share/yJLEwHEmA1RI)
***Creator:*** *mind_faze*
Realized soul taijutsu specialists fight with a manifestation of their powerful battling soul. Whether it be a humanoid manifestation or simply a piece of clothing. Your chakra may be low but your spirits will always be high.
#### Soul Manifestation
At 3rd level, you begin to manifest a portion of your battle soul. As an action or bonus action, you can spend 1 **Martial Die** to release a portion of your battling spirit. This manifestation of your soul is of your own description, whether it is embodied by a seperate entity or a simple scarf.
Upon activitating your soul, all creatures of your choice within 10 feet of you must make a dexterity saving throw vs your Taijutsu Save DC. On a failed save they take the martial die in force damage.
For the next 10 minutes, your soul is manifested. It will disappear early if you are incapacitated or die. You gain the following benefits while the spirit is summoned:
* You can use your Charisma modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
* You may use Charisma in place of any Taijutsu Specialist features that use Dexterity. This includes casting taijutsu with Charisma in place of dexterity.
* Enhanced by the power of your soul, your unarmed strikes gain the reach property, and you may use charisma for attack and damage rolls, changing the damage type to force.
* Twice per turn, when you deal force damage, you add 1 **Martial Die** to the result. This does not spend the die.
#### Realized Techniques
Also at 3rd, you learn to use two new techniques in tandem with your manifested soul.
***Autonomous Defense.*** When you would take damage, you
may spend up to 3 **Martial Die**. For every die spent, you
reduce the damage dealt by the result of the die + half your
charisma modifier. If your ***Soul Manifestation*** feature is
active and the triggering creature is within 10 feet of you,
you may make an unarmed attack against them.
***Soul Flurry.*** When you make an unarmed attack as
an action, you may spend up to 2 **Martial Die**.
You may make an additional unarmed attack
for each die spent. Additional attacks made
using this feature deal additional
damage
equal to your martial die. If your ***Soul***
***Manifestation***
feature is active then
each attack adds half your charisma
modifier to the damage.
```
```
#### Oppressive Soul
At 6th level, you learn the D-rank Ninjutsu *Oppressive Aura*. This jutsu loses the Ninjutsu keyword, has its range increased to 15 feet, and gains the Taijutsu Keyword. This jutsu uses your Taijutsu Save DC as opposed to your Ninjutsu Save DC. When you activate your ***Soul Manifestation*** feature, you may pay half the jutsu's cost to cast it as part of the same action. When casted this way, you are not required to pay concentration costs.
Additionally, if *Oppressive Aura* is casted while you are gaining the benefits of Soul Manifestation, you may increase the cost by 3. When you do, affected creatures gain either a rank of charmed or fear(Your choice).
Starting at 10th level, whenever a creature affected by this jutsu fails the roll to end the jutsu, you may spend a 5 chakra. When you do you may inflict an additional stack of any *Mental* condition they are suffering from.
#### Soul Heart
At 9th level, your soul becomes potent enough to maintain itself while seperated from you. When you would use your ***Soul Manifestation*** feature, you may spend an additional **Martial Die**. When you do this, your soul manifests itself in it's full form. During this, you gain the following benefits in addition to your Soul Manifestation features;
- Your Unarmed Attacks now have the reach 2 property and all Taijutsu you cast have their range increased by 10 feet.
- When a creature hits you with an attack roll, you reduce the damage taken by the result of 1 **Martial Die**. This does not spend the die.
- You cannot suffer a penalty to attack bonus or saving throws from mental conditions.
- When a taijutsu you cast would inflict a condition, you may instead inflict an equivalent amount of ranks of fear or charmed until the end of your next turn.
#### Shattering Blast
At 14th level, when you activate your ***Soul Manifestation*** feature, all creatures who take damage from the activation are also pushed back by 10 feet.
Additionally, as a reaction when you take damage, you may spend 2 **Martial Die** and 10 chakra. When you do, you
reduce the damage by the result of the spent die +
your Charisma modifier. If you are not under
the effects of the ***Soul Manifestation***
feature, you activate it as part of the
reaction.
\page
#### Serene Soul
At 17th level, you learn to enter a trance where you're able to move, feel, and react to the souls of those around you. With this level of awareness, your own soul and combat prowess are boosted to unprecedented heights. While your ***Soul Manifestation*** or ***Soul Heart*** features are active, you may spend 4 **Martial Die**. For the next minute you gain the following benefits;
- You gain the benefits of the ***Soul Heart*** feature.
- Hostile creatures who begin or end their turn within 10 feet of you may not roll to end the effects of a jutsu that inflicted the charm or fear condition onto them.
- You gain blindsight up to 30 feet. With this blindsight, you can only perceive creatures who have souls.
- You gain a +2 to AC, Dexterity and Charisma saving throws against creature with souls.
At the end of this minute, you become Weakened until the beginning of your next turn. You may go into full spirit mode once per long rest.
#### Soul Shatter
At 20th level, you're truly one with your soul. You fight together better than any old army could. You no longer require a **Martial Die** to activate your ***Soul Manifestation*** feature.
Additionally, when you inflict the charm or feared condition with a Taijutsu, you may spend 4 **Martial Die**. The taijutsu inflicts 5 ranks of the charmed or fear condition. These ranks of fear or charmed disappear at the end of their next turn and their duration cannot be extended by any means.
\page
## [Ultimate Battle](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
Taijutsu Specialists who blend their style with the Ultimate Battle set forth on a journey to attain the highest level of martial arts; Mastery of Self Movement, the ability to fight without so much as a single thought.
#### Dragon Soul
Beginning at 3rd level, you broken past your body's limitations and have improved your phyisical strength, as well as your aptitude with chakra control. You can use Martial Arts in place of Chakra Control, and learn and create Taijutsu in half the required time (this doesn't stack with similar effects).
Using your Taijutsu learning score in place of your Ninjutsu learning score, you learn 1 Ninjutsu that you qualify for that requires an attack roll. This loses the Ninjutsu keyword, and gains the **Taijutsu** and **Finisher** keywords. You can use this Ninjutsu in place of a Taijutsu Finisher, and this jutsu deals 2 extra die of damage when used as a Finisher. You gain more Ninjutsu this way at 10th and 17th levels, and can switch the Ninjutsu when you gain a level in this class.
#### Limit Breaking Combat
Also at 3rd level, you gain new ways to surpass your limits amidst the heat of battle using your ***Martial Die***. You learn the following ***Martial Techniques***.
***Instinctual Inversion.*** As a reaction, when you would
damaged by an area of effect, you can cast a Ninjutsu
under the effects of your ***Dragon Soul*** feature, at half cost,
shaping the chakra into a sphere in front of you. Roll the
jutsu's damage dice and reduce the incoming damage by
the result. Using this reaction prevents the area of effect
from spreading to the space directly behind you. If you
reduce the incoming damage to 0, you gain advantage on
any saving throws from the triggering jutsu. If you reduce
the damage by 150% or more, you instead succeed said
saving throws. This technique costs a number
of
***Martial Die*** equal to
the rank of the jutsu cast. *(D-*
*Rank: 1, C-Rank: 2,*
*B-Rank: 3, A-Rank: 4, S-Rank: 5)*
***Instinctual Strikes.*** When you cast a Taijutsu, you
can spend
1 ***Martial Die*** to ignore any bonuses
a creature may have to their AC as the result of
a jutsu, feature, or trait until the end of your next
turn.
This does not apply to changes in AC calc.
#### Instinctual Defiance
Starting at 6th level, your body's instinctual fighting
style emboldens your spirit and mind, preventing
your will from ever being triumphed over. Once per
long rest, when you would fall under the effects of a
Genjutsu or Fuinjutsu, or gain the Berserk,
Charmed, Frightened, Grappled or Restrained
conditions, you can let out a loud battle cry,
flairing an aura of chakra
which expels the
triggering effect(s). All hostile creatures
within 15 feet, are blown back 20 feet.
Until the end of your next turn, you
have advantage on attack rolls
against
the creature responsible for giving you one
of the aforementioned effects. You gain
an extra use of this feature at 14th level.
#### Autonomous Ultra Instinct
Starting at 9th level, you have begun to tap into a state that most Shinobi could only ever dream of, ***Autonomous Ultra Instinct***. the peak of Taijutsu. However, it is incomplete. You have only managed to grasp half of the full power Ultra Instinct. Select either the **Offensive** or **Defensive** signs of Ultra Instinct. You cannot change this later. Once per rest as an action, you can spend 2 **Martial Die** to enter Ultra Instinct for 1 minute, gaining the benefits listed below. The form ends early if your chakra reaches 0. If you attempt to enter Ultra Instinct again before taking a rest, you expend 5 chakra die.
##### Offensive Sign
- Your maximum ***Martial Die*** increases by +1.
- Your unarmed damage instead adds 1.5x your ability mod.
- Whenever a creature hits you with a melee attack, you can make one unarmed attack at them, once per turn.
- When you land an unarmed or taijutsu attack roll, you deal an additional amount of damage equal to the amount your attack roll result exceeded the target's AC by (Max of +5).
- While *bloodied* (Under 50% hp), creatures cannot react to ***Finishers*** you cast, when used as a Finisher.
##### Defensive Sign
- You gain 7 temporary hit points at the start of your turns.
- Attacks against you, and Dexterity saving throws you make, suffer a penalty equal to half or a bonus equal to the full result, of one **Martial Die**. This does not spend any.
- When you would fail a saving throw, you can spend any number of **Martial Die**, adding them to result.
- Your movement speed is doubled.
- While *bloodied*, critical hits against you are treated as normal hits.
#### Mystic Awakening
Starting at 14th level, even when everything seems dire,
your spirit burns a light of hope for all. You are unable
to lose the ability to mold chakra.
Additionally,
Ninjutsu you cast with the ***Finisher*** keyword gain
a +1 to damage die and Save DC.
Finally, as a reaction to becoming bloodied, you can
immediately ***Ultra Instinct*** at no ***Martial Die*** cost, dispelling
any triggering effect(s) and negating
any attack(s) if any,
and immediately
taking your turn. You can only activate
Ultra Instinct this way once per full rest.
#### Kami no Ryōiki
Although your journey is not over, your mind,
body, and soul have undergone tremedous
evolution. Starting at 17th level, when
you
enter ***Ultra Instinct*** you can
choose to
benefit from both the
**Offensive** and
**Defensive** signs.
#### The Ultimate Battle
Starting at 20th level, you have at long
last attained mastery over the technique
of self movement, placing you on a
pedestal akin to gods. The duration of
***Ultra Instinct*** is doubled, and
***Limit Breaking Combat*** martial techniques have
their Martial Die costs halved while in Ultra
Instinct (Min. 0).
\page
# Weapon Forms
## [Alpha Omega Form](https://homebrewery.naturalcrit.com/share/yJLEwHEmA1RI)
***Creator:*** *mind_faze*
Weapon Specialists who follow the Alpha Omega form use precision and concentration in combat. Usually motivated by power, they don't rest until they achieve their goals.
#### Alpha Techniques
Starting at 3rd level, you learn additional Flurry
Techniques that supplement your Alpha Omega Form.
***Helm Breaker.*** Once per turn, when you would hit a creature
with a weapon attack, you can impose a Strength saving
throw. On a failed save, the creature becomes Dazed.
***Judgement Slash.*** As a bonus action, you can select a space
within 60 feet of you. Creatures within 10 feet of that point
must make a Dexterity saving throw, taking the damage of
your ***Chakra Strike*** flurry technique in force damage on a
failed save, or half as much damage on a success.
Alternatively, you can use this technique as an action.
When you do, double the range and triple the area of effect.
#### Omega Styles
Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the Styles Known Table of the Weapon Specialist.
___
- ***Blistering Swords.*** Once per turn, when you would make a melee weapon or melee taijutsu attack against a creature, you may make a ranged weapon attack against another creature within 30 feet of you as part of the same action. Dealing force damage equal to twice your Flurry die on hit.
- ***Heavy Rain Swords.*** Once per turn, as an action or when you make a melee weapon or melee taijutsu attack. you may force a creature within 30 feet of you to make a Strength saving throw. On a failed save they take your Flurry die of damage and become restrained. On a success, they take half on a success with no additional effects. The creature repeats this save at the end of their turn, remaining restrained on a fail and removing the condition on a success.
- ***Spiral Swords.*** As a bonus action on your turn you can activate swords that hover around you until the end of your next turn. Creatures of your choice who begin their turn within 5 feet of your space or creatures who pass within 5 feet of you take force damage equal to twice your Flurry die. A creature can only take damage from these swords twice on a turn.
- ***Storm Swords.*** Once per turn, when you hit with an attack with a melee weapon you can surround the targeted with creature with multiple floating spectral swords. If the creature willingly moves before the end of their next turn, they take damage equal to triple Flurry die.
- ***Summoned Sword Step.*** As a bonus action on your turn, make a ranged weapon attack at an unoccupied space or creature within 30 feet of you, dealing force damage equal to your Flurry die on hit. Regardless of a hit or miss, you may teleport to that space or to an unoccupied space within 5 feet of the creature.
#### Now I’m Feeling Motivated
You fight with extreme concentration. At 6th level, you gain ***Concentration Points*** and have a max equal to your proficiency bonus+1. When you land a hit on a creature you gain one point, when you miss you lose one. If you move less than half your movement speed on your turn, you gain one point. When you land a critical hit you gain 2 points. You regain all points at the end of a long rest. You may spend them on any of the following techniques;
- On your turn, you may spend 1 point, when you do you may teleport up to your movement speed in any direction.
- When you would make a saving throw to resist a ***Sensory*** or ***Mental*** condition you may spend 2 points, adding +1d4 to the save.
- When you use your *Chakra Strike* or *Judgement Slash* techniques, you may spend 2 points to add an additional flurry die to the damage, to a max of 3 additional die.
- Once per round, you may spend 4 points to gain a ***Motivated Action***. If you're suffering from a ***Mental*** or ***Sensory*** condition, you immediately cure yourself of the condition. Alternatively, you may immediately use the ***Judgement Slash*** Technique.
#### Doppelganger
At 13th level, you manifest a visage of yourself to follow up on your attacks. When you cast a bukijutsu the deals damage, you may spend 5 chakra or concentration points. You can cast the same bukijutsu of the same rank, using your bonus action on the following turn without spending chakra, the jutsu’s echo only deals half the damage dice(rounded up). You may choose new targets for the jutsu’s echo.
#### The Storm That Is Approaching
At 20th level, you’re a storm of mayhem and
power. Your Dexterity and Charisma
scores increase by +2, to a maximum of 22. Once per long rest, as an action on your turn and 10 chakra, you activate your ***Sin Devil Trigger*** mode for a minute. While in this form, you gain the following;
- You gain a flying speed(hover) equal to twice your movement speed.
- You gain 2 concentration points at the beginning of your turn and you may not lose concentration points as a result of missing an attack.
- You gain resistance to bludgeoning, piercing, and slashing damage.
- Your weapon attacks deal additional damage equal to your flurry die.
\page
## [Archer Form](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
The Weapon Specialist who focuses on the Archer Form believe that the bow is the purest and highest style of combat. Their expertise with the bow is second to none, and anyone who dares to disrespect them will soon find an arrow in their jugular.
#### Archery Techniques
Starting at 3rd level, you learn additional ***Flurry Techniques*** that supplement your Archer Form.
***Armor Piercer.*** When you hit a creature with a ranged
weapon or taijutsu attack with a bow, you can ignore
resistance and any damage reduction up to an amount
equal to your Weapon Specialist level.
***Arrow Volley.*** When you would force a
creature to make a
saving throw as a result of a bukijutsu cast using a bow as
the component, you can spend 5 chakra to reduce their
saving throw result by half the result of 1 flurry die (Min. 1).
***Bullseye.*** When you target a creature with a ranged weapon
or taijutsu attack with a bow, you can spend 5 chakra,
gaining advantage on the attack roll.
On a hit, you deal an
additional die of damage.
```
```
#### Archery Styles
Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the **Styles Known** Table of the Weapon Specialist.
***All-Around Accuracy.*** Attacking at long range or against
creatures within 5 feet of a target creature doesn’t
impose disadvantage on your ranged weapon or taijutsu
attack rolls with bows.
***Arrow Splitter.*** When you would hit a creature with a
ranged weapon or taijutsu attack you choose to split the
arrow on your next attack. Until the end of the current turn
the next attack roll you make against the target uses the
same attack roll and inflicts a rank of lacerated on a hit.
You can use this feature twice per rest.
***Press the Attack.*** Twice per turn, when you damage a
creature with a bukijutsu with a bow used as the
component they take additional damage equal to 1 flurry
die.
***Trick Shot.*** As a bonus action, you can show off your archery
prowess by doing a **Trick Shot**. The next attack you make
with a bow is a **Trick Shot** and has disadvantage on the
attack but on a hit it does additional damage equal to your
Weapon Specialist level and on a hit and inflicts the dazed
condition.
***Steel Will.*** You have advantage on Chakra Control checks
to maintain concentration and concentration on bukijutsu
has its concentration cost reduced by -1 (min 1.).
#### Odysseus' Legacy
Starting at 6th level, your archery skills have surpassed even the legendary Odysseus. As a full turn action you can charge your bow with all your might and all creatures in a 120-foot long 15-foot wide line must make a Dexterity saving throw or take your weapon's damage + 6d8 and become weakened on a failed save, or half as much damage and no additional effects on a successful one. **Arrow Volley** is automatically applied to this feature.
You can use this feature twice per rest.
Also at 6th level any time you would roll for ammunition you always roll at advantage and your ammunition only goes down by a step when you roll a 1.
#### Apollo's Arrow
Starting at 13th level, can infuse your bow with the power of Apollo, granting you the strength of the gods. When you would make a ranged weapon or taijutsu attack with a bow, conditions inflicted by hostile creatures don't impose penalties on attack rolls and you ignore all but full cover.
#### Hou Yi's Hand
Finally at 20th level, you have learned from the archers of the past and incorporate their skills into your repertoire. Your Strength or Dexterity (your choice) and Wisdom scores increase by 2. Your maximum for those scores increases by 2.
Additionally, you gain the remaining **Archery Style** that you didn't know.
Also at 20th level, any rest or turn use limits from your **Archery Styles** are lifted.
\page
## [Champion Form](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
The Weapon Specialist who focuses on the Champion form works to perfect their mastery of all forms of weaponry. They learn and create techniques and styles that can work and empower all types of weapons, no matter how obstuse.
#### Champion Techniques
Starting at 3rd level, you gain a special gauntlet known as the ***Champion's Guard***. This gauntlet is attuned to you, has 3 bulk, 5 seal slots, and can be worn with any armor. You are able to put seals onto this gauntlet, and if you use a weapon with no seals, regardless of its type, you treat the weapon as having the seals you infused into the gauntlet, although the rank of the weapon does not change. You can remove a seal on the gauntlet with 1 week of downtime. Each seal you place increases the bulk of the gauntlet by 1. If you lose the gauntlet, you can spend 1 week of downtime and an amount of Ryo equal to the rank of the highest ranking seal placed on it to create an identical one. ***(D-Rank: 100, C-Rank: 200, B-Rank: 400, A-Rank: 800, S-Rank: 1600)***.
You also learn additional **Flurry Techniques** that supplement your Champion Form.
***Champion's Light.*** Whenever you are holding a weapon, you
can spend choose to imbue the weapon with light for 1
minute, granting an area of 15 feet around the weapon
with bright light. If you do this with a ranged weapon, fired
ammunition also give off a 10-foot radius of dim light.
***Mix and Match.*** Once per turn, when you would make
multiple attacks with the attack action or a Bukijutsu, after
making your first attack, you can spend 5 chakra to switch
to a different weapon to make your next attack, changing
the attack type if you go from a melee weapon to a ranged
weapon (or vice versa) and adding 1 flurry die to the attack
and damage roll.
***On The Fly.*** When you are holding a weapon you are not
proficient in, or an improvised weapon, you can spend 1
chakra die to become proficient with the weapon, and treat
it as one of your ***Weapon Focuses*** for 1 minute.
#### Champion Styles
Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the **Styles Known** Table of the Weapon Specialist.
***Champion's Finesse.*** When you are above 50% of your
maximum hit points, when you would cast a bukijutsu, you
can roll 1 flurry die and add half the result in additional
damage dice (Min. 1, Max of 4), and change the damage
type to force. When a Bukijutsu would benefit from this
style, they cannot score a critical hit.
***Champion's Fury.*** As an action, you can begin to charge
chakra into a weapon and release a shockwave of energy in
a 20-foot radius originating from you. Alternatively, if you
are using a ranged weapon, you can fire a shot/throw your
weapon at an empty space within 30 feet to release the
shockwave from. Make a melee or ranged weapon attack
against, whichever is appropriate, against each creature
within range of the shockwave, adding half the result of one
flurry die to each attack. On a hit, you deal your weapon's
damage in force damage. You can also imbue this style
with a nature release or medical keyword, that you have
access to, to change the damage to the corresponding
damage type (Water=Cold, Medical=Poison).
***Champion's Gale.*** As a bonus action, you can generate a
large amount of chakra at your feet and send yourself high
into the air. Roll 2 flurry die and multiply the result by 5.
The final result determines how high you travel in feet into
the air. While in the air, you can glide up to your movement
speed, you treat the maximum range of ranged weapons as
their normal range, and melee weapon attacks you make
while falling within 5 feet of a creature have advantage. You
take no damage from falling.
***Champion's Grace.*** When you would begin making death
saving throws or reach 0 hit points, you can roll 2 flurry die
and record the
result. You recover hit points equal to
double the result of the first flurry die, and recover chakra
equal the result of the second flurry die. Until the end of
your next turn, you cannot fall below 1 hit point. You can
benefit from this style once per long rest.
***Champion's Protection.*** As a reaction, when you would take
damage, you quickly block with a weapon you are holding
and form a barrier around you until the end of the current
turn. You gain the benefits of half cover and reduce any
damage you would receive by the result of 3 flurry die plus
half your proficiency bonus. If you would be forced
to make any saving throws, you roll at advantage. You can
use this style 3 times per long rest.
***Champion's Stasis.*** As a bonus action, select one creature,
structure, or object within 10 feet of you. The target must
make a Strength saving throw, becoming stunned until the
end of the current turn on a failure. Objects and structures
automatically fail this saving throw. Each attack made on
the target that hits has its damage replaced with one flurry
die, and stores 5 feet of knockback, which takes effect once
your turn ends. If the target was a creature, and a creature
other than you damages this creature, the stun instantly
ends. If the target was a structure or object, at the end of
the turn, the knockback is multiplied by the
result of one
flurry die (Min. 3).
#### Iconic Determination
Starting at 6th level, your Champion spirit alights a flame within every strike you make, and your body becomes much more resilient and durable. You gain proficiency in all improvised weapons, and naturally start at -1 ranks of exhaustion, instead of 0. Additionally, when you do not have a weapon in hand, your movement speed increases by 10 feet. Lastly, when you roll initiative, you gain temporary hit points equal to the result of 2 flurry die.
#### Master's Polish
Starting at 13th level, when you would cast a bukijutsu without the **Combo** keyword, you can spend an amount of chakra equal to its rank to add the combo keyword at casting.
The Bukijutsu cast cannot have the *Finisher* keyword, must require more than 1 attack roll, and the jutsu cannot benefit from cost reduction of any type. You can use this feature a number of times equal to your taijutsu modifier per long rest. ***(D-Rank: 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10)***
Also at 13th level, when you would roll a 1 or 2 on your ammunition die, you can spend 5 chakra to reroll the die, taking the second result.
\page
#### Breath of the Wild
Finally at 20th level, you have achieved your goal of becoming a Champion of all forms of weaponry, attaining a level of skill you previously thought you would spend your entire life training for.
Once per turn, you can spend 10 chakra to create any explosive tool of Greater quality or lower, taking the form of a small spherical bomb. You can throw this bomb up to 60 feet away and detonate it as an action, bonus action, or reaction. Bombs created this way last for 1 minute, and you can only have 1 bomb active at a time.
Also at 20th level, you are able to enter a deep state of focus. Everything feels as though you are in slow motion, like if everyone around you is treading through deep water. As a full turn action, you can spend 20 chakra and gain the following benefits for 1 minute;
- Your Dexterity and Wisdom scores increase by +2. The maximums for these scores also increases by +2.
- You gain resistance to Slashing, Piercing, and Bludgeoning damage.
- Your movement speed is doubled.
- As a reaction, when you would be targeted by a
melee or ranged attack, you spend 10 chakra to
quickly avoid the attack in its entirety,
entering a state of deeper focus. You can
then counter with a number of weapon attacks
equal to half your proficiency bonus, the
weapon's damage type being converted to
force damage. These attacks cannot
score a critical hit.
- You have advantage on saving
throws to resist ***Mental*** conditions,
and the Slowed and Weakened
conditions. If you gain any of the
aforementioned conditions, they
are automatically resolved at the
end of your next turn,
disregarding any duration.
\page
## [Demon Slayer Form](https://drive.google.com/file/d/1ioKqn8CMT_LjsxFHyqMNHtOo-DmiLCOl/view)
***Creator:*** *Forte, Thokk, kazan, and Kaguya the Invincible*
Weapon specialists who practice the ancient Art of
Breathing, like those of old who practiced this form to
fight deadly demons. They emulate the breathing of
certain elements or ideals and push their bodies to their
limits to protect those they love. By fusing your every strike with your element, you become the blade of evil's bane.
#### Demon Slayer Techniques
Starting at 3rd level, select a Nature Release (Earth, Wind, Fire, Water, or Lightning Release), or the Medical keyword (Poison damage). You gain the ability to learn jutsu with the select release. If you choose a nature
release you already have, you can instead learn one additional jutsu of your chosen release that you quality for.
You also gain new ***Flurry Techniques*** that
supplement your Demon Slayer Form.
***Demon's Bane.*** As a bonus action, you can spend 1 chakra
die. For the next minute, weapon attacks and Bukijutsu
deal an extra die of flurry die of damage and have their
critical threat range increased by +1 against *Demons*. Also,
once per turn, you can reroll a missed attack on a Demon.
***Hostility Detection.*** As a bonus action, or as part of making
a weapon attack, you can give yourself gain Tremorsense
equal to 5 times the result of 1 flurry die until the end of
your next turn.
***Total Concentration Breathing.*** By focusing your
breathing
bringing it to extreme focus you can as an
bonus action or
reaction, spend 1 chakra die. Granting you advantage on a
number of weapon or taijutsu attacks (pick one) equal to
half your proficiency bonus that
have your chosen release's
keyword until the
end
of your turn.
#### Demon Slayer Styles
Also, at 3rd level, you get to choose a Style that supports
your combat style. You know 1 style from the following
List, and gain more as you gain levels in this class based on
the Styles Known Table of Weapon Specialist.
***Total Concentration Breathing: Devastate.*** Once per turn,
as part of landing a weapon or taijutsu attack, you can
change the damage type to that of your chosen release, and
impose a Constitution saving throw. On a failed save, the
creature becomes vulnerable to your nature release's
damage type until the end of your turn. You can use this
style twice per long rest.
***Total Concentration Breathing: Eternal.*** When you would
make a death saving throw, you roll 1 flurry die and add
half the result (Min. 0).
***Total Concentration Breathing: Flow Control.*** As a full
turn action, you can superheat your blood to cauterize your
injuries. You gain 4 flurry die of temporary hit points and
you can suspend the effects of any two conditions you are
under the effects of, excluding Grappled, Restrained, and
Exhaustion, negating the condition's effects until you lose a
number of hit points equal to 10 + your character level,
after which this style ends. You can only benefit from this
style once at a time.
***Total Concentration Breathing: Nichirin Lungs.*** Once per
turn, when you deal your chosen release's damage type
with a Bukijutsu, increase the damage by two flurry die.
___
***Total Concentration Breathing: Shukuchi.*** When you use
**Perceptive Augmentation**, it now lasts until the end of
your next turn. While benefitting from this style, you do not
provoke attacks of opportunity.
#### Blending Breathing
Starting at 6th level, you practice and refine your breathing form, becoming adept at blending jutsu together seamlessly without halting your momentum in the slightest.
Select one Bukijutsu with the ***Finisher*** keyword that you know. This jutsu gains your chosen release's keyword if it didn't already have it. When you cast a Bukijutsu with the ***Combo*** keyword that also has your chosen release's element, if you use the Finisher you selected, it is empowered further, dealing extra damage equal to the rank of the Combo jutsu cast, once per turn. You can switch which Finisher Bukijutsu this features effects on a full rest. ***(D-
Rank=1d6, C- Rank=2d6, B-Rank=3d6, A-Rank=4d6, S-
Rank=5d6).***
#### The Transparent World
At 13th level, you have achieved martial understanding that nears the pinnacle of human ability. While in combat, you can enter a transcendent state, peering into the Transparent World, becoming able to predict your foe's every movement.
While you are bloodied, you can choose to begin gazing into the transparent world. Doing so takes up a concentration slot, as if you were concentrating on a B-Rank jutsu. While in this transcendent awareness, you chose a hostile creature you are fighting. This creature has disadvantage on attack rolls and ability checks against you, and your attacks against this creature cannot be made at disadvantage by any means.
#### Mark of Demon Annihilation
At 20th level, a strange mark appears somewhere on your
body, traditionally on your forehead or face. Its appearance varies depending on the
Demon Slayer’s combat style; some are flames, others are
waves, etc. This mark is a sign of a Demon Slayer of immense strength and power.
Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2. Additionally, as a bonus action, you can spend 10 chakra to gain the following benefits for 1 minute; While in this state, your weapon glows a bright red.
- Your weapon ignores resistance and temporary hit points, and treats immunity as resistance.
- You have advantage on concentration checks to
maintain concentration of jutsu of your chosen release.
- When you would move, you can instead teleport.
- When you deal your weapon's damage, creatures must make a Constitution saving throw against your Taijutsu Save DC. On a failed save, they are unable to recover any hit points until the end of your next turn. Demons automatically fail this saving throw.
- Once per full rest, as a reaction when you
would fall to 0 hit points, you can spend
15 chakra to delay falling unconscious
and take an immediate turn after
your current turn. If you take any
damage after this feature activates,
you make a death saving throw for
each instance of damage you take.
\page
## [Dissidia Form](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
Weapon Specialists who focus on the Dissidia Form, train to be soldiers who are the first in line on the frontlines. Every strike these Shinobi make and every jutsu they cast carries with it their intense valor and bravery. They are aware that each battle they find themselves in may be their last, but these Shinobi break their limits to ensure their comrades avoid the same fate.
#### Dissidia Techniques
Starting at 3rd level, you learn additional ***Flurry Techniques*** to supplement your Dissidia Form.
***Blade Beam.*** As a bonus action, you can send a vertical
vertical cut of energy across the ground with a melee
weapon
in a 30-foot long, 5-foot wide line. All creatures
within range must make a Dexterity saving throw, taking
the damage of your ***Chakra*** ***Strike***, in force damage, or
half damage much on a success.
**Ex-Blade Beam:** This beam now adds your weapon's
damage to the damage roll, as force damage, and the
last creature that would be affected by this beam is
knocked back 20 feet and gains 2 ranks of bleeding on a
failed save.
***Brave Dash.*** Once per turn, you can spend 5 chakra to dash
to a space or creature you can see
within
range of your
movement speed.
You dash with incredible speed, able to
move through the air as if you were flying, ignoring difficult
terrain and not provoking opportunity attacks. When you
use this technique, you are resistant to falling damage and
ignore the first 60 feet of
falling damage until you land.
#### Dissidia Styles
Also, at 3rd level, you get to choose a Style that supports your combat style. You know 1 Style from the following List, and gain more as you gain levels in this class based on the **Styles Known** Table of the Weapon Specialist.
***Braver.*** Your weapon's damage deals force damage in
addition to its listed damage type, and whenever you hit
a melee
attack with your weapon, you can choose to knock
the creature back 5
feet in any direction for 2 chakra.
***Chase Down.*** When you would knock a creature back more
than 5 feet with a melee weapon attack or Bukijutsu, you
can immediately use ***Brave Dash*** at no cost to dash toward
the creature and make one melee weapon attack, dealing
your weapon's damage + 1 flurry die on a hit. The creature
must then make a Dexterity saving throw,
being knocked
back 30 feet in any direction on a failed save. You can use
this style no more than once per turn.
***Climhazzard.*** When you would take damage from an attack
roll, as a reaction you contest the roll with a melee weapon
attack roll. If you succeed, you reduce the damage dealt by
your weapon's damage + 1 flurry die. If you succeeded by 5
or more, you gain resistance to the damage, and make one
melee attack against the creature, dealing your weapon's
damage and knocking them upward 15 feet. If you
succeeded by 10 or more, you travel with the creature on
hit, and make a 2nd melee attack dealing your weapon's
damage and slamming them to the ground on a hit.
**Ex-Climhazzard:** Instead of the normal effects of this
style taking place, you gain immunity to the damage
dealt, and make one melee attack against the creature,
dealing twice your weapon's damage and knocking them
upward 50 feet.
***Cross-Slash.*** When you take the attack action with a melee
weapon, you can use your bonus action to have all weapon
attacks you make be
under the effects of ***Chakra Strike*** at
2nd level (Max of 3 attacks), and have each successful hit
impose a Strength
saving throw, where failure causes the
creature to gain 1 rank of Weakened. Once your attack
action ends, the creature is knocked back a number of feet
equal to 10
times the number of successful attacks. You
can use this style a
number of times equal to half your
proficiency
bonus, rounded up, per long rest.
**Ex-Cross Slash:** You can use the Ex-Cross Slash even if
you have expended all uses of this style. When you use
this style, you increase the number of attacks you make
with the attack action by +2, and ***Chakra Strike*** applies
to up to 5 attacks.
***Finishing Touch.*** As an action, you spin your melee weapon
and
take a step forward, generating a current that pulls
creatures towards you. Move 15 feet in a straight line. All
creatures within 15-foot radius of you must make a
Dexterity saving throw, being pulled up to
within 5 feet of
you and taking 2 flurry die of damage on a failed save, or
half damage and no effects on a success. If
there is a
creature in front of you within 5 feet when you end your
movement, you can make one melee weapon attack.
**Ex-Finishing Touch:** When you go to make a melee
weapon attack with this style, add one flurry die to your
attack and damage roll. If you successfully hit the
creature, you
take
the creature up 30 feet into the air,
travelling with them as
you begin
spinning
and slashing
wildly. The creature
must make a
Dexterity
saving throw
at disadvantage,
taking your weapon's damage + your
Weapon Specialist
level in force damage and being
knocked back 60 feet horizontally on
a failure, or half
damage and no effects
on a success.
#### Limit Break
Starting at 6th level, the tension of battle causes your power to progressively surge until it ultimately reaches its breaking point. Twice per turn while in combat and you either take damage, or deal damage with a weapon you gain 3 ***Limit Points (Lp)***. When you gain 12 Limit Points, a misty blue aura of chakra surrounds you. You have entered your ***Limit Break***. While in this state, you gain the following benefits for 3 rounds, after which your Limit Points are reset to 0.
- You gain a number of temporary hit points equal to your Weapon Specialist level. This stacks with other sources of temporary hit points.
- You gain a +1 bonus to AC, attack rolls made with weapons, and all saving throws.
- Your movement speed and maximum jump height is doubled.
- When you deal your weapon's damage, you add 1 flurry die to the damage dealt, up to 3 times per turn.
- You can use the **Ex-** versions of Dissidia Techniques and Styles. Doing so immediately sets your Limit Points to 0, ending your ***Limit Break***.
\page
#### Duodecim
Starting at 13th level, you have found a way to force your way towards manifesting skill with Ninjutsu that even masters of the art struggle to attain. You gain 3 Ninjutsu of your choice that you qualify for, ignoring ability score restrictions. These jutsu must impose an attack roll or saving throw against a creature. These jutsu gain the **Limit** keyword.
Ninjutsu with the **Limit** Keyword change all instances of Ninjutsu attack to Taijutsu attack and use your Taijutsu Save DC, and count as Bukijutsu for the purposes of interactions with the Dissidia weapon form. Damage dealt with these jutsu contributes towards your twice per turn buildup limit with ***Limit Break***, as if you dealt damage with a weapon.
If you cast a jutsu with the **Limit** keyword while under the effects of ***Limit Break***, these jutsu gain a +1 to attack rolls and Save DC, and damage die (once per turn). You can switch these jutsu when you gain a level in this class.
#### Advent Children
Finally at 20th level, your limits are practically
non-existent. You are permanently under the
effects of the first 3 bullets of ***Limit Break***
(You gain the temporary hit points at the
beginning of combat, which are replenished
when you re-enter your ***Limit Break***), and you
gain 4 Limit Points when you would gain
Limit Points, instead of 3.
Additionally, you can spend 3 chakra as a
bonus action to gain 3 Lp.
When you enter your ***Limit Break***, you gain
additional benefits;
- You have advantage on the first weapon or
Taijutsu attack roll you make per turn.
- Your Strength and Constitution scores and
their maximums increase by +2.
- You gain a +1d4 bonus to all saving throws.
This stacks with your innate +1 bonus
to saving throws from Limit Break.
- **Ex-** versions of Dissidia Techniques
and Styles cannot be reacted to.
\page
## [Double Edge Form](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Blasteroid*
The Weapon Specialist that focuses on the Double Edge Form specializes it utilizing two weapons at the same time, developing techniques that allows them to unleash multiple strikes of unyielding fury.
#### Double Edge Techniques
Starting at 3rd level, you learn the **Two-Weapon Weapon Stance**. You also learn additional **Flurry Techniques** that supplement your Double Edge Form. You must be wielding two weapons to use these techniques.
***Cross Guard.*** As a reaction when you would take damage,
you can raise both your weapons to block the incoming
attack. Roll your weapon's damage for both your weapons
and increase it by your ***Chakra Strike*** damage. Reduce the
damage by the result. You also add half the result of one
flurry die to the next saving throw you make within the
same turn.
***Zipline.*** As a bonus action on your turn when one or two of
your weapons are not in your hand, you can cause the
weapon(s) to return to your hand from up to 60 feet away.
As the weapons return to your hand, you can make a
number of weapon attacks equal to how many weapons
returned to you against a creature within your weapons
ranges. Add the result of 1 flurry die to the
damage roll of
each attack you make.
```
```
#### Double Edge Styles
Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 Style from the following List, and gain more as gain levels in this class based on the **Styles Known** Table of the Weapon Specialist. You must be wielding two weapons to use these styles.
***Aiding Typhoon.*** When you take the help action to aid a
creature in making an attack while within 5 feet of the
allied creature, you can assist a creature on up to 2 attack
rolls, instead of just 1. If their attack only allows them to
make 1 attack roll you make a weapon attack with one of
your weapons.
***Cyclone.*** As a reaction, you can spin wildly, slashing both of
your weapons like a raging storm. Make 2 weapon attacks
against each creature of your choice within 10 feet of you,
dealing the damage of one of your weapons on the first hit,
and the damage of your other weapon on the 2nd hit. Each
creature hit by at least one of your attacks must make a
Strength saving throw, being knocked back a number of
feet equal to 5 times the result of one flurry die (this
knockback takes effect at the conclusion of this style, or
being
knocked 5 feet closer to you, up to within 5 feet of
you, on
a failed save (You can choose which creatures
suffer which effect.)
***Hurricane.*** As an action, you can move up to a space within
range of your movement speed (Max. 60ft). Each
creature
of your choice that you pass within your weapon's
range
(use the weapon with the longest reach) must make a
a Dexterity saving throw with a penalty equal to half the
result of 1 flurry die,
taking the weapons damage of both
your weapons on a failed
save, or half on a success. You
can use this style twice
per short rest.
***Raging Torrent.*** As a bonus action, select a space you can
see within 30 feet of you. With blinding speed, you appear
in this space without provoking an attack of opportunity,
and cast a Bukijutsu with the casting time of 1 action or
bonus action, adding half a flurry die to your attack roll or
to your Save DC at casting. You can also use this Style as a
reaction if the creature could be targeted with a ***Finisher***
as the result of a Combo jutsu cast by you or an allied
creature. You can use this style twice per long rest.
***Zephyr Blow.*** As an action you can spend 1 chakra die to
send out two shockwaves from your weapons. Each
creature within a 20-foot long cone must make two saving
throws against your Taijutsu Save DC, gaining a condition
for each
failed save. The type of saving throw and condition
depends on the damage type of your two weapons.
- **Bludgeoning:** The creature must make a Strength saving throw, becoming Dazed and Bruised on a failure.
- **Slashing:** The creature makes a Dexterity saving throw, gaining 2 ranks of Bleeding on a failure.
- **Piercing:** The creature must make a Constitution saving throw, becoming Weakened for 1d4 rounds on a failure.
#### Complementary Ambidexterity
Starting at 6th level, you have learned to utilize various forms of jutsu in combat without dropping your offensive or defensive capabilities, instead fueling the jutsu with additional chakra to cast the jutsu with brute force.
By spending 2 chakra, you can ignore the HS component when casting a jutsu, replacing it with the M component.
\page
When you are wielding two weapons and would cast a Bukijutsu that would only add the weapon's damage of one weapon you are wielding, you can spend 5 chakra to add the weapon's damage of your second weapon. When you would do this, you do not add your ability modifier of either weapon to damage rolls. Jutsu that would increase the damage dealt of your second weapon do not apply when using this feature. You can use this feature a number of times equal to your Taijutsu ability modifier per long rest.
#### Duplex Fury
Starting at 13th level, your wild nature proves to others that the perfect defense, in reality, is just a strong offense. When wielding two weapons, for each successful attack you make with your weapons after the first, you gain one of the following benefits; All of these benefits stack with one another, and last until the start of your next turn.
- You gain temporary hit points equal to your proficiency bonus.
- Your critical threat range for the type of attack performed increases by +1, up to the maximum of 17-20.
- Your movement speed increases by 15 feet.
- Your AC increases by +1, up to a maximum equal to half your proficiency bonus.
```
```
#### Duality
Starting at 20th level, your skill with your blade surpasses the might of two master swordsmiths combined. Your Strength or Dexterity (your choice) and Wisdom scores increase by 2. Your maximum for those scores also increases by 2.
Additionally, while you are wielding two weapons and you hit a creature with two attacks, one attack from both weapons you are holding, you can spend 20 chakra to give one of the following effects; You can only use this feature once per turn.
- The creature becomes Stunned until the start of their next turn.
- The creature becomes Dazed for a number of rounds equal to half the result of 1 flurry die, rounded up.
- The creature becomes disoriented and confused. The next ability check, attack roll, or saving throw they make is made with a penalty equal to one flurry die.
- The creature becomes Dazzled, Slowed, and Weakened until the end of their next turn.
- The creature becomes unable to mold chakra until the end of their next turn.
- The creatures AC is reduced by half the result of 1 flurry die, until the start of your next turn.
- The damage dealt ignores both resistance and immunity.
If they possess neither resistance or immunity and do not reduce the damage by any means, they take the damage of your attack as if they were vulnerable.
\page
## [Heavenly Breath Form](https://homebrewery.naturalcrit.com/share/tUMov8vTXmFV)
***Creator:*** *Witheredgnome86*
Weapon Specialists who focus on the Heavenly Breath Form utilize their natural born chakra affinity and mix it with the already existing heavenly breaths techniques.
#### Heavenly Breath Techniques
Starting at 3rd level, you mix specific breathing techniques and your chakra affinity in order to manifest it in a stronger way with weapons. Select one Nature Release. (Earth, Wind, Fire, Water, or Lightning Release). You gain the ability to learn jutsu with the select Nature Release.
You also learn new Flurry Techniques that supplement your Heavenly Form.
***Elemental Infusion.*** As a part of casting a bukijutsu, you can
infuse your chosen nature release into it, doing this
changes the jutsu's damage type to your chosen release.
Unlike other flurry techniques, you can benefit from this
technique any number of times per turn.
***Heavenly Strikes.*** When you use a **Breath of** Bukijutsu that
corresponds with your chosen nature release, you may
trigger the **Chakra Strike** Flurry as if you made a weapon
attack, up to the level 10 bonus. You can then spend 5
chakra to forgo its bonus action cost.
***Surge.*** As a bonus action, you can spend 1 chakra die. When
you do, for 1 minute, your weapon's damage becomes that
of your chosen release's damage type. Once per turn, when
you deal damage with your weapon, increase the damage
by your proficiency bonus. You ignore resistance to your
element's damage for the duration.
#### Heavenly Breath Style
Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the **Styles Known** Table of the Weapon Specialist.
***Cleansing Breath.*** As a bonus action, you close your eyes
and
concentrate on your breathing to cleanse yourself of
impurities. When you possess any ranks of a condition that
you did not inflict on yourself as a result of a feature or
jutsu, you remove one of these conditions from yourself.
This style is even able to clear up your chakra network,
regaining you the ability to use features and jutsu with the
CM component. You may use this style once per short rest.
***Dexterous Strength.*** As a reaction, when you would make a
Strength saving throw, you can add your
Dexterity modifier
to the saving throw, and vise versa.
***Elemental Switch.*** Once per turn, when you make a creature
gain a condition with a bukijutsu, you may turn that
condition into the one correlating with your chosen
elemental release, if you do this you may add 1 more rank
of the condition. *(Earth=Dazed, Wind=Bleeding, Fire=*
*Burned, Water=Chilled, Lightning=Shocked)*
***Elemental Conversion.*** When you cast a Ninjutsu with your
chosen release's keyword, you may replace the Ninjutsu
keyword with the Bukijutsu keyword. When you do,
increase the damage die or Save DC by +1, and all
Ninjutsu attacks become melee or Ranged Taijutsu attacks
and range becomes your *Weapon's Range*.
***Rapid Breathing.*** You can cast the line of ***Heavenly Breath***
jutsu using either an Action, Bonus Action or Reaction on
your turn, ignoring its listed casting time.
#### Total Concentration Breathing
Starting at 6th level, you gain 1 jutsu with **Heavenly Breath** in the name, and you no longer need to pay chakra in order to concentrate on all the Heavenly Breaths.
Additionally, after through training you've reached a new understanding of both your breathing and natural affinity, the line of heavenly breath jutsu now count as **Bukijutsu** and they also gain your chosen release keyword. You gain the ability to concentrate on Ninjutsu with your nature release's keyword while concentrating on the Heavenly Breaths.
#### Heavenly Spirit
Starting at 13th level, your mastery over the heavenly breaths has become near perfect. As a full turn action, you can reduce your movement speed to 0, to assume up to 4th Heavenly Breath. Additionally, you suffer no downsides upon ending the Third or Fourth heavenly breath.
As the start of your turn, you can choose to change the bonus to Taijutsu attack rolls to instead boost your Weapon Attack rolls, until the end of the current turn.
Also at 13th level, when you cast a Ninjutsu with your chosen element while under the effects of ***Surge***, you can spend 5 chakra to increase the save dc or total damage die by 1, and change the jutsu's range to your Weapon's Range.
#### Divine Pillar
At 20th level, you've become an example for all who seek this weapon form, you're the pathfinder, a legacy upholder, or just really good at hitting thing until they die.
When you use your ***Heavenly Spirit*** feature, you can assume up to 6th breath, instead of the fourth, and while any of the breaths are active, you ignore the Weakened and Slowed conditions. When you would use the 7th breath, you simply need a long rest to be able to use it again.
Finally, you gain a natural resistance to your chosen element and reduce the cost of jutsu with your element by 2 while under the effects of a jutsu with Heavenly Breath in its name.
\page
## [Mimic Form]()
***Creator:*** *Mind_Faze*
Those that follow the Mimic form utilize clone ninjutsu in combination with their martial prowess. They distract, confuse, and overwhelm their foes in flashes of steel and clones that leave little room for comprehension. Which blade is real? Which is fake? The only one who knows is you.
#### Mimicry Techniques
Starting at 3rd level, jutsu with the *Clone* keyword use your Bukijutsu attack and DC in place of your Ninjutsu attack and DC for all relevant effects. Additionally, you learn additional Flurry Techniques that supplement your Mimic Form.
___
- ***Memento.*** When you would use the **Chakra Strike** Flurry Technique, you may create a clone as if you had casted *Shadow Clone Technique*. The clone created lasts for a number of rounds equal to your flurry die. The clone disappears at the end of the final round. Clones created this way can't cast jutsu and benefit from ***Weapon Focus***.
- ***Mori.*** As a Bonus Action, you may swap places with your clone. This swap isn't perceivable and if you or your clone move to a space within 5 feet of a hostile creature you may make a weapon attack as part of this Bonus Action.
- ***Cogito***. When you make a Weapon or Bukijutsu attack, against a target, up to 3 clones you control may make a weapon attack. On a hit, they deal your Flurry Die+Ability modifier in damage.
#### Mimic Styles
Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the Styles Known Table of the Weapon Specialist.
___
+ ***Copy and Paste.*** As an Action, select a jutsu that you know and pay the chakra cost for it. The next time you would summon a clone after doing this, you may choose for the clone to immediately cast the jutsu, ignoring any casting restrictions of the clone.
- ***Diverging Dash.*** When you take the dash action or use Perceptive Augmentation, you may create a clone as if you used **Memento**. For the remainder of the turn, the clone may move without requiring an action to command it.
+ ***Halt.*** As a reaction, when you would be targeted by a damaging jutsu, if you have a clone within 15 feet of you, you may attempt to have the clone clash against the jutsu even if it does not have the *Clash* keyword. The clone uses your Martial Arts skill for the clash. On a success, the clone deals your weapon damage+half the damage of the jutsu. If you fail, you suffer the effects of losing the clash. Regardless of a pass or fail, the clone immediately is destroyed afterwards. You can do this twice per rest.
+ ***Printer Jam.*** When you would create a clone, you can cause it to immediately explode. All creatures of your choice within 5 feet of the clone take two Flurry Die of damage. Doing this immediately dispels the clone. A creature can be affected by this up to twice per turn.
+ ***Shift.*** When a clone you've made makes an attack at a target, you may dispel the clone and move into their space.
+ ***Splitting Attack.*** When you would make an attack against a creature and miss that attack, you may create a clone as if you used **Memento**.
+ ***Split and Peel.*** When you would use a reaction that increases your AC or use Enhanced Deflection, you may create a clone as if you used **Memento**. The clone interposes you and the triggering creature. If there is no space between you two, you are pushed back until there is space for the clone. This does not interrupt the attack.
#### Multi-Tasker
Starting at 6th level, your clones become numerous and your control has become more refined. You may have up to 3 clones made through **Memento** active at once.
Additionally, you may control clones you with an action or a bonus action.
Lastly, a Clone may use **Enhanced Deflection** or **Perceptive Augmentation**, once per round. When a Clone uses a Flurry Technique, up 2 other Clones benefit from the Technique this round simultaniously.
#### Swarmer
Starting at level 13th, you invest more time into your cloning techniques, allowing for clones that can persist for longer on the field. Clones you create through **Memento** gain twice your level in Temporary Hit Points.
Additionally, the duration of clones you create become your flurry die+2.
Finally, when you are adjacent to a clone you have created, increase your AC by +1. This can stack up to two times.
#### 7 Nation Army
At 20th level, your clones make you a one man army capable of challenging whole armies singlehandedly. Your Strength and Dexterity scores increase by 2. Your maximum for these scores increases by 2.
Additionally, your maximum for clones made through **Memento** becomes 7 and you may control clones as a
free action on your turn.
\page
## [Mist Form](https://drive.google.com/file/d/1XqFqVQzpWzp-e-wqpKMaoynqvwl-Wcun/view)
***Creator:*** Forte/witheredgnome86
Weapon specialists who focus on the mist form
incorporate genjutsu alongside their very real strikes, psyching the enemy out as their mind gets overloaded with false senses.
#### Mist Techniques
Starting at 3rd level, you learn additional ***Flurry
Techniques*** that supplement your Phantasmal Form.
***Mist’s Strike.*** When you hit a creature with a
weapon attack
that deals psychic damage you can spend 5 chakra to
reduce the target's next saving throw to resist a sensory or
mental condition
by half the result of 1 flurry die. This
effect does not stack
with itself.
***Mist Weapon.*** When combat begins you utilize a special
hand seal that actives seals infused on your weapon,
causing it to start emitting an unnatural mist that
surrounds it. You weapon focus now deals psychic
damage
alongside its original damage type for the
purposes of
resistance/immunity. Once per turn as a part
of hitting a
weapon attack you can force the target to
make a
Wisdom
saving throw gaining the Confused condition on a
failure.
The DC to remove and inflict mental conditions caused by
this subclass is now equal to your Taijutsu or Genjutsu
save DC. The jutsu cost increase from the Confused
condition is equal to your highest rank jutsu known.
#### Mist Styles
Also, at 3rd level, you get to choose a Style that supports your combat style. You know 1 style from the following List, and gain more as you gain levels in this class based on the **Styles Known** Table of Weapon Specialist.
***Mist’s Destruction.*** As a bonus action, until the end of the
turn, you deal an additional flurry die of damage
for each
different sensory or mental condition, the target
is under.
***Mist’s Domain.*** As an action you can create a 15-foot radius
sphere surrounding you that lasts
for an amount of rounds
equal to your proficiency
bonus. You may select a number
of creatures in its range to be the targets of this effect.
These selected
creatures must make a Wisdom saving
throw at the start
of their turn(s), gaining
the Confused condition on a
failure and nothing on a
success. Once this area
disappears conditions
caused by it
are removed.
***Mist’s Favor.*** When you would fall under a mental or
sensory
condition, you may make an additional saving
throw at the
start of each of your turns to end the
condition.
***Mist’s Tide.*** Once per turn, as a reaction
to forcing a creature
to make a saving throw against your taijutsu save DC you
may change it into a Wisdom saving throw. If they
failed
the save as a result of this feature they also gain a
rank of
Confused. You may only use this feature twice per
short
rest.
***Substituting Reality.*** You may use your taijutsu casting
modifier instead of your genjutsu modifier for attack roll
genjutsu. Additionally, you add the Bukijutsu keyword to all
genjutsu that use an attack roll you cast.
```
```
#### Mist's Manipulation
At 6th level, you learn to manipulate your illusions to form them into whatever you wish. Wherever you inflict the
confused condition you may change it to inflict one of the
following options. You may use this feature a number of
times equal to your proficiency bonus.
- Blinded
- Concussed
- Dazzled
- Deafened
#### Mist's Malice
Starting at 13th level, your proficiency with the sensory and mind has allowed your weapon to take further advantages against your opponent. For every different mental or sensory condition you have inflicted you gain a +1 to your taijutsu save DC and attack rolls, to a maximum of a +5.
#### Mist Monarch
At 20th level, you have perfect control over your illusions and the effects they force onto others, alongside a form all for yourself. Your Strength or Dexterity (your choice) and Wisdom scores increase by 2. Your maximum for those
scores also increases by 2. Additionally, you can use your
Bonus action and 20 chakra, irradiating a stream of mist
surrounding you and distorting reality as you see fit, for
the next minute.
For the duration of this feature, you ignore immunities
targets have against any mental or sensory saves you
inflict. Also, whenever a creature rolls against your taijutsu
save DC you reduce their roll by one flurry die, and you
now gain additional options to use for your ***Mist’s
Manipulation*** feature.
- Berserk
- Charmed
- Fear
- Slowed
\page
## [Survivor Form](https://docs.google.com/document/d/1EZOIXUX0FzakZGHyRDyQZFxx2yL5vJtm024JBQB49vQ/edit)
***Creator:*** *Enemy*
***“That thing was too big to be called a sword. Too big, too thick, too heavy, and too rough, it was more like a large hunk of iron.”***
The Weapon Specialist who focuses on the Survivor Form train in the art of terror. This form is typically banned from being taught in many villages due to it’s vicious nature and harsh training. The originator of this form was known as someone seemingly unable to die, forever locked in combat. His fate is unknown. All practitioners of this form use overly sized weapons that would normally be impossible to wield in honor of their founder’s blade.
#### Survivor Techniques
Starting at 3rd level, you learn additional Flurry Techniques that supplement your Survivor Form.
***Ferocious Crush.*** When you hit a creature with a weapon
attack with a weapon with the heavy property, you can add
2 Flurry Die to the damage and force the creature and any
other creature (no inlcuding you) within 5 feet of them to
make a Strength saving throw. On a failed save, a creature
takes the damage of the flurry die and is knocked prone.
A frightened creature makes this save with disadvantage.
***Grip of Fear.*** When you hit a creature with a weapon attack
with a weapon with the heavy property, you can force the
creature to make a Wisdom Saving throw. On a failed save,
on their next turn, they must take the Dash action to move
as far away from you as they can. If they cannot move, they
take the Dodge action instead. A creature that has any
ranks of fear against you
makes this this saving throw at
disadvantage.
***Terrifying Blow.*** When you hit a creature with a melee
weapon attack, with a weapon with the heavy keyword, you
can as a bonus action add your ***Chakra Strike*** to the
damage roll.
The target must succeed a Wisdom saving
throw, gaining 1 rank of fear on a failed save. They can
repeat this saving throw at the end of their turns, removing
all ranks of fear given by this subclass’s abilities.
#### Survivor Styles
Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 Style From the following List, and gain more as gain levels in this class based on the **Styles Known** Table of the Weapon Specialist.
***Abyssal Recovery.*** While at least one creature has any ranks
of fear against you, you can use a bonus action to ignore
the effects of one condition affecting you until the start of
your next turn.
***Dark Abyss.*** You ignore any features that grant immunity to
the fear condition. Instead, that creature has advantage on
saving throws made against any fear affects you inflict.
***Death Glare.*** Select one creature that you can see within 30
feet of you. As a Bonus action, you can make an
intimidation check vs their insight. On a success, you have
advantage on the next attack roll you make against them
this turn and they gain 1 rank of fear. If you hit them with
the next attack, you deal extra damage equal to twice their
current ranks in fear.
***Font of Destruction.*** You slam your weapon into the ground
with great force, shattering the ground and the spirits of
those around you. As a bonus action you can slam your
weapon in the ground, creating a 10-foot radius circle of
difficult terrain centered on you. All creatures other than
you in this radius must make a Dexterity saving throw, with
a penalty to their saving throw equal to how many ranks of
fear they have against you, falling prone and gaining 1 rank
of fear on a failed save. Immediately after using this style,
you can target 1 creature who failed their saving throw
with a bukijutsu with the casting time of 1 action or bonus
action. The bukijutsu cast innately gains the benefits of the
**Focused Efficiency** Flurry Technique. You can use this
feature twice per short rest.
***Howl of Fear.*** When you cast a bukijutsu
as an action using a weapon with the heavy
property, you can use a bonus action to let out a terrifying
howl. Each creature of your choice within 30 feet of you
must succeed on a Wisdom saving throw, gaining 1 rank of
fear on a failed save. The fear from this technique cannot
be removed while they can see you. When you are out of
their line of sight, they can use their action to remake the
Wisdom saving throw, removing all fear from this
technique on a successful save.
***March of Death.*** As a reaction to a hostile creature with 60
feet of you moving towards or attacking a friendly creature,
you can move up to your movement speed towards them.
#### Unbreakable Spirit and Body
Starting at 6th level, your mind has hardened from many battles. you become immune to the fear or charmed condition (pick one). You have advantage on saving throws against the other condition you did not pick. You can switch your choice of condition on a long rest.
Additionally, your experience in combat as taught you that to win some battles, one only needs to use brute force. You can also ignore the two-handed property for weapons that use strength, and when making a weapon attack or Taijutsu attack as part of a Bukijutsu that uses strength, you add a +2 to damage rolls.
#### Hunk of Iron
At 13th level, you learn how to coat your weapon in a chakra copy of itself which extends its reach further and increases its power.
Once per rest, as an action, you can make a melee weapon attack against any number of creatures in a cone equal to your weapon’s reach + 10, making a separate attack roll for each target. You can use any of your Flurry Techniques once for each target.
Also at 13th level, creatures that attempt to surpress your will are due for rude awakening. The Berserk condition changes for you, becoming the following as shown on the next page;
\page
##### Berserk
- When another creature would give you the Berserk condition, you instinctually ***Mark*** them. For the duration of this condition, you must use all your actions and movement to attack this creature at full force. A creature who indirectly gave you the Berserk condition, becomes ***Marked***. If no other creature caused you to gain this condition, you ***Mark*** a random creature you can see.
- You gain an additional reaction, which you can only use to take an attack of opportunity. You have advantage on attacks of opportunity.
When you could make an
attack of opportunity, you must
do so. Against your ***Marked***
creature, you ignore any and all
effects that would prevent you
from making an attack of opportunity against them.
- You become immune to effects that would prevent you from molding chakra, and gain 10 temporary hit points and 10 temporary chakra at the start of each of your
turns.
- This conditon ends when your ***Marked*** creature dies or when there are no other creatures within 60 feet that you can see or hear. Effects that cure the Charmed condition can also cure this condition.
#### Unending Fury
At 20th level, your body has reached superhuman status and is nigh unbreakable. Your Strength and Constitution scores increase by 2. Your maximum for these scores increases by 2.
Additionally, you can, as a bonus action, spend 20 chakra to gather your inner rage, becoming more of a beast than a man. For the next minute you gain the following benefits and cannot concentrate on any ninjutsu or genjutsu.
- You have resistance to Slashing, Bludgeoning and Piercing damage.
- When you hit a creature with a melee weapon attack, with a heavy weapon, you deal additional damage equal to twice the current ranks of fear they have.
- When you reduce a creature to 0 hit points or critically hit, all creatures of your choice within 30 feet of you must make a Wisdom saving throw, gaining one rank of fear on a failed save.
- When you are reduced to 0 hit points, you can choose
to gain 1 HP and temporary HP up to half your
maximum hit points. These temporary hit points
are lost at the end of this feature. After using this
benefit, you can only use it again after a full rest.
This feature can be used once per long rest.
\page
## [Quasar Form](https://homebrewery.naturalcrit.com/share/1zw5MW29pRwm_bcZ1vZTaUuVk4kx8Memtc9Ewox44aiee)
***Creator:*** *Optimal Style*
The Weapon Specialist who focuses on the Quasar Form hone in on the powers that drive life throughout the universe. They take pride in knowing that their skills will restore balance to the world.
#### Forceful Techniques
Starting at 3rd level, your **Weapon Focus** has been imbued with your chakra. Your weapon passively glows bright light in a 5-foot radius and dim light for an additional 5 feet, and now deals force damage in addition to their listed damage. The color your weapon glows matches your natural chakra color.
You also learn to augment your **Flurry Techniques** with natural energy that supplement your Quasar Form.
***Forceful Defense.*** When you would use the ***Enhanced***
***Deflection*** flurry technique, you can spend 5
chakra to gain the benefits until the start of your next turn.
***Forceful Offense.*** When you would use the ***Chakra***
***Strike*** flurry technique, you ignore the benefits of
structures, constructs, or temporary hit points that would
intercept the damage dealt.
***Forceful Movement.*** When you would use the ***Perceptive***
***Augmentation*** flurry technique, you ignore movement
penalties from difficult terrain, and walking on walls or
water until the start of your next turn.
#### Lightsaber Styles
Also, at 3rd level, you get to choose a Style that supports your combat ability. You know 1 style from the following list, and gain more as you gain levels in this class based on the **Styles Known** Table of the Weapon Specialist.
***Deflecting Slash.*** As a reaction, when a ranged attack
would target you, make a melee weapon attack. If the result
of your attack is greater than the triggering creatures
attack, you reflect their attack against another creature
within range. You may use this feature twice per short
rest.
***Disarming Slash.*** Once per turn, when you hit a
creature with a weapon or taijutsu attack you can force
them to make a make a Dexterity saving throw against your
Taijutsu save DC, disarming them on a failed save.
You knock
their weapon a number of feet away equal to 5 x
your flurry die.
***Focused Slash.*** As a bonus action, you can calm your
mind, allowing you to attack swiftly, with no margin for
error. The next weapon or taijutsu attack you make cannot
be reacted to, and if you would have disadvantage on this
attack, you instead make it as normal. You may use this
feature twice per short rest.
***Instant Slash.*** When initiative is rolled you may move up to
your full movement speed and take the attack action
against one target you can see.
***Mental Fortitude.*** When you would be forced to make a
saving throw or be inflicted by a ***Mental*** conditions you
gain advantage on the initial saving throw.
***Pushing Slash.*** Once per turn, when you hit a creature with
a weapon or taijutsu attack you can force them to
make a Strength saving throw against your Taijutsu save
DC, knocking them back a number of feet away equal to 5 x
your flurry die and forcing them prone.
```
```
#### Force Talent
Starting at 6th level, you have achieved a deep understanding of the powers of the universe, allowing you to use the force.
Your **Weapon Focus** gains the thrown property, and if it already had the thrown property it gains the returning property. If your **Weapon Focus** already had both the thrown and returning property, it can now be returned to you at any range.
When you would be forced to make a saving throw to be knocked prone, knocked back, or pulled, you may roll 1 flurry die and add it to the result of your saving throw. Additionally, when jump you can jump twice the normal distance, and you take half as much fall damage and land standing.
#### The Force Unleashed
Starting at 13th level, your control over the force has all but dwarfed comprehension. You gain 60ft. of chakra sight, as you sense the energy in life around you. You can also exert your control over the force through a barrier that is created with your will alone. As a reaction, you can spend 10 chakra and roll 2 of your flurry die taking the higher result, to create a barrier of hit points equal to 10 times the result of your flurry die roll. If you would be forced to make a physical saving throw (Strength, Dexterity, or Constitution) when this barrier is active you make the saving throw at advantage. This barrier is made of pure force that follows you and lasts until the start of your next turn.
#### The Chosen One
Finally at 20th level, the force itself pushes back on everything that would resist your will. Whenever you or a friendly creature within 15 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Constitution modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
When you force a creature to make a saving throw you can subtract half the result of a flurry die from their save. (Min 1.). You can do this a number of times equal to half your proficiency bonus (rounded up) per long rest. In addition, you no longer take falling damage and you cannot be knocked prone, knocked back, or pulled, against your will.
\page
# Puppet Techniques
## [Grey Technique](https://homebrewery.naturalcrit.com/share/XT7UNaj9meae)
***Creator:*** *Stranger*
Puppet Masters who practice the Grey Technique are known as Spiritualist. All those who walk the path of the Spiritualist are connected to death and those beings and entities that linger within its domain.
#### Grey Technique Profiency
When you choose this technique at 2nd level, you gain proficiency in Intimidation and Medicine.
Additionally, you gain the ability to learn any jutsu with the Medical Keyword and may cast any Genjutsu that inflicts ranks of the Frightened condition using your Intelligence as your Genjutsu casting ability modifier. When you do, convert all damage done by these Jutsu to Necrotic.
Finally, you gain the **Charismatic Presence** Upgrade. This does not count against your known Upgrades. All Puppets you possess have this Upgrade, increase the bonus to intimidate checks by one step and, if you spend 1 minute talking to someone, you can make a Charisma (Intimidation) check contested by a creature’s passive insight. On a success, the target gains 1 rank of Frightened for you for the next hour, as long as it remains within 30 feet of your puppet.
#### Spiritualist Binding
Starting at 2nd level, you select a type of Binding for your Puppet Tool to embody. Your selection grants your puppet new abilities, ability score improvements, and changes its appearance. Puppet Bindings are listed on the next page.
You also gain access to ***Upgrades of the Medium***, which are Puppet Upgrades exclusive to the Grey Technique.
#### Unnerving Presence
Starting at 6th level, your puppet begins to radiate an unnerving presence, setting off the deep, primal, and subconscious prey instincts that lie within every creature.
You have advantage to all intimidation skill checks while within 30 feet of your puppet. Additionally, all creatures within a 30-foot radius of your puppet lose resistance to the Frightened, Bleeding, and Lacerated conditions. Finally, when a creature would have Immunity to the Frightened, Bleeding, or Lacerated condition while within a 30-foot radius of your puppet, you can pay 4 chakra to treat their Immunity as Resistance until the start of your next turn.
#### Unfettered Sight
Starting at 6th level, your contact with your Puppet has permanently marked your soul, leaving you especially attuned to spirits and death. You gain 60 feet of a unique variant of Chakra Sight, allowing you the perceive spirits and see the ectoplasmic residue accumulated in areas heavily inhabited by ghosts or other powerful spiritual entities.
Also, all Puppets you possess gain the **Integrated Sight Mechanism** Upgrade for free. When you use this upgrade, you gain access to all your special senses, mantain your 5 senses, and may speak through your puppet.
```
```
#### Undying Will
Starting at 10th level, you have begun to move as one, as the spirit or entity within your puppet learns to move with your will. Once per round, you can command one Puppet Tool without using your action or bonus action. You cannot command this same Puppet Tool again using your action or bonus action for the remainder of the current round. Visually, your Puppets do not require your ***Chakra Threads*** to move.
#### Horrific Connection
Starting at 14th level, your puppet and the entity inhabiting it have become permanently connected to you, in this life and the next. When your puppet would take damage, you may take any amount of damage in its place. When you would take damage take damage, you may force your puppet to take any amount of damage in your place.
Additionally, once per Full Rest, when you would die by any means, you return to life with up to half of your maximum HP. The first time this happens, you permanently gain the ***Undead*** classification, cease aging, and your appearance becomes that of an *Unnervingly Beautiful* or *Subtly Horrifying* version of yourself (you choose).
#### That which can not be Understood
Starting at 17th level, your puppet has become a thing of true dread, able to spread terror and consume it to sustain its unnatural existence and might. Once per round, you can pay 4 chakra to cause all creatures of your choice within a 30 feet radius of your Puppet Tool to make a Charisma Saving Throw against your highest Saving Throw DC or gain 2 ranks of Frightened for the next 4 turns.
For each rank of Frightened a creature possess while starting their turn within 30 feet of your Puppet, they take 4d6 Necrotic damage, which ignores damage Resistance and Immunity. Additionally, your puppet can end all ranks of the Frightened condition within 30 feet on your turn, consuming them. For each rank consumed, you gain 4d8 Temporary Chakra points which last for the next 8 hours.
#### Dead End
Finally at 20th level, the entity contained within
your puppet has reached is full potential, granting it terrible power within undeath.
Your Puppet gains the ability to cast ***Sealing Art:
Impure World Destruction***, using its highest ability
score as its Ninjutsu casting ability modifier for this
Jutsu. When your puppet casts this Jutsu, it reduces
the Chakra cost to 20, raises the damage to 24d10
and, if this jutsu reduces a creature to 0 Hitpoints,
their soul is torn from their body and sealed
within your Puppet Tool.
Moving forward, rather than summon a
construct when your puppet would next use
this Jutsu, it instead gains a quarter as many
hit points as the soul had life, and gains
access to any Jutsu and clan features it
had for 1 minute. Afterward, you may choose
rather or not to set the trapped soul free.
\page
### Spiritualist Binding
Below are the available Puppet Binding. When you select a Binding, you speak the name of the Binding to no one, keeping it a secret from all for the risk is too far great, and change the Puppet's Classification to ***Undead***.
#### Amalgamation
**ASI:** +2 to any ability score, +1 to any ability score
Your Puppet is a corpse touched by undeath and imbued with boimechanical properties that strengthen it furhter while helping to bring it under your control.
- You are considered as gaining the Bloodline, Latent feat, only gaining 2 Bloodline Points and distributing any purchased features to your Puppet. You cannot select the Hoshigaki, Inuzuka, or Kurama clans. If you opt to purchase a hijutsu feature, your Puppet can use the chosen clan's hijutsu, paying an additional 2 chakra unless you have the Jutsu Specialization upgrade. At 11th and 16th levels, you gain 2 more Bloodline Points. These must be from the same clan.
- Your Puppet Tool gains the natural weapon ***Nourishment***. Reach 5ft., one target. Hit: 1d8 + Strength or Constitution Modifier + your proficiency bonus in Chakra Damage and Necrotic Damage. Your Puppet regains Hit Points equal to the Chakra Damage inflicted.
```
```
#### Apparition
**ASI:** Strength score becomes 3, Charisma score becomes 16.
Your puppet is part incorporeal - a ghost, anchored to your soul and given limited ability to manipulate the world through a puppet effigy or totem under your control.
- Your Puppet gains a flying speed equal to its movement speed and can hover.
- Your Puppet can move through creatures, objects and walls as if they were difficult terrain. This does not allow it to pass through surfaces, barriers, or walls made by Jutsu. Your Puppet takes 2d8 Force damage if it ends its turn inside a creature or an object.
- Your Puppet can use Charisma in place of its Strength ability modifier for all attack rolls and damage rolls made with its Natural Weapon.
- Your Puppet Tool gains the natural weapon ***Defilement***. Reach 10ft., one target. Hit: 1d10 + Strength Modifier + your proficiency bonus in Psychic and Cold damage, counting as both for overcoming damage Resistances and interacting with damage Vulnerabilities. On a roll of 17-20, your Puppet Tool inflicts 1 rank of the Chilled or Bleeding condition (you choose).
#### Machination
**ASI:** +2 to Constitution score, +1 to Strength score
Your Puppet is a entity of horror imprisoned within a tomb of steel, fuinjutsu, and mechanical contraptions. At times, it is known to move on its own when left outside your control for to long, and its fake eyes always shift to watch you.
- Your Puppet gains the ***Entrapment Mechanism*** upgrade for free. This does not count against your known upgrades. Whenever your puppet successfully uses ***Entrapment Mechanism*** to grapple a creature, it may immediately pull it inside of its body so long as the creature is the same size as your puppet or smaller.
- Creatures trapped inside your your Puppet have Total Cover against all other creatures and disavantage to all skill checks for as long as they remain inside its body.
- Your Puppet may spend its Action to subsume a single creature trapped within its body, doing 2d10 Necrotic and Chakra damage in the process. This damage increases to 4d10 Necrotic and Chakra damage at 10th level, and 6d10 Necrotic and Chakra damage at 17th level.
- Your Puppet Tool gains the natural weapon ***Confinement***. Reach 5ft., one target. Hit: 2d6 + Strength Modifier + your proficiency bonus in bludgeoning damage. On hit, your puppet may immediately attempt to grapple the creature.
\page
## Upgrades of the Medium
### Wood Upgrades
##### Aspect of the Putrid
**Techniques:** Grey
Your puppet's true nature spills out when damaged, revealing the horror within. As a Reaction to being damaged via a melee attack, a small section of your puppet briefly comes apart, allowing a torrent of unnatural and monstrous insects and vermin to pour out onto the unfortunate creature. They must roll a Charisma Saving Throw or take Xd8 necrotic damage and 1 rank of the Frightened Condition for the next X turns, where X equals half your proficiency bonus (rounded up), or half as much on success.
You may use this Upgrade twice per rest. Alternatively, you can spend 5 chakra to use this upgrade without taking a rest.
##### Goosebumps and other Coincidences
**Techniques:** Grey
Through careful tuning and tinkering, you've calibrated your puppet to release a tiny amount of spiritual energy at a steady rate through a carefully fabricated device, allowing it the subtle supernatural ability to interact with that most all haunting spirits often learn to develop, on your terms.
By using your puppet as medium and source of power, you can communicate with machines non-sentient from a distance and influence their decisions, visuals, and movements; such as making industrial grade meat grinder turn on without warming, cause a series of lights to burn out in a row, one after the other, or force cameras to flicker, either refusing to show your puppet's vissage or hiding it until your puppet is within inches of the device.
Additionally, your puppet may open any Poor, Simple, or Average quality locks as an Action or Bonus Action and is immune to the **Alarming Technique** Jutsu, unable to set it off unintentionally by any means.
##### Relentless Pursuit
**Techniques:** Grey, *Perfect*
Careful to keep the entity within sedated, you
modify your puppet to let a fraction of its
awareness and bloodlust to leak out,
helping to drive it forward. Your Puppet
gains two additional reactions which
can only be used to make attacks of
opportunity. Hit or miss, your puppet
may move up to half its full movement
speed toward the triggering creature.
Additionally, whenever your puppet
damages another creature with an
attack of opportunity, they receive
one rank of the Bleeding condition.
```
```
##### Slasher's Delight
**Techniques:** Grey, *Perfect*
Your puppet has the demented soul of a true killer inside of it. Whenever your puppet reduces a creature to 0 Hit Points, it may drag out the kill, turning it into a bloody spectacle of true horror for all to see. When your puppet does this, it drenches itself in gore or whatever else passes for the creature's innards, gaining Xd4 temporary HP for the next minute, where X equals your proficiency bonus.
Additionally, all creatures within 20 feet of your puppet that have 20 Hit Points or less must make a Charisma Saving Throw at Disvantage or instantly die as they are brought into the spectacle, one way or another. This is known as the *Splash Zone*. You may use this Upgrade twice per rest.
**At Later Levels:** You can take this Upgrade at higher tiers. For each tier above Wood, increase the temporary HP granted by this feature by one step and the HP threshold to be included within the *Splash Zone* by 15. If taken using a Silver or higher tier slot, increase the size of the *Splash Zone* by 10 feet and you may use Slasher's Delight one additional time per rest. If taken using a Platinum slot, all creatures included within the *Splash Zone* make their saving throw rolling 3d20 and taking the worst result.
##### Talisman of Defilement
**Techniques:** Grey, *Perfect*
A forbidden technique where the Spiritualist uses Corrupted Talismans to call forth the envious and hateful dead, long trapped in purgatory. During a rest, you can install up to 3 Ice Bombs of any quality into your Puppet Tool, twisting them in Corrupted Talisman's as a result.
On your turn, your Puppet Tool may use its action to launch one of its remaining Corrupted Talismans at a creature within 60 feet of it. The Corrupted Talisman explodes like normal. Afterward, the explosion leaves behind 15-foot radius sphere of unnatural, chakra-based darkness for 1 minute, both acting as a beacon for malevolent spirits and weakening the veil between life and death within this area.
All creatures treat this darkness as difficult terrain. Any creature that starts its turn in the area takes 2d4 Cold damage per rank of the Corrupted Talisman. Any creature that ends its turn in the area must succeed ; on a Intelligence saving throw or take 2d4+2 Psychic damage per rank of the Corrupted Talisman as the spirits make themselves heard. If the tag is of a higher quality than base, the size of the of the sphere increases by 5 feet for each quality rank above base.
\page
### Bronze Upgrades
##### Aspect of the Unknowable
**Techniques:** Grey
Understanding that the eyes are a window into the soul, you craft your puppet a pair of Fuinjutsu scared prosthetic eyes which can partially get the job done. As a Bonus Action, your puppet may lock eyes with a single creature, magnetically drawing them in and inviting them into taking a single glimpse of what lies underneath its Binding.
At the start of the creature's next turn, it must either Avert its Gaze until the start of it's next turn or make a Wisdom Saving Throw, taking Xd8 psychic damage and 4 ranks of Concussion on failure, where X is equal to your proficiency bonus. On failure, the targeted creature may still Avert its Gaze until the start of its next turn as a Reaction to pass the save instead, but take 2 ranks of Concussion and half as much damage. You may use this Upgrade twice per rest. Alternatively, you can spend 10 chakra to use this upgrade again without taking a rest.
##### Improved Architecture (Grey)
**Techniques:** Grey
You improve upon the vessel of your Binding in various ways. The Puppet Tool that gains this upgrade, gains a specific benefit depending on their Binding;
- **Amalgamation:** The Amalgamation Puppet increases the damage of its natural weapon by +1 die and gains 2 additional Bloodline Points. Additionally, when the Amalgamation Puppet would be reduced to 0 HP, it may roll a Constitution saving throw against half the damage taken to remain at 1 HP instead.
- **Apparition:** Your Puppet gains 2 D-Rank Jutsu of your choice, that you could also qualify for. At 10th level, it learns 2 C-Rank Jutsu of your choice, and 2 B-Rank Jutsu at 17th level. Your Puppet can use Charisma as its casting ability modifier for these Jutsu. (These jutsu follow the same casting rules as the Jutsu Specialization upgrade.)
- **Machination:** The Machination Puppet applies twice your proficiency bonus to all grapple checks, may hold up to two creatures inside of it at the same time, and gains Resistance to all damage done by any creature trapped inside of it.
##### Peek A Boo
**Techniques:** Grey, *Perfect*
**Prequisite:** You must have ***Chillie Coating*** on one of your Puppet Tools.
There is a part of every living mind hardwired to disbelieve and unsee that which lies at the edges of reality. Far more attuned to these forces and entities, you build a spiritual compartment within your puppet that resonates at such a spiritual frequency to allow it to tap into this pheromonal with ease. As part of making a stealth check, your puppet may turn invisible for up to one minute, granting itself advantage on its stealth check. While invisible like this, the puppet radiates an aura of unnatural and bone-deep cold, allowing those within 15 feet of it to sense its presence as their breath condenses and their flesh prickles with goose bumps. Only creatures with True Sight, Infrared sight, or the ability to perceive spirits may pierce this invisibility.
While your puppet is benefiting from this invisibility, any creature who starts their turn within 15 feet of your puppet for the first time must roll a Constitution Saving throw or take one rank of the Chilled condition. Additionally, the first time your puppet would target a creature out of this invisibility with its Natural Weapon, your puppet deals an additional 3d8 psychic damage and inflicts 2 ranks of bleeding on hit.
Regardless of hit or miss, each creature may only ever be targeted by this additional effect once, and this invisibility immediately ends on the use of any Jutsu or an Attack.
##### Seance for the Lost
**Techniques:** Grey
You've learned how to use your puppet as a spirit medium, drawing in the dead and allowing then to speak throught it. The activate this upgrade, you must be near a creature's corpse, the location in which a creature recently died, or an area of enough emotional significance to the spirit. Unless the spirit you wish to draw in is actively haunting a nearby location, it must have been dead for no more then two months for this Upgrade to work.
You can ask each willing spirit a number of questions equal to your profiency bonus. The spirit knows what it knew in life, including the languages it knew, and may or may not be able to recollect any additional information it learned after death. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. You may only call on each spirit once. You may use this Upgrade twice per rest. Alternatively, you can spend 10 chakra to use this upgrade without taking a rest.
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### Silver Upgrades
##### Aspect of Decay
**Techniques:** Grey
You outfit your puppet with a small chamber at the back of its neck, building a device within it that holds a powerful Talisman matrix seal as its core designed to gather and accumulate the primordial undeath and unnatural decay that leaks from the entity inside your puppet. Just being close to it for too long can leave one pale, weak, and chilled to the bone.
As an Action, your puppet can vent the chamber containing this device by spending 15 of your chakra. When it does, it creates a 30-foot radius sphere of sicky green-black chakra that follows it for a number of turns equal to half your profiency bonus (rounded up), remaining centered from the puppet as it moves. All creatures, excluding you and your puppet, who start their turn within this cloud or enter it during their turn for the first time must succeed a Constitution saving throw, taking 4d12 Necrotic damage, 2 ranks of the Chilled condition, and 2 ranks of the Frightened condition for the next minute on a failed save or half as much damage on success. Each affected creature may remake their saving throw at the end of their turn to end all ranks of the Frightened condition inflicted by this upgrade.
All creatures inside the 30-foot sphere gain *half cover* as the deathly chakra obscures them.
##### Lethargy of the Damned
**Techniques:** Grey
**Prerequisite:** ***Talisman of Defilement*** & ***Chakra Draining Mechanism***
After using the *Talisman of Defilement*, your Puppet Tool may thin the veil between life and death further as Bonus Action, activating its *Chakra Draining Mechanism.* This affects up to two creatures within the supernatural darkness as if they where grappled. Additionally, each creature who fails their Constutition Saving Throw also reduces their maximun movement speed by half and gain 2 ranks of Exhaustion until the end of its next turn.
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```
##### Visage of Innocence
**Techniques:** Grey, *Perfect*
You have learned to hide your Puppet's true nature, outfitting it with a transforming apparatus. Your Puppet gains an alternative form. Pick a single Puppet Chassis from Black Technique, Puppet Framework from Green Technique, Weapon Type from Blue Technique, or Puppet Role from Red Technique. Once selected, the choice is permanent. Your puppet tool gains the selected option as a secondary form, assuming an innocent and harmless visage, such as that of a lost child, while transformed into it.
This alternative form shares a single reaction with its main form, but has its own action. When you gain this new form, you must redistribute your upgrades and Ability Score Improvements between both of your Puppets. Additionally, this secondary form only gains 50% of its maximum HP and may not take any ***Upgrades of the Medium.***
Instead, it gains one free upgrade from the selected Technique and a +2d6 bonus to Deception checks meant to convince others to follow it while it appears to be alone or the believe it is harmless. You may purchase additional upgrades from the selected Technique for your Puppet's Alternative Form, increasing the tier of each by one (Wood upgrades take up a Bronze Upgrade slot).
Finally, you may cause your Puppet to switch forms as an Action on your turn. When you do, all creatures within 20 feet of your puppet who have never seen your Puppet's original form before and would witness it for the first time must roll a Charisma Saving Throw or gain 2 ranks of Frightened for the next minute. Each affected creature may remake their saving throw at the end of their turn, losing all ranks of Frightened granted by this upgrade on success.
### Gold Upgrades
##### Aspect of Dread
**Techniques:** Grey
Layering your Puppet special binding rituals and esoteric sound amplifier arrays, you allow the hungering entity within to call out without slipping your control.
When your puppet takes the attack action, it can spend 20 of your chakra to unleash a 30-foot radius scream - the true wail of a Banshee. All other creatures, excluding your puppet, must make a Constitution Saving Throw at disadvantage or take 10d10 psychic damage and 10 ranks of the Bleeding condition as the horrifying screams cause their ears, eyes, and nose to bleed, or half as much and 2 ranks of the Bleeding condition on success.
Additionally, all inorganic materials within range hemorrhage blood profusely, regardless of their capacity to do so or capacity to hold as much liquid inside. This bleeding lasts for the next minute. While bleeding in this way, the Spirits of the dead may reach through the material, stretching it out as one might rubber while they press their hands and faces against it, trying to break through to the other side. The area counts as difficult terrain and a sufficient water source for up to A rank Water Release Jutsu until the bleeding stops. Finally, Constructs and Structures that start their turn within this area increase all damage taken from the Bleeding condition by one step.
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##### Improved Architecture II (Grey)
**Techniques:** Grey
**Prerequisite:** ***Improved Architecture I (Grey)***
You elevate the design of your Puppet Tools even further with more innovation. Your Puppet Tool gains additional benefits, depending on the nature of its Binding.
- **Amalgamation:** The Amalgamation Puppet gains 4 additional Bloodline Points and, when it would make an Attack Action with its natural Weapon, it may make an additional attack. Additionally, when the Amalgamation Puppet would fail a Constitution Saving Throw to avoid being reduced to 0 HP, it may choose to automatically pass the save thrice per rest.
- **Apparition:** The Apparition puppet increases its movement speed by 30 feet, can not have its movement speed reduced by any means, and may spend 4 chakra to pass through surfaces, barriers, or walls made by Jutsu. Additionally, when a creature deals damage to the Apparition Puppet it may use its Reaction to halve all damage until the end of the turn, turning ethereal and intangible.
- **Machination:** The Machination Puppet may hold up to three creatures inside of it at the same time and no longer requires an action to Subsume creatures inside of it, instead able to autmatically target all creatures trapped inside of its body at the end of each of its turn. Additionally, each time a creature is Subsumed by the Machination Puppet it must pass a Constition Saving throw or gain 1 rank of Exhaustion until it excapes the Puppet's confines.
##### Revenant Protocol
**Techniques:** Grey, *Perfect*
What is dead may never die; But rises again harder and stronger. You implement contingencies within your puppet, allowing you to briefly loosen its Binding with mininal risk in exchange for undying power.
When your puppet would be reduced to 0 HP or otherwise destroyed, you may spend 10 Chakra to force it to raise itself back to its feet at the start of your next turn, regaining 50% of its maximum Hitpoints, granting all creatures advantage to hit it, and gaining the following benefits for the next minute;
- Your Puppet Tool gains Resistance to all damage.
- Your Puppet Tool regains hit points equal to half your Puppet Master level at the start of each of your turns.
- Your Puppet Tool adds three times your proficiency bonus to damage rolls, twice per turn.
- Your Puppet Tool may never have its movement speed reduced, by any means, and increases its movement speed by 30 feet.
You may use this upgrade once per long rest. Once this Upgrade ends, you must make an Intelligence Saving Throw against your Puppet Tool or take 5d10 Psychic damage and 2 ranks of the Bleeding condition as the strain of bringing the entity within back under heel damages your mind and internal organs, or half as much on success.
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```
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### Platinum upgrades
##### Aspect of Death
**Techniques:** Grey
You have touched death, and throught your puppet, it has touched you back and seen into your soul. Your Puppet gains the ability to cast the ***Sealing Art: Gate of the Afterlife*** jutsu using your chakra and opening itself up as a spectral, pulsating and quasi real giant portal into the afterlife when it does. Rather then one year, this Jutsu only takes 1 minute to cast and Stuns your puppet for the full duration the portal remains open.
Spirits attempting to force their way throught without your permision must roll a charisma saving throw, rolling 4d20 and taking the worse result. On failure, they are pushed back and disallowed to try again for the next 24 hours.
##### Soul Plague
**Techniques:** Grey
Your puppet unleashes a torrent of necrotic energy, corrupting the souls and minds of all those who dare to go against you. When your puppet takes the attack action, unleash wave of pure death chakra. All hostile creatures within a 60 foot radius must make a Constitution saving throw at disadvantage or take 14d12 Necrotic damage and suffer a rank of *Lethargy*. For each point a creature fails by they suffer an additional rank of Lethargy.
A lethargic creature removes 1 rank of lethargy at the end of each of their turns. For each rank a creature has of Lethargy they take 1d8 Necrotic damage at the start of each of their turns. For every 2 ranks a creature has of Lethargy they reduce all of their saving throws by -1. For every 3 ranks of Lethargy a creature has they reduce their chakra
by 3 times their level. For every 4 ranks of
Lethargy decrease their AC by 2. For
every 5 ranks of Lethargy decrease
their statistics by 2. You
may use this Upgrade
twice per full rest.
```
```
##### Wail of the Damned
**Techniques:** Grey
You install a device embedded with seals and talismans from all across the shinobi world, all in an effort to allow your Puppet Tool the ability to commune with the spirit realm for a massive blast of spectral energy. By spending 25 chakra, your Puppet Tool can use its action to activate this mechanism (the intricacies of how it operates is up to you) and unleash a massive wave of spectral energy in a 150 foot long, 15 foot wide line. All creatures within range must make a Charisma saving throw, at disadvantage. On a failed saving throw, creatures take 8d12 Force damage and 8d12 Psychic damage, ignoring all damage reduction, resistance, and immunity. Also on a failed saving throw, creatures gain 3 ranks of Confused. On a successful saving throw, creatures take half as much damage and only gain 1 rank of Confused. The affected area becomes difficult terrain.
This upgrades effects are augmented by your Puppet's Spiritualist Binding;
- **Amalgamation:** This upgrade deals an additional 8d12 chakra damage and on a failed save, creatures are also Weakened.
- **Apparition:** As part of using this upgrade, your Puppet Tool may imbue one Jutsu it knows with the Medical Release keyword, that deals damage, inflicts a condition, or would impose a negative effect. This jutsu must be of B-Rank or lower. On a failed saving throw, creature's suffer the effects of the jutsu cast in addition to this upgrade's normal effects. When imbued with a jutsu, this upgrade reduces its damage by 2 steps and only gives 2 ranks of Confused on failure, or 1 rank of Confused on success.
- **Machination:** On a failed save throw, all valid creatures are pierce by hooks and chains, taking an additional 4d12 Piercing damage and being immedialy grappled, restrained, and dragged inside the Machination puppet, up to its current limit.
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### Grey Puppet Master Upgrades
Bellow are all Puppet Master Upgrades those of the Grey technique may take.
### Wood Upgrades
##### Armory: Explosive Launcher
##### Armory: Hook Shoot
##### Bulky Build
##### Chakra Resonance
##### Coutermesures
##### Decoy Mode
##### Destructive Habits
##### Entrapment Mechanism
##### Chillie Coating
##### Go Pro
##### Honed Edge
##### Jutsu Channeler
##### Observant Gaze
##### Quick Footed
##### Transforming Apparatus
##### Warframe Augumentation
For those who follow the Grey Technique, you can select this upgrade multiple times, once for each form your Puppet Tool has.
### Bronze Upgrades
##### Armory: Fire and Water Blasters
##### Armory: Needle Wave
##### Chakra Draining Mechanism
##### Chakra Regulators
For those who practice the Grey techniques, your Puppet Tool gains proficiency in chakra control, and if you are also proficient, it no longer has disadvantage on checks to maintain concentration. You can take this Upgrade multiple times, once for each Puppet form.
##### Chakra Sealing Trap
##### Enhanced Durability
- Grey: Increase the hit points of your Puppet Tool by +10. For each level after 2nd level, increase your Puppet's hit points by +2.
##### Jutsu Specialization
For those who follow the Grey Technique, Puppets that acquire this upgrade can also learn Ninjutsu or Genjutsu, with a maximum duration of 1 minute. Your Puppet Tool has disadvantage on concentration checks, and shares your concentration
slots.
##### Long Distance Relationship
##### Tag Team
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```
### Silver Upgrades
##### Armory: Deafening Speakers
##### Armory: Overdrive
##### Chakra Cannon
##### Exploding Puppet Mechanism
##### Force of Will
##### Hovering Mechanism
### Gold Upgrades
##### Armory: Beheader's Blade
##### Armory: Mirrage Disc
##### Enhanced Frame
##### Stuborn Target
##### Thundering Might
##### Undying Form
\page
## Scientific Inquiries
All Scientific Inquiries are currently removed from the main Team 7 book, and have instead been placed in the [Team 7 Legacy Content](https://homebrewery.naturalcrit.com/share/vJNdDZKb-7AU) book. This is done primarily due to the T7 subclasses being outdated with current Science-Nin since the new years 2023 update. If you still wish to use these subclasses, they are compatible with the version of Orochimaru's Class Compendium that is featured in the Team 7 Legacy Content Book.
It should be noted that some subclasses may see their way into the official books in a later update. As for which subclasses that will be, well, we'll all find out when the update drops :) .