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# Krio’s Kleptomantic Collections \page ## Belmont Clan *"I'm Trevor Belmont of House Belmont. Of course I know you. Finding things and recognizing things is what we do, and you are absolutely a thing. You're only a thing, you're only an old killer. You don't make anything, you don't live, you just eat and hide. It's time to give this place back to the people who know how to build things. You and me? We're just killers out of history. Let's just give this one last go. Shall we?" *                                                                                                                                                                              *— Trevor Belmont                              From the Fated Battle with Death.* ### Hunter of Beasts *From the beginning, House Belmont was a wellfare of knowledge for those in their family to be able to be a force of good in the world. By killing the creatures of the night. Going to lengths others would never want or dream of. There will always be hardship with this path. But, maybe. Once in a lifetime, you'll find your true purpose, and kill a creature that needs to be put down.* #### Belmont Traits **Ability Score Increase:** +2 to Str or Dex, +1 Con
**Speed:** Your base walking speed is 35 feet. **Skill Proficiencies:** Martial Arts, Survival, or Nature.
**Weapon Proficiencies:** Whip and Morningstar. ### Belmont Features **Training Of a Lifetime:** Since the beginning of your life, you've been trained beyond your limits by the teachings of House Belmont. Starting at 1st level, you increase your Hit and Chakra Point total by 1. Every level thereafter each time you gain a level, increase your hit and chakra point total by 1.
**The Sacred Weapon:** A staple of House Belmont has always been the Morningstar. Since you were a child you've had extensive training in whip like weapons. Addtionally at 1st level, during a short rest, you may take two Whips and make a Morningstar. The Morningstar is a 2d6 weapon, with Finesse, Trip, Grapple, Deadly, and Reach 2. Only those of House Belmont can be proficient in this weapon.
**Hunter's Bane:** All you've learned in your life has led you to being able to track most creatures of the night by smell and hearing alone. Finally at 1st level, choose one monster adversary type, (Abberation, Monstrosity, Mutant, Demon, Beast, Plant, Undead, Sage Creature) you gain advantage on all checks to track and locate this type of creature as well as recalling information about it. At 7th level you can choose two more of these types, and at 15th you can choose two more. ``` ```
**Optimal Matchup:** You always know what weak points to hit on your chosen enemies, and the best abilities to use. Beginning at 3rd level, when you would engage in combat with your **Hunter's Bane** enemy type as part of rolling initiative, you may make a Read the Enemy check using Survival or Nature, with a DC equal to 8+(Creatures Level) on a success you increase your weapons damage die by half your proficiency modifier against that creature up to two attacks per turn, and you learn it's Adversary Role for 1 minute. At 11th level, your weapons damage dice is applied to every weapon attack.
**Messages From The Past:** The Belmonts have a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Beginning at 7th level, whenever you make a check to recall information about the sinister or tragic history of an object you are touching or your current location, you have advantage on the check. Additionally, if you succeed by the DC by 5 or more. You are transported to the time of the tragedy in a 12 second vision. While you are here you have blindsight and your speed is reduced to zero in the real world, you may not do anything to interact with the real world at all while you're in the vision. You may only look into visions of objects once per object.
**Consecrated Material:** House Belmont has ancient techniques of soaking weapons in holy water and imbuing weapons with seals of God to drive creatures of the night away. Beginning at 11th level, on a short rest, you can make a special type of medicine by spending an amount of chakra die equal to the created amount, called **Holy Water** creating this liquid requires a Survival check vs DC 20+ the amount you wish to make, **(2 Holy Water: +3 to DC, 3 Holy Water: +5 to DC, 5 Holy Water: +7 to DC)**
Additionally as a bonus action, you can either douse your weapon in **Holy Water** or throw it at an enemy. When applied to your weapon, you roll with advantage on all attacks against your **Hunter's Bane** creature type for 1 minute, when thrown, they must make a Dexterity saving throw against your Taijutsu save DC, or take 8d6 Fire damage on a failure that ignores resistance and treats immunity as resistance (these do not stack) and gain 3 ranks of burn, on a success they take half damage and suffer no additional effects. \page **Fate Touched:** Those of the Belmont family have an affinity for getting into trouble and touches with death, this can lead to being apart of an ancient prophecy, or being put into a situation that some would consider unfavorable. Beginning at 15th level, you have an unnatural sense for knowing when you're in over your head. When faced against a creature with one of your **Hunter's Bane** types, you can choose to do two options when Initiative is rolled. Flee or Fight, once per rest. - If you choose to **Fight** you can rebel against fate and go down in a blaze of glory, once per combat, you can cause the creature you're fighting to gain vulnerability to one damage type of your choice for the first round of combat. - If you choose to **Flee** you can avoid your fate and choose to fight another day, once per combat, you can give all of your allies double movement speed, as long as they run away from the creature, while giving them the benefits of the Dash and Disengage actions. ``` ``` **Final Fight:** All of your training has led up to this moment in your life. Something you can consider to be your last bout of glory, and go all out from the start. Beginning at 18th level, you can declare a fight against any single creature to be your **Final Fight** you may only ever do this once.
While in your **Final Fight** you can double all of the damage dice your weapon does against that single creature, additionally adding your proficiency in Fire damage to each attack made against them. You score a critical hit on a 15-20, tripling your damage dice on a crit, and causing the target to gain 1 rank of burn per successful attack. This lasts until you reach zero hp, or go unconscious. Or your target reaches zero. Whichever happens first. \page ## Clan Feats #### Expanding Interests **Category:** Clan **Prerequisite:** Belmont Clan
You were always more studious as a kid than most in your family. You gain the following benefits. - Increase any one of your ability scores by +1 to a maximum score of 20. - You may choose an additional monster type for your **Hunter's Bane.** - You may take this feat multiple times. #### Study and Practice. **Category:** Clan **Prerequisite:** Belmont Clan, Level 4+ Know yourself and know your enemy, and you may not fear the result of a thousand battles. You gain the following benefits. - Increase your Dexterity, Stength, or Wisdom, by +1 to a maximum score of 20. - When you succeed a Read the Enemy check by 5 or more for your **Optimal Matchup** feature, you increase the amount of attacks you can add your increased die by to three per turn. - You gain proficiency in Survival, if you already have proficiency you instead gain Expertise. #### A Vision. **Category:** Clan **Prerequisite:** Belmont Clan, Level 8+ Sometimes you have to dig deeper to see more than the average person. You gain the following benefits. - Increase your Dexterity, Stength, or Wisdom, by +1 to a maximum score of 20. - When you use your **Message From The Past** feature to glimpse into the past, you can freeze the moment in time. You may stay there for as long as you wish to survey the area with no time passing in the real world, gaining True Sight to a range of 30 feet as your eyes adjust to the surrounding area. Your sight immediately returns to normal once you leave the vision. ``` ```
#### Holy Machinations **Category:** Clan **Prerequisite:** Belmont Clan, Level 12+ Preparation and Practice are the tenants of power which lead the Belmonts to living so long in the hellscape of their lives. You gain the following benefits. - Increase your Dexterity, Stength, or Wisdom, by +1 to a maximum score of 20. - As a Bonus Action, you can augment your Morningstar with a seal of holy power against any one of your **Hunter's Bane** creature types, when you do, you can double your weapons damage modifier for one minute against that type. - When you create **Holy Water** on a rest, you can choose to ignore the requirement of spending chakra dice, once per rest, doing this lets you create an additional **Holy Water** along with the normal amount you could make. \page
##### Latent Belmont | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **The Sacred Weapon** | 0 | Over the course of a Long Rest, you can take two Whips and combine them into a Morningstar | | **Latent Hunter's Bane I** | 2 | (You must have ***The Sacred Weapon***) Choose one monster adversary type, (Abberation, Monstrosity, Mutant, Demon, Beast, Plant, Undead, Sage Creature), you gain advantage on checks to track and locate, as well as recalling information about the creature type. | | **Latent Hunter's Bane II** | 2 |(You must have ***Latent Hunter's Bane I***) Beginning at 7th level, you can pick another Monster adversary type. | | **Latent Hunter's Bane III** | 4 |(You must have ***Latent Hunter's Bane II***) Beginning at 11th level, you can pick another Monster adversary type. | | **Latent Optimal Matchup I** | 2 | (You must have ***Latent Hunter's Bane I***) When you roll initiative against your chosen Hunter's Bane Monster type, you can make a Survival check against DC 10+(Creatures Level). On a success, increase your Morningstars damage dice by 1 against that creature for one minute. Once per turn. | | **Latent Optimal Matchup II** | 3 | (You must have ***Latent Optimal Matchuo I***) Beginning at 7th level, when you suceed your Survival check, you learn their Adversary Role, and add an additional damage dice to your Morningstar attacks, up to twice per turn. For one minute. | | **Latent Optimal Matchup III**| 4 | (You must have ***Latent Optimal Matchup II***) Beginning at 11th level, the Survival Check DC is now 8+(Creatures level), and you increase your Morningstars damage dice by half your Proficiency bonus. For one minute. | | **Latent Consencrated Material I**| 3 | (You must have ***The Sacred Weapon***) Beginning at 11th level, you can create **Holy Water** on a Long Rest by making a DC 20 Survival check. On a success, you make two **Holy Water**, which deal 5d6 Fire damage on a failed Dexterity saving throw against your Taijutsu save DC when thrown, or no damage on a success. This fire damage ignores resistance. | | **Latent Consencrated Material II**| 5 | (You must have ***Latent Consencrated Material I***) Beginning at 15th level, you can coat your Morningstar in **Holy Water**, when you do, your Morningstar deals Fire damage alongside Piercing for the purposes of overcoming damage reduction, resistance and immunity. And you roll with advantage against your Hunter's Bane targets, up to twice per turn.| | **Clan Feats**| 7 | You gain the ability to learn Clan Feats, with Belmont Clan as a Prerequisite |
\page ## Emiya Clan **Creator:** *Kriothan*
*"I am the bone of my sword. Steel is my body, and fire is my blood. I have created over a thousand blades, unknown to death, nor known to life. Have withstood pain to create many weapons, yet those hands will never hold anything. So as I pray... Unlimited Blade Works!"* *                                                                         — Archer                                      Excerpt from the 5th Holy Grail War* ### Strength in ideals *Those of the Emiya clan are less of a collective family and more of a people with the same ideals. This means doing whatever is necessary to ensure victory, even if it means choosing the lesser of two evils. There will be guilt brought upon by these decisions, but in the end you can justify anything by saying it's for the Greater Good.* #### Emiya Traits **Ability Score Increase:** +2 Dex or Str, +1 Cha **Speed:** Your base walking speed is 30 feet. **Skill Proficiencies:** Martial Arts, Chakra Control.
**Weapon Proficiencies:** You are proficient with Improvised Weapons. #### Emiya Features  **Trace On:** Starting at 1st level, you gain a number of **Tracer** slots equal to your proficiency times your level. While you're holding a weapon in your hand or when you see an enemy or ally attack or deal damage with a weapon as part of a Bukijutsu, or weapon attack, you can scan and reinforce the weapon. Adding it to your own arsenal, and using a **Tracer** slot, twice per turn. As a Bonus Action you can summon a weapon from your **Tracer** slot into your hand, it retains every Weapon Property and special ability it had (ex: Vorpal Seals, regular seals, extra damage, etc.). At 7th level, you can summon two weapons with one Bonus Action. You can get rid of any number of weapons in your **Tracer** slots over the course of a short rest. Doing so permanently removes them from your magical arsenal.
These weapons count as Improvised Weapons that only you can be proficient in. You can Trace any weapon without seals, but if a weapon has seals, you may only copy up to D-Rank seals. At 5th level, this extends to C-Rank seals. At 9th level, this extends to B-Rank seals, At 13th level, this extends to A-Rank seals. At 17th level, this extends to S-Rank seals. Alternatively, if the weapon has a set rank that it is listed as, you may only copy up to D-Rank, with the same scaling at 5th, 9th, 13th, and 17th levels.

**Ambidextrous:** Additionally at 1st level, improvisation is the name of the game when it comes to the Emiya clan. You can use Dexterity, or Strength when calculating Save DC and Attack bonus for Bukijutsu or Weapon attacks using your **Trace** weapons. ``` ```
**Improvised Fighting Style:** Beginning, at 3rd level, each of your weapons is unique in their own way, only you can truly understand their potential. As such you have formed a custom stance to use all of your weapons at once with no drawbacks. You gain access to the following stance, and may not switch it or use any others. No other creature may copy this stance by any means.
**IMPROVISED STANCE**
You have mastered the art of quickly swapping between any and all weapons to gain the most effective position in combat. Everything can be used as an extension of your body. While in this stance you gain the following benefits. - You gain a +1 bonus to Attack and Damage rolls with Improvised Weapons. - As a Reaction, you can initiate a psuedo clash using your own opponents weapon that you instantly copy to use against them. When initiating a clash in this way, roll a contested Martial Arts check, adding a d4 to your own check. Whoever fails this check is Dazed until the beginning of their next turn, and deal Weapons Damage. - When you engage in two-weapon fighting, you can add your ability modifier to the damage of your two- weapon fighting attack.
**Customizable Tactics:** Also at 3rd level, when you summon your **Tracer** weapon, you can swap any of your weapon's properties for any other of your choice, except for the Versatile property. When you do, the weapon retains its shape, size, and damage type. You may do this a number of times equal to your proficiency bonus per rest.
**You Faker!:** Starting at 7th level, your **Tracer** weapons gain a +1 to critical threat range. Addtionally, when you attack an enemy and fail to hit their AC. As a Bonus Action, you can cause your weapon to explode, dealing splash damage to the target and destroying your **Tracer** weapon. You deal half your weapons damage, and force the original target of your attack roll to make a Constitution saving. Taking Force damage equal to Xd8, where X is half your proficiency bonus. (Rounded up.) You can use this feature a number of times equal to your Taijutsu ability modifier per rest. \page




























**Rho Aias:** Starting at 11th level, as a Reaction when an enemy damages you or an ally within 20 feet of you, with a ranged weapon or jutsu. You summon a 20x20 foot barrier that gives full cover. To do this you must spend 10 **Tracer** weapons from your slots, granting the barrier HP equal to 20d12. This barrier protects you and all creatures behind it until the end of the current turn. You can use this feature a number of times equal to your Taijutsu ability modifier per long rest. ``` ```




























**Broken Phantasm:** With each weapon that destroys itself from your use, it strengthens those it leaves behind, the broken pieces forming something more powerful. A **Phantasm**. Beginning at 15th level, when you have expended all uses of your 7th level feature this rest, you can activate the power of your **Broken Phantasm** by channeling the destroyed pieces of your other **Tracer** weapons a single stronger, more fortified weapon. This weapon has three forms, for melee, medium, and ranged. You decided what properties each of these weapons have on summon, but they each have a prerequisite. (Weapons on next page.) \page All three of these weapons count as Improvised Weapons for the purposes of interacting with Clan features. - **Kanshou/Bakuya:** Duel swords that represent Yin/Yang. For each attack you make with these weapons, make an additional attack, up to three times per turn. You deal an additional amount of damage per attack equal to 2d8 Force Damage. These weapons last for one minute, and must have the **Multiattack** property. - **Axe-Sword:** A weapon that was rumored to be wielded by the greatest Greek hero alive. This weapon must be wielded with two hands and can only make one attack per turn, no matter what. However, it deals an additional amount of bludgeoning damage equal Xd10, where X is half your proficiency bonus. When you are considered Bloodied, you can activate the secondary feature. Known as; **Nine Lives Blade Works.** This form increases your speed dramatically, at the cost of your own life. You can attack up to three times per turn in this form, however, each time you take an amount of unreducible damage equal to 5d8 necrotic damage. This weapon lasts for a minute and must have the **Heavy** and **Reach** property. - **Caladbolg:** A demonic spiral lance that has been modified into a singular arrow that can be fired from great range. This arrow always hits it's target. Choose one creature that you can call the name of within 5,000 feet of you. You fire your arrow to the sky and the target creature must make a Strength, and Constitution saving throw, both at disadvantage against your Taijutsu save DC. On a failed Strength saving throw, they are pierced and pinned to the ground, becoming Restrained, and taking 10d12 piercing damage, that ignores damage reduction. On a failed Constitution saving throw, they immediately gain 5 ranks of Lacerated that trigger on hit, then at the beginning of each turn. If they fail both saving throws, **Caladbolg** then detonates inside them. Dealing an additional amount of Force damage that ignores Resistance and Immunity equal to 20d12. This arrow then disappears. This weapon must have the **Ranged** property. You can use only use this feature to summon one weapon per long rest. \page
**Unlimited Blade Works:** The Realm of your weapons has revealed itself to you. Granting you the knowledge and strength to fully understand the power of Reinforcement. Starting at 18th level, as an Action, you call out the name of your **Reality Marble**. All creatures of your choice within 90 feet of you are sucked into the Realm of your weapons. While in your domain, you have the power to command any weapon you have **Traced** in the past. Even if it has been destroyed. For one minute, you gain the following benefits. You can only use this feature once per Full Rest, and each of the following abilities twice each. - As Action, you can summon up to 10 Weapons to attack one creature 10 times, or up to 10 creatures of your choice. Make one Weapon Attack roll, and compare it to each creature’s AC in a 60 foot radius. On a hit, you deal 2d8 Bludgeoning, Piercing, or Slashing damage per weapon (Your choice of damage type), that ignores DR and Resistance. If you beat their AC by 10, they gain 1 ranks of Lacerated. - As a Bonus Action, you can reinforce a number of allies weapons, using the chakra of the domain as a catalyst, increase all of the attack and damage rolls of your allies weapon attacks and bukijutsu by 1/3rd your proficiency bonus. For one minute. - As a Full Turn Action. You scan all the weapons that an enemy use, or have ever used in their lives and add them to your own collection. But better, stronger. Choose one creature within 60 feet of you. They must make a Constitution saving throw, against your Taijutsu save DC. On a failure, they are acosted by every weapon they have ever wielded in their life. Dealing 10d12 Necrotic damage, that ignores DR and Resistance. Half damage on success. ``` ``` **Passive Effect:** In your **Reality Marble** there isn't much short of divine intervention that could possibly destroy or harm you. Your strength is increased, your chakra is more potent, and mental fortitude rivals that of a monk. While you are within the confines of **Unlimited Blade Works**, you are not bound by prior limitations. The following beneifts are always active as long as you reside in this Realm. - Whenever you would take damage, reduce it by 10. - While in your **Reality Marble** you are treated as having the maximum amount of **Tracer** slots you can have. - Finally, using the prior requirements of **Broken Phantasm**, you can summon each weapon once, instead of *only* one, but you may only wield one at a time. Every time you summon a **Broken Phantasm** beyond the first one you take an amount of damage equal to Xd6. Where X is your Proficiency bonus. - As an Action, you can surround yourself with an impenetrable shield of weapons. You become immune to Bludgeoning, Piercing, and Slashing damage until the end of your next turn. - Finally, as a Reaction whenever a creature damage you in any way, you can collapse your **Reality Marble** as a final defense mechanism. Doing so forcefully removes every creature besides yourself from your **Reality Marble.** Then, you heal an amount of HP or Chakra equal to your level, times your Taijutsu ability modifier (Max of +5). After this calculation is finished, you then appear outside of your Realm, where you entered. \page ## Clan Feats #### Trace and Projection **Category:** Clan **Prerequisite:** Emiya,
You have begun to master your Improvised Weapons, increasing your potential by utilizing reinforcement techniques, gaining the following benefits: - Increase your Dexterity or Strength score by 1, to a maximum of 20. - You learn the **Mending** jutsu, it can be cast for 0 chakra without the CM component, the casting time becomes a Bonus Action. - When you cast the **Mending** jutsu, you temporarily increase the potency of your reinforced creation. If what you mend is a weapon, increase the attack and damage rolls by +1. if you mend armor, increase the AC by +1. This lasts until the first attack roll, or when you are damaged. Respectively. #### Adept Tracer **Category:** Clan **Prerequisite:** Emiya, Level 4+ Sometimes a fake will never be as good as the original. But you make up for it in other ways. You gain the following benefits. - Increase your Dexterity or Strength score by 1, to a maximum of 20. - When you score a Critical hit with your **Tracer** weapon, you can activate a unique condition called **Traced**, for each rank of **Traced** an enemy has, they have a -1 to Attack and Damage rolls with weapon attacks against you. Up to a maximum of 5 ranks. This lasts until the end of combat. - Whenever you use your **Customizable Tactics** feature to change your Weapons Properties, you can choose to instead of changing any properties, increase the die step of a weapon you have **Traced** that has the Versatile property by one, once per turn. (1d4>1d6>1d8>1d10>1d12>2d6). This still expends a use of your **Customizable Tactics** feature. ``` ```
#### Heroic Spirit **Category:** Clan **Prerequisite:** Emiya, Level 8+ Through your ideals and convictions, the spirit that lays within you has awoken. Keeping you in the fight, no matter what. You gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - Increase your Hit Point total by 1. Every level thereafter each time you gain a level, increase your hit points total by 1. - As a Bonus action, you can activate the mighty power of **Avalon.** A healing sheathe rumored to be called to those who are deemed a powerful hero, with strong convictions. When this activates, you can choose to either obtain **Emergency** healing, or **Gradual** healing. Choosing **Emergency** instantly heals you Xd6, where X is your proficiency bonus, afterwards this feature ends. Choosing **Gradual**, heals you your proficiency bonus at the start of each of your turns, for one minute or until you fall unconscious. You can use **Avalon** twice per long rest.
#### The Height of Hubris **Category:** Clan **Prerequisite:** Emiya, Level 12+ "You're just like me, a Jack of All Trades, Master of None!" You gain the following benefits. - Whenever a creature attacks or deals damage with a Bukijutsu that you can see within 30 feet of you, you can use your Reaction to attempt to copy and **Trace** their body movements. Roll an ability check using your Taijutsu ability modifier against a DC of 13 + Jutsu rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5) On a success you add the jutsu to your known jutsu list, you may have a number of copied jutsu equal to your Proficiency bonus. Up to your highest jutsu rank known. - Alternatively, you can use your Reaction to instantly cast the same Bukijutsu they're using and initiate a Clash check, paying the chakra cost as normal. Whoever fails gains Staggered which lasts for two turns. You can clash this way a number of times equal to half your Taijutsu ability modifier per rest. \page > Disclaimer: Excalibur is purely optional, DM dependant, Broken Phantasm. It is suppose to be an exact match or as close as I can get to Excalibur as used by Saber in Fate Zero. This means it's absolutely broken. Good luck.
#### Shroud of Martin **Category:** Clan **Prerequisite:** Emiya, Level 16+ The power of your Tracing has reached it's near pinnacle, which means you can't stop. Even at the cost of your own life. You gain the following benefits. - **Rule Breaker:** A curved and jagged dagger with powerful runes carved onto it that hum with ancient powers. On a further inspection, there are two you can recognize. Alpha and Omega. Beginning and End. This weapon functions as a Kunai, and does an additional 2d8 Psychic damage on hit. Whenever you attack with **Rule Breaker** you can forgo rolling damage to instead activate it's special effect, called **Rulebreak.** Doing so removes all Chakra based effects, mind control, and Mental or Sensory conditions from whoever or whatever you attack, additionally, you remove their ability to Mold Chakra for a number of rounds equal to half your proficiency bonus. If you use **Rulebreak** on a construct or summon, you can take control of that creature for yourself, or destroy them. You can activate **Rulebreak** three times per long rest. This weapon must have the **Hidden** property. - **Excalibur:** The Fabled sword of King Arthur, a weapon that chooses who is worthy to wield this. If you summon this weapon, be prepared for the price of not being worthy. This weapon requires a 20 Constitution score to be able to wield. This weapon functions as a Great Sword, and does an additional 2d6 Earth damage. As a Full Turn Action, you can activate the might of **Excalibur** channeling all of the strength of fallen warriors into one powerful strike. Reduce your Chakra to 0, and your HP to 1, neither can be increased until you take a long rest. You slice your weapon forward after shouting it's name. All creatures within a 120 foot line, that is 20 feet wide, must make a Constitution saving throw at Disadvantage against your Taijutsu save DC. On a failure, they take 50% of their max HP as Radiant damage. If this would reduce their HP to 0, they are disintegrated, unable to be revived by any means. On a success, they take 25% of their max HP as Radiant damage. Then **Excalibur** is destroyed, never to be used again. This damage ignores Health Gates from Adversaries. \page
##### Latent Emiya | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Improvisation Over Practice** | 0 | You gain proficiency in Improvised Weapons | | **Latent Trace On I** | 2 | (You must have ***Improvisation over Practice***) You gain the **Trace On** class feature, but only an amount of Slots equal to your Proficiency times half your Taijutsu Ability Modifier. | | **Latent Trace On II** | 2 |(You must have ***Latent Trace On I***) Beginning at 7th level, you **Tracer** weapons you copy can use Dexterity or Strength for their attack rolls. | | **Latent Trace On III** | 4 |(You must have ***Latent Trace On II***) Beginning at 11th level, you can use Dexterity or Strength for your Save DC and Attack Bonus calculations for Bukijtsu. Additionally, you may use your full Taijutsu ability modifier to calculate your number of **Tracer** slots. | | **Latent Improvised Fighting I** | 2 | You gain a +1 to Attack and Damage rolls involving Improvised weapon attacks. | | **Latent Improvised Fighting II** | 3 | (You must have ***Latent Improvised Fighting I***) Beginning at 7th level, you can change 1 Weapon Property for another when you summon a **Traced** weapon. | | **Latent Improvised Fighting III**| 4 | (You must have ***Latent Improvised Fighting II***) Beginning at 11th level, you can cause your Weapon to explode whenever you miss with an attack using an Improvised Weapon, dealing 2d8 Force damage to the target of your original attack. | | **Latent Rho Aias I**| 3 | (You must have ***Latent Trace On I***) Beginning at 11th level, You may expend 5 **Tracer** weapons as a Reaction to a ranged weapon attack to summon a 10x10 foot barrier in front of you that has HP equal to 8d6, and gives you and allies behind the barrier three-fourths cover. Once per long rest. | | **Latent Rho Aias II**| 5 | (You must have ***Latent Rho Aias I***) Beginning at 15th level, you may expend 10 **Tracer** weapons as a Reaction to a ranged weapon attack to summon a 15x15 foot barrier in front of you that has HP equal to 10d8, and gives you and allies behind the barrier three-fourths cover. Twice per long rest| | **Clan Feats**| 7 | You gain the ability to learn Clan Feats, with Emiya Clan as a Prerequisite (Except Shroud of Martin.) |
\page ## Hakari Clan ***Creator:*** *Kriothan*
*I watched as he took off his shirt in front of me as I charged my ultimate attack. Confused, until he pointed at me and said 'Hey, I hope you're feeling Lucky today!" With a grin, he performed a handsign and says I sentence I can't hear, suddenly were fighting alone, and I see a slot machine behind me, I've never felt such dread in my life. * *                                                                         — Unknown                                      A Farmer's Perspective* ### Always Bet On.... ["If you are unsure on who is going to win. Always bet on Hakari."](https://youtu.be/rFUX4Z39qn8?si=P_D36EreW7CNWbiL&t=89) #### Hakari Traits **Ability Score Increase:** +2 Cha, +1 Con **Speed:** Your base walking speed is 30 feet. **Skill Proficiencies:** Performance, Chakra Control
**No Need:** You cannot gain, start with, or be given Will of Fire's by any means. #### Hakari Features **Hakari Clan Jutsu:** The Hakari Clan has access to a separate list of jutsu unique to their clan. You can add these Jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list(s).
**Superior Movement:** Starting at 1st level, a part of being in the Hakari clan gives you a unique sense of balance and freedom that others can't acquire, you can substitute any Martial Arts check for Performance instead. Additionally you can use Charsima in place of any other ability scores for your Hakari clan hijutsu.
**Lucky Number:** Additionally at 1st level, designate three numbers on a d20, from 2-19. Whenever you roll any of those numbers on the flat die for any d20 roll or a Natural 20, you gain a **Lucky Number** to a maximum of three, you can spend this unique resources to add an additional dice to any d20 roll within 30 feet of you, choosing if they take the highest or lowest roll between all of the d20's, once per turn, or as a alternative source for your Hijutsu. Whenever you roll a Natural 1, you lose a **Lucky Number**. You lose any **Lucky Numbers** you have after taking a rest. You can spend three **Lucky Numbers** to activate your **Lucky Break** as a Bonus action, while in this state, you gain the following benefits for one minute, - Roll your damage dice twice when dealing damage, taking the higher result - You can calculate your AC using Charisma - When casting a Hakari clan hijutsu, increase the Save DC by +1, or the damage dice by 2. - While in **Lucky Break**, each Hakari Clan hijutsu gains an upgraded effect, outlined in the jutsu, but they cannot be upcasted. Additionally, while in your **Lucky Break** the maximum amount of **Lucky Numbers** you can have is now equal to your Proficiency bonus. Which can be used for the above mentioned effect, or as a substitute for Chakra when Hakari Clan hijutsu, but the jutsu cannot be upcasted when cast in this way. Whenever you use **Lucky Numbers** to cast a jutsu, you pay concentration costs using Chakra after the initial casting as normal. Upon reaching 7th level, you can designate one more number to gain **Lucky Numbers** from.
**Your Own Rhythm:** Beginning at 3rd level, once per turn when you would damage a creature wtih a jutsu with the **M** component, you gain a stack of **Rhythm**, while you have this stack, increase the damage rolls of your Taijutsu by +1 and for every 2 ranks increase your Taijutsu attack rolls by +1. Up to a maximum of 5 stacks. If you miss an attack, or get hit, you lose all stacks of **Rhythm**. At 7th level, you can gain up to two stacks of **Rhythm** a turn, and you gain a +1 to AC for every two ranks you have.
**Out of Sync:** Starting at 7th level, when an ally within 30 feet of you misses with a weapon or unarmed attack roll, or fails a Str, Dex, or Con saving throw, you can have them reroll it, taking the second result. You can use this feature a number of times equal to half your proficiency bonus per short rest. Additionally, whenever your **Lucky Break** ends, you can spend three **Lucky Numbers** to continue to gain the benefits for another minute. At 11th level, you can use this feature on Taijutsu attack rolls, and any Saving Throw.
**Displaced Luck:** Starting at 11th level, a number of times equal to half your proficiency bonus per long rest, whenever you would roll a Natural 1, you are not treated as if you critically failed, and choose a creature within 60 feet of you, the next d20 roll they make is reduced by -3. (Ex. if they roll a 20, it is treated as 17 on the die.)
**Rigged Bets:** Starting at 15th level, whenever you would gain a **Lucky Number**, you can gain another one, once per turn. You can do this a number of times equal to 1/3rd your Proficiency bonus per rest. Additionally, when you cast Idle Death Gamble, you can make it so your opponent trapped in the jutsu with you cannot roll their 3d10 for a number of rounds equal to 1d4.
**All In:** Starting at 18th level. As an action, once per long rest. You can spend up to five **Lucky Numbers**. For one minute, you gain the following benefits based on how many **Lucky Numbers** you chose to expend. You cannot gain **Lucky Numbers** while gaining the benefits of this action **Tier 1 | 1-2:** You gain an amount of Temporary Hit Points at the start of each of your turns equal to half your Charisma modifier times half your Proficiency bonus. **Tier 2 | 3-4:** You gain the benefits of **Tier 1**, and increase your attack and damage rolls by your Charisma modifier. **Tier 3 | 5:** You gain the benefits of **Tier 1 & 2**, and increase your damage reduction by twice your Charisma modifier. \page ### D-Rank #### Gamblers Edge **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction when you would be targeted for an attack, or fail a save against any condition.
**Range:** Self
**Duration:** Instant
**Components:** M, CM
**Cost:** 4 Chakra, or two **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:** You strike a pose, meant to baffle enemies and fortify your body, with a flash of luck you push your body to the limits, increase your AC by +3 until the beginning of your next turn against all attacks including the triggering, or if you fail a condition saving throw, you can reroll the saving throw, if you succeed with the use of this reaction, you have resistance to the condition until the end of your next turn. **Lucky Break:** Increase your AC by +5, and choose one condition you gain resistance to that condition for one minute. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, at B-Rank, increase the AC bonus by +1, and you gain resistance to the condition for one minute, at S-Rank, increase the AC by +2, and you gain Immunity to the condition for one minute. #### Breakdancing Blitz **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 5 Chakra, or two **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu, Combo
**Description:** **(These attacks cannot crit)** Following a series of unorthodox movements, you begin to kick, punch, and swing your body. Make three melee taijutsu attacks on up to three targets, dealing your unarmed damage on a hit, you do not add your modifier to this damage. If you hit the same creature with at least two attacks, they gain 1 rank of **Dazzled**. Until the end of your turn, you can target one affected creature with a Taijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time. **Lucky Break:** If you hit with three attacks against a singular target, they have disadvantage on their next saving throw imposed by a jutsu. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, at B-Rank, add your modifier to each hit and each attack can crit. At S-Rank, increase the number of attacks and **Dazzled** rank by +1. ``` ```
#### Top Rock **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** M, CM
**Cost:** 4 Chakra, or two **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:** You settle into a low unorthodox stance, beginning to dance a improvised routine, similar to breakdancing. You cannot lose concentration on this jutsu as a result of damage. While this jutsu is active, increase your AC by +2, you do not provoke opportunity attacks, when casting a jutsu with the **M** component, increase the damage die by +1, once per turn. **Lucky Break:** Increase your AC by +3, and you do not pay concentration costs for this jutsu. #### Five-Card Draw **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 hour
**Components:** HS, CM
**Cost:** 5 Chakra, or two **Lucky Numbers**
**Keywords:** Hijutsu, Genjutsu
**Description:** By channeling your chakra through your nervous system, you can simulate a passive adrenaline rush to increase your perceptive abilities and brain waves. Simulating an increased sense of luck through pattern recognition. You do not spend chakra to maintain concentration on this jutsu. For the duration of this jutsu, whenever you make a Charisma or Sleight of Hand (Dexterity) check, add a d4 to the roll. Additionally, while this jutsu is active, increase the amount of Ryo you would gain from any type of Card or Dice game by 300. **Lucky Break:** You gain advantage on all Charisma and Sleight of Hand (Dexterity) checks, in addition to the d4. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the amount of Ryo gained by 200. If this jutsu is cast at B-Rank, increase the die bonus to 1d6, at S-Rank, increase the die bonus to 1d8. \page ### C-Rank #### Down Rock **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** M, CM
**Cost:** 8 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:** You can only cast this jutu while concentrating on **Top Rock**, you drop concentration on that jutsu and gain the benefits of this one. You cannot lose concentration on this jutsu as a result of damage. You gain all the benefits of **Top Rock**, and increase your movement speed by 20 feet. Additionally, you increase the damage die when casting jutsu with the **M** component by an additional +1, twice per turn. **Lucky Break:** When you cast an area of effect Taijutsu, increase the radius by 10 feet, and if it would trigger a saving throw. One creature of your choice gains disadvantage on their saving throw. #### Dazzling Performance **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 9 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:** You make an attack so unorthodox and confusing that no enemy could possibly predict you. Make a Taijutsu attack roll against a creature within range, on a hit, you deal 6d6 bludgeoning damage. If the creature has any ranks of **Dazzled** this instead becomes Psychic damage. **Lucky Break:** If the creature has a rank of **Dazzled**, they cannot react to the damage of this jutsu, and you halve all damage reduction they would have until the beginning of their next turn. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the amount of damage by 1d6. ``` ```
#### Lucky Breakdown **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 8 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu, Finisher
**Description:** In an effort to further bewilder your opponents, you drop to the ground and spin your legs around in the air like a top, devastating those unlucky enough to get caught in the way. Make a single melee taijutsu attack, comparing the result to the AC of all creatures within 5 feet of you. On a hit, you deal your unarmed damage + 3d6. All affected creatures must then make a Strength saving throw, being knocked prone. When a creature knocked prone in this way would stand up, they immediately gain two ranks of **Dazzled**, as their mind struggles to recover from your flurry. If this jutsu is cast as a **Finisher**, it instead deals your unarmed damage + 3d8, and affected creatures make their Strength saving throw with a -1d4 penalty. **Lucky Break:** You instead make this attack with advantage, and on a failed strength saving throw, the target also becomes Blinded until the start of your next turn. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the damage by two die. At S-Rank, you can make an additional attack with this jutsu, and creatures knocked prone cannot stand up until the end of their next turn. \page ### B-Rank #### Freeze **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** M, CM
**Cost:** 12 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu
**Description:**You can only cast this jutu while concentrating on **Down Rock**, you drop concentration on that jutsu and gain the benefits of this one. You cannot lose concentration on this jutsu as a result of damage. You gain all the benefits of **Drown Rock** and once per turn, when you hit an enemy they gain 1 rank of **Dazzled**. Additionally, you increase the damage die when casting jutsu with the M component by an additional +1, three times per turn. **Lucky Break:** When you cast a Jutsu with more than one attack roll, you can add your Strength or Dexterity modifier to the damage rolls along with your Charimsa modifier. #### Strip Poker **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 5 feet
**Duration:** Instant
**Components:** M
**Cost:** 13 Chakra, or three **Lucky Numbers**
**Keywords:** Hijutsu, Taijutsu, Finisher
**Description:** You truly begin to tap into the zone with this attack. Make a Taijutsu attack roll against a creature within range, on a hit you gain 1 **Lucky Number**, and deal 4d8 Bludgeoning damage, after you land this attack, for one minute you gain +1d4 to all your attack rolls. If this jutsu is cast as a **Finisher**, instead deal 8d8 Bludgeoning damage and the attack is unreactable. Additionally on a hit, double the ranks of **Dazzled** the target would have, and they become Blinded until the beginning of their next turn. **Lucky Break:** Make your attack roll at advantage and increase the crit range by +1. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and the damage die by 1d8. \page ### A-Rank #### Idle Death Gamble **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** 30 feet
**Duration:** Special (4 Minutes and 11 seconds)
**Components:** M, W (Your shirt)
**Cost:** 18 Chakra, or four **Lucky Numbers**
**Keywords:** Hijutsu, Ninjutsu
**Description:** You take your shirt off and perform a unique handsign, calling out the name of this attack. **Idle Death Gamble** When you activate this jutsu initially, you and a hostile creature of your choice within range begin a game. At the beginning of each round, you and the creature you chose must roll 3d10, if one of the three dice successfully land on a 10, the next roll that must be hit at the beginning of next round is a 9 or 10. Finally, the next round the number that must be hit is a 8, 9, or 10. Failure to do so at any stage brings you back to zero successes. This part of the effect lasts until one person becomes unconscious or all the required numbers are rolled. The first person to gain all three stacks becomes overpowered with chakra. They regain an amount of Hit Points equal to their proficiency bonus in d6's at the start of each of their turns, and when they cast a jutsu that is not concentration of B-Rank or lower, they cast it at 0 chakra. They can do this twice per turn. If they cast a jutsu that is concentration, they half the cost instead. This lasts for 4 Minutes and 11 Seconds. (41 rounds) The secondary effect of this jutsu ends when the timer runs out, you die, or the other target of this jutsu dies. **Lucky Break:** If you cast this jutsu while your **Lucky Break** is active, you increase the odds of the first roll to 1 or 10, the second roll to 1, 2, 9, 10, and the third roll to 1, 2, 3, 8, 9, 10, only for you.
> Discaimer: If at any point during the first effect of the jutsu either user rolls three matching numbers on the 3d10, Idle Death Gamble instantly moves to the second stage for that creature. \page ## Clan Feats #### One Man Flash Mob **Category:** Clan **Prerequisite:** Hakari Clan
You're always the life of the party no matter where you go. You gain the following benefits: - Increase your Charisma or Constitution score by 1, to a maximum of 20. - You gain expertise in Performance. - As an Action you can make a Performance check to bring all the attention to you, as music appears from nowhere, when you do so, you can force all creatures that can see you to make a Charisma saving throw against your highest Save DC, on a failure, they gain 1 Ranked of Charmed and move up next to you if they can and begin to dance alongside you. For 10 minutes, they have a -10 to their Passive Perception while they are dancing. You can do this once per rest. #### Against All Odds **Category:** Clan **Prerequisite:** Hakari Clan, Level 4+ When you're on fire your luck can't be beat. You gain the following benefits: - Increase your Charisma or Dexterity by +1, to a maximum of 20. - When you activate your **Lucky Break**, each creature of your choice within 30 feet of you must make a Charisma saving throw against your highest Save DC, on a failure, for the duration of your **Lucky Break** creatures roll their damage dice twice, taking the lower result. - You no longer lose stacks of **Rhythm** when you would get hit. #### Lucky Partner **Category:** Clan **Prerequisite:** Hakari Clan, Level 8+ Your luck only enhances when you have friends and allies by your side. You gain the following benefits: - Choose one ally at the end of a long rest, whenever they would roll a Natural 20, you gain 1 **Lucky Number**. - Whenever you would cast **Top Rock**, **Down Rock**, or **Freeze**, you can designate yourself a **Dance Partner**. The creature you choose gains the benefit of the Jutsu alongside you for the duration of the jutsu as they sync to your rhythm and movements. If either of you would ever end your turns more than 60 feet away from eachother, this effect ends early. You can only have one **Dance Partner** at a time, and must finish a rest before you can use this again. - When you would make a Charisma skill check while within 5 feet of an ally, you can add a d4 to your roll.

#### Debt? What's that? **Category:** Clan **Prerequisite:** Hakari Clan, Level 12+ 90% of gambling addicts quit right before they're about to hit it big, but never you. You always play one more game. You gain the following benefits: - Whenever a creature rolls a Natural 2 within 30 feet of you, you can choose for the roll to be treated as a Natural 1. You can do this number of times equal to half your proficiency bonus per long rest. - Whenever you would fail a Skill Check or Saving Throw, you can choose to add a d6 to the roll, potentially turning a failure into a success. Twice per long rest. - Whenever you would roll a Natural 20 you instead gain two **Lucky Numbers**. - When you use your **Displaced Luck** feature you reduce their next two d20 rolls by -3 instead of just one. #### All or Nothing **Category:** Clan
**Prerequisite:** Hakari Clan, Idle Death Gamble, Level 12+ You always have room to spin one more slot machine, even at deaths door. You gain the following benefits: - As a Reaction whenever you are reduced to zero hit points, you can immediately roll 3d10, if any of those are a 10, you regain half your maximum hit points, and are treated as if you hit the Jackpot on Idle Death Gamble until the end of your next turn. You can use this reaction a number of times equal to half your proficiency bonus rounded up, per long rest. - Whenever the secondary effects of Idle Death Gamble activates for you, choose two damage types and two conditions, you become immune to both of them for the duration of Idle Death Gamble. - When you would fail a saving throw from a jutsu or effect that would instantly kill you, you can roll a d10, on a 8, 9, or 10, you are treated as if you had passed the save and suffer no additional effects. \page ## Seishin Clan ***Creator:*** *Kriothan*
*Two brothers stand a distance away from eachother. One bathed in the power of the Wind, flowing through his cloak as he slowly unsheathes his blade. A dull cry muted on his lips finally seeing his brother again. Or what he believes to be his brother. The other, pulls out twin blades, the mask on his face glows with a terrifying red aura. Signifying malice and hate. "What happened to you?" The one in blue asked desperately. The one in red doesn't speak for a moment, just crouching low into a stance. They dash forward and clash, wind picking up around both of them. In the blink of an eye, they change positions. Except, the brother who wears blue has dropped to one knee, blood pouring from one eye. The brother in red stands from his crouched position and turns back to his kin. "I am the product of your grief...brother."* *                                                                         — Spirit of Wind                                      Tales of a Nymph, Lost to Time* ### Spiritual Obligation The Seishin clan has always gained strength and enhanced abilities from their shared connection to the spirit world, passed through generations. In a symbiotic relationship, the creatures of Other World give you power and wisdom in return of protection. With that knowledge, comes insurmountable grief. You cannot gain power, if you have nothing to lose. #### Seishin Traits **Ability Score Increase:** +2 Dex, +1 Wis **Speed:** Your base walking speed is 35 feet. **Skill Proficiencies:** Martial Arts, Perception #### Seishin Features  **Seishin Clan Jutsu:** The Seishin Clan has access to a separate list of jutsu unique to their clan. You can add these Jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list(s).
**Off-Hand Technique:** Starting at 1st level, you can use Dexterity in place of Strength for calculating your Seishin Hijutsu Attack Rolls, Damage Rolls, and Save DC.
**Duel-Sword Style:** Also at 1st level, you gain access to Two-Weapon Stance, which you can use in addition to any other Weapon stance. Additionally, when you would hit your two attacks from the attack action and can attack with the third using Two-Weapon Stance, you can add your ability modifier to the last attack. (Final bullet point.) ``` ```
**One With All Blades:** The Spirits of Other World have given you the ability to imitate your own strength to cover any weaknesses. Beginning at 3rd level, if you have a weapon in your main hand that would benefit from a seal, weapon buff, or any additional effect, as a Bonus action, you can treat your off-hand weapon as if it also had all of these bonuses and buffs. This lasts for one minute. You can use this feature a number of times equal to your Proficiency bonus per long rest. At 7th level this becomes a short rest.
**Sights of Beyond:** Awareness is the pivotal point between being prepared and being caught off guard. Also at 3rd level, you gain Blindsight to a range of 15 feet, this increases to 30 feet at 11th level. Additionally, you are always aware of any creatures who's actions are being controlled or dictated by any jutsu or effect as a result of another creature as long as they're within your Blindsights range.
**Spiritual Enlightenment:** Your attacks have become intuned with the spirit world, being able to cut through most of everything with overwhelming chakra and intensity. Starting at 7th level, your weapons can harm creatures with no physical form such as ghosts or phantoms. Additionally, whenever you deal damage with a Weapon Attack, you can add your Wisdom modifier to the damage roll, and half your Wisdom modifier to taijutsu damage rolls made as a result of bukijutsu. At 15th level, you can add your full Wisdom modifier to taijutsu damage rolls as a result of Bukijutsu.
**Wipe Away:** You have broken past the barriers of Other World and pulled back power. By coating your weapons in the essence of the spirit world, you can push past most defense. Starting at 11th level, whenever you would make a weapon or taijutsu attack roll, you can empower it. When you do, the attack penetrates through most forms of defense, ignoring damage reduction and passing through structures or constructs that would normally intercept your attack. You can do this a number of times equal to your Proficiency bonus per short rest. At 15th level, you deal double damage to creatures with Temporary Hit Points. \page ### D-Rank #### Parry and Slash **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, which you take when you are targeted or would take damage from an attack that targets you.
**Range:** Self
**Duration:** 1 Round
**Components:** W (Any Melee dual wield), M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Bukijutsu
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. You hold up your main hand weapon and block the attack, then follow up with a secondary slash while your enemy is off guard. Until the start of your next turn, increase your AC by +5. Once per turn, if this bonus would cause an attack to miss you can make a single weapon attack against the triggering creature, dealing your weapons damage on hit. Weapon attacks made as a result of this jutsu cannot critically hit. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, at B-Rank, you make up to two attacks per turn, at S-Rank, you make up to three attacks per turn. #### Follow-Up Cut **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Weapons Range
**Duration:** Instant
**Components:** W (Any Melee dual wield), M
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Bukijutsu
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. Make two Taijutsu attacks against up to two creatures within your weapons range. On a hit, you deal your weapons damage, +1d6. If you hit with both attacks on the same creature, they take an additional 2d4 necrotic damage. If you hit with both attacks against different creatures, both need to make a Strength saving throw against your Taijutsu DC, or gain 1 rank of Bleed. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, for every rank upcasted, increase the additional necrotic damage by 2d4, or the Bleed rank by +1. ``` ```
#### Mortal Steel **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Weapon's Range (15 foot Line)
**Duration:** Instant
**Components:** W (Any Melee dual wield), M
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Bukijutsu, Combo
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. Choose one creature within range of this jutsu, you can choose to make an attack roll, or force the creature to make a saving throw. Each having a different effect. - **Attack Roll:** Make a Taijutsu attack roll, on a hit, you deal your weapons damage + 2d6, and the target must make a Constitution saving throw against your Taijutsu save DC. On a failure, they gain 2 ranks of Bleed. - **Saving Throw:** You dash forward to a target within 15 feet of you who then must make a Dexterity saving throw, on a failure, they are knocked prone, and take 2d8 Slashing damage. You then make a follow up Taijutsu attack roll, if they fail this save. On a hit, you deal your Weapons damage + 1d6. On a succesful save, they take half damage and no other effect. Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, at B-Rank, increase damage die by 2d6 and 2d8 respectively. At S-Rank, increase both by an additional 2d6 and 2d8. #### Azakana's Cleaver **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to one minute
**Components:** W (Any Melee dual wield), M
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Bukijutsu
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. You channel the power of the spirit world into a cloak you surround your weapons with. Once per turn, when you successfully land a weapon attack, increase your attack and damage rolls with weapon attacks by +1, up to a maximum of +2. This bonus resets to 0 whenever you miss a weapon attack. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, and the maximum bonus by +1. At B-Rank, the bonuses of this jutsu also apply to Bukijutsu. If this jutsu is cast at S-Rank, the bonuses are not lost when you would miss a weapon attack or Taijutsu attack made as a part of a Bukijutsu. \page ### C-Rank #### Spirit Cleave **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30 feet Cone)
**Duration:** Instant
**Components:** W (Any Melee dual wield), M
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Bukijutsu
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. You swing your blade wide, banishing any errant spirits and erroding the souls of creatures in your path. Each creature of your choice within range of this jutsu, must make a Constitution saving throw against your Taijutsu save DC, on a failure they take 4d8 Necrotic damage, and gain 2 Ranks of Weakened. On a success they take half damage and no other effect. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the damage by 1d8. #### Demon's Repent **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Weapon's Range
**Duration:** Instant
**Components:** W (Any Melee dual wield), M
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Bukijutsu, Finisher
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. You reverse your grip on your off hand weapon to make for a devastating overhead strike with your main hand. Make a Taijutsu attack roll, on a hit you deal your Weapon's Damage + 2d8, on hit the target must make a Strength saving throw, on a fail, the target's weapon, if any, break. If this jutsu is used as a **Finisher**, you instead make two Taijutsu attacks at advantage. Bringing them down visciously over your targets head. On a hit, you deal your Weapon's Damage + 2d4. If you hit with both attacks you can spend an additional 5 Chakra to force a Dexterity saving throw from your target. On a fail they take 4d6 Necrotic damage, and any Hit Points gained until the end of their next turn are halved. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the damage by 1d8, and 1d4 respectively. ``` ```
#### Spiritual Causality **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, when a creature gains Hit Points
**Range:** 60 feet
**Duration:** Instant
**Components:** W (Any Melee dual wield), M
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Bukijutsu
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. You dash forward towards a creature who is repairing their body and attack their soul with your blades. Make two Taijutsu attacks, on a hit you negate the amount of healing they would have recieved and deal your Weapon's Damage + 4d4 Necrotic damage. **At Higher Ranks:** For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, increase the damage by 1d4. At A-Rank, you instead gain the amount of healing they would have when you hit. \page ### B-Rank #### Shredding of the Soul **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Weapon's Range
**Duration:** Instant
**Components:** W (Any Melee dual wield), M
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Bukijutsu
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. You swing your weapons with the intent of tearing a creatures armor to expose their soul. Make two Taijutsu attack rolls, on a hit, you deal your Weapon's Damage and reduce the targets AC and Damage reduction by -2, and -5 Respectively, until the beginning of their next turn. If you would reduce a creatures DR to zero as a result of this jutsu, you deal an additional 1d6 Necrotic damage against them for one minute. **At Higher Ranks:** or each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, and the AC/DR by -1. ``` ```
#### Soul Unbound **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Bonus action
**Range:** Self
**Duration:** 1 Round
**Components:** CM, M
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You break free from your mortal shell and move forward as an spiritual apparation. When you cast this jutsu, increase your movement speed by 30 feet. You gain the benefit of the Disengage action. Record the amount of damage you deal until the beginning of your next turn, whenever this jutsu ends. All the creatures that you dealt damage too during this time take an additional amount of Necrotic damage equal to the recorded amount you dealt to them divided by 1/3rd. This damage cannot be reduced. **At Higher Ranks:** For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3, at A-Rank, they take 1/2 the recorded amount. At S-Rank they take the full amount of damage again. \page ### A-Rank #### Fate Sealed **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (60 foot line)
**Duration:** Instant
**Components:** W (Any Melee dual wield), M
**Cost:** 20 Chakra
**Keywords:** Hijutsu, Bukijutsu, Finisher
**Description:** As a part of the activation of this jutsu, you must have a weapon in both hands that meet this bukijutsu’s component requirements. You dash forward to a point within 60 feet of you. All creatures that you would pass through in a 10 foot wide line must make a Dexterity saving throw against your Taijutsu save DC. On a failure, they take your Weapon's Damage + 8d8, and they are thrown 30 feet up into the air. On a success they take half damage and no other effects. If this jutsu is used as a **Finisher**, you dash forward to a point within 90 feet of you. All creatures you pass through in a 10 foot wide line make their Dexterity saving throw at disadvantage, and take your Weapon's Damage + 10d8. Until the end of your turn, all allied creatures within 60 feet of an enemy, can target one affected creature with a Bukijutsu **Finisher** regardless of range, once per creature, using a Reaction. **At Higher Ranks:** For each rank you cast this jutsu above A-Rank, increase the cost of this jutsu by 3, the size of the line by 10 feet, and allies do not need to spend their reaction to cast a Bukijutsu **Finisher** as a result of this jutsu. \page ## Clan Feats #### Master of your Craft **Category:** Clan **Prerequisite:** Seishin Clan Your weapons have become one with your own spirit. You gain the following benefits: - Increase your Dexterity or Wisdom score by 1, to a maximum of 20. - Weapons that you wield while in **Two-Weapon Stance** gain the benefits of 1 D-rank weapon seal (this does not take up the weapon's seal slots), which you can switch on a long rest. - You can use Dexterity in place of Intelligence or Strength when using your Weaponsmith kit, additionally the downtime and ryo required to make Weapon seals is reduced by half. #### Rotten to the Core **Category:** Clan **Prerequisite:** Seishin Clan, Level 4+ You are a little bit more sensitive than most people, you are quite quick to anger. You gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - When youd deal Necrotic damage as a result of your Seishin Hijutsu, you can deal an additional amount of damage equal to your Proficiency bonus, twice per turn. - When you successfully land two weapon attacks in one turn against the same creature, they gain 1 Rank of Bleed. #### Three-Sword Style **Category:** Clan **Prerequisite:** Seishin Clan, Level 8+ You've adapted the technique of a Legendary Swordsman. You gain the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - Once per short rest, as a bonus action you can place an additional sword into your mouth to activate the Three-Sword Style for the next minute. For the duration, you make one additional attack when you take the Attack action and increase the damage die of Seishin Hijutsu you cast by one step. At the conclusion of this style, you gain 2 Ranks of Exhaustion. - When you miss with a Weapon Attack or Bukijutsu, you can remake the attack, once per turn ``` ``` #### Nine Swords Style **Category:** Clan **Prerequisite:** Seishin Clan, Level 16+, **Three-Sword Style**
You've adapted the technique of a Legendary Swordsman. You gain the following benefits: - Increase the capstone of your Strength or Dexterity score to 22, if it is already higher, increase it by 2 to a maximum of 24. - **Three-Sword Style** only gives 1 rank of Exhaustion upon use, and can be used one additional time per rest. - Once per long rest, as an Action while using **Three-Sword Style**, through sheer force of will you project an illusion of two additional heads, and four extra arms for one minute. Looking as if you're holding Nine Weapons across your entire body. While in this form, increase your damage die of all Weapon Attacks and Bukijutsu by 2, up to three times per turn, increase your speed by 30 feet, each time you hit a creature with a Weapon Attack lower their Armor Class by 1, up to half your Proficiency Bonus, returning to normal at the conclusion of this style. At the conclusion of this style, you gain 4 Ranks of Exhaustion, and lose 4 hit die and chakra die \page
##### Latent Seishin | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Off-Hand Technique** | 2 | Starting at 1st level, you can use Dexterity instead of Strength for the attack and damage rolls of your Seishin Clan Hijutsu attack rolls and Save DC’s calculations. | | **Latent Duel-Sword Style I** | 2 | You gain the Two-Weapon Stance. | | **Latent Duel-Sword Style II** | 3 | *(You must have **Latent Duel-Sword Style I**)* Beginning at 7th level, you can use Two-Weapon Stance in addition to any other Weapon Stance. | | **Latent Spiritual Enlightenment I** | 3 | Beginning at 7th level, your weapons can harm creatures with no physical form such as ghosts or phantoms, and add half your Wisdom modifier to damage rolls made with Weapon Attacks. | | **Latent Spiritual Enlightenment II** | 3 | *(You must have **Latent Spiritual Enlightenment I**)* Beginning at 11th level, you can add your full Wisdom modifier to Weapon Attacks. | | **Latent Sights of Beyond**| 3 | Starting at 11th level you gain 15 feet of blindsight. You are aware if any creature in your radius is being controlled by a jutsu. | | **Latent Wipe Away I**| 4 | Beginning at 11th level, beginning the basic teachings of channeling the spirit world into your weapons. Twice per long rest when making a Weapon Attack, you can ignore Damage Reduction, Structures, and Constructs that would interrupt your attacks.. | | **Latent Wipe Away II**| 5 | *(You must have **Latent Wipe Away I**)* Increase the number of uses of **Latent Wipe Away** to a number of times equal to half your Proficiency bonus per long rest. | | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Seishin Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Seishin Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Seishin Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Seishin Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Seishin Clan as a prerequisite.
\page ## Tsukiyo Clan **Creator:** *Kriothan*
*"On behalf of the moon, I will right wrongs and triumph over evil, and that means you!"* *                                                                         — Sailor Moon                                      Journal into the Stars, Ch.1* ### Tsukiyo Flavor Those of the Tsukiyo clan hold the sacred duty to themselves, the stars, and the sky. Protect others, and help the world. #### Tsukiyo Traits **Ability Score Increase:** +1 Con **Speed:** Your base walking speed is 30 feet. **Skill Proficiencies:** Chakra Control #### Tsukiyo Features  **Tsukiyo Clan Hijutsu:** The Tsukiyo Have access to a separate list of Jutsu unique to their Clan. You can add these Jutsu to your jutsu list instead of selecting jutsu from the Normal jutsu list. You can only add these Jutsu to your list as long as you are from the correct branch within the clan. Unless it does not have any restrictive keywords. **Moonlit Sky:** The Divergence every member of the Tsukiyo clan is born into. Aether, or Void. Starting at 1st level, you must choose between **Aether Form**, or **Void Form**. Gaining the following benefits based on what form you choose. - **Aether Form:** You gain +2 to your Strength or Dexterity score, proficiency in Martial Arts which you can use Str or Dex, your speed increases by 5 feet, and you gain access to Wind Release. Additionally, you may choose any Hijutsu with the **Aether** keyword from this Clan - **Void Form:** You gain +2 to your Intelligence or Charisma score, proficiency in Ninshou which you can use with Cha or Int, and increase your chakra per level by 1, and 1 per level thereafter. Additionally, you may choose any Hijutsu with the **Void** keyword from this Clan. **Treasured Birthright:** Also at 1st level, you gain a special weapon of your choice that have been given to you by the stars and sky. This weapon is indestructible, and cannot be disarmed from you. If you chose **Aether**, you gain the **The Vault of Heaven**. Or if you chose **Void**, you gain **The Imperial Night**, You cannot change your decision once chosen. You are always proficient in these weapons, and can use your chosen ASI increase for Attack and Damage rolls, as well as qualifying for Bukijutsu that uses your **Treasured Birthright**. - **The Vault of Heaven:** The weapon you gain has a +1 to attack and damage rolls, and when you cast a Jutsu with the **Aether** keyword while holding this weapon you ignore HS and CS components. Also, as an object interaction, you can change your weapons damage type to deal Wind damage along with its original type to overcome Resistance, Immunity and DR. This lasts for a minute.
At 3rd level, when you would deal Wind damage to a creature using this weapon you can force them to make a Constitution saving throw against your Taijutsu save DC, if you would crit they roll this saving throw at Disadvantage. On a failure they gain 2 rank of Bleed. Additionally, Tsukiyo Hijutsu with the **Aether** keyword can be cast using Dexterity instead of Strength. - **The Imperial Night:** You gain a +1 to Attack and Damage rolls with this Weapon, and when you cast a Jutsu with the **Void** keyword while holding this weapon you ignore HS and CS components. Also, as an object interaction, you can change your weapons damage type to deal Force damage along with its original type to overcome Resistance, Immunity and DR. This lasts for a minute.
At 3rd level, once per turn when you would deal Force damage to a creature using this weapon, you can force them to make a Charisma saving throw against your Ninjutsu save DC. On a failure they gain 1 rank of Slowed which lasts until the end of their next turn. Additionally, Tsukiyo Hijutsu with the **Void** keyword can be cast using Charisma instead of Intelligence. **Two-Fold Structure:** Beginning at 3rd level, when you would cast a Tsukiyo Clan Hijutsu, you can spend an additional amount of chakra equal to half the original cost. When you do you gain benefits depending if you chose **Aether Form** or **Void Form**. You can do this an amount of times equal to your Proficiency bonus per rest. - **Aether Form:** You gain the benefits of the Dash or Disengage Action at no action cost. If you would move 60 feet or more towards a hostile creature while this feature is active, you may add an additional damage die to your weapon. This lasts until the end of your next turn. - **Void Form:** You can teleport to a location within your movement speed, when you do, you increase your next attack roll by 1d4. Additionally, if you would teleport to a location in cover of any type you can Hide using Charisma or Dexterity at no action cost.
\page





**Periodic Sight:** Your sight has grown accustomed to the blistering sun, and the ever colder night. Starting at 7th level, you gain 60 feet of Darkvision. While in total darkness, you also gain 30 feet of Chakra Sight. Additionally, if you chose **Aether**, while in sunlight you gain 1d4 bonus to Athletics and Acrobatics checks and you can see the heat signatures of creatures. Or if you chose **Void**, in darkness you gain 1d4 bonus to Stealth and Chakra Control checks and can see footsteps.
**Eclipsed Masquerade:** The effect of the Moon and Sun on those of Tsukiyo are among the most prominent, giving you unnatural abilities to cause chaos and gain strength. Starting at 11th level, when you are under the Sun's rays or Moonlight, you can spend a Bonus action to become **Eclipsed**. For one minute you gain the following benefits. You can use this feature once per rest. At 15th level this can be used an additional time per rest. - You can split your Treasured Birthright into two weapons, you choose the form of the new weapon, retaining all of the effects and buffs the original form had for the duration. - You are treated as if you are under the Twilight sky. - You gain an amount of HP and Max HP equal to three times your Proficiency bonus. - You gain 1d4 to attack rolls made with your Treasured Birthright. **Apex of Night and Day:** No matter your disposition of **Aether** or **Void**, your power continues to flourish at all angles and all times of the day. Beginning at 15th level, when you would cast **Vanguard's Mythos**, you can spend an additional amount of chakra equal to half the cost to gain the benefits of this feature. This does not effect concentration costs. While this jutsu is active, you gain all the benefits of the branch you didn't choose at 1st level, becoming able to cast that keywords Tsukiyo Hijutsu as if you had it on your known list. Additionally, while this effect is active, you gain an amount of DR equal to your primary ASI's modifier you chose at 1st level. At 18th level, you gain double the amount of DR. \page ### D-Rank #### Sky's Benevolence **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Weapon's Range
**Duration:** Instant
**Components:** M, W (Vault of Heaven),
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Bukijutsu, Combo, Wind Release, Aether
**Description:** You pour wind into your weapon, making a ferocious attack towards a creature within range. Make a Taijutsu attack roll, on a hit you deal your Weapon's Damage + 2d6 Wind damage, the target must make a Constitution saving throw, on a failure they gain 1 rank of Bleed. Until the end of your turn, you can target one affected creature with a Bukijutsu **Finisher** regardless of range, once per turn, using either an Action or Bonus action, ignoring its listed casting time. **At Higher Ranks:** For each rank above D-rank, increase the chakra cost by 3, and the damage by 2d6. #### Moonlight Aegis **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, when you would take damage
**Range:** Self
**Duration:** 1 Round
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu
**Description:** You call upon the stars of your birthright to protect you from damage. Increase your AC by +4 until the beginning of your next turn, including the triggering attack. The triggering creature is dealt an additional effect based on your choice of **Aether** or **Void**. - **Aether Form:** You force the creature to make a Dexterity saving throw. On a failure, they reduce their speed by 20 feet, and you gain that amount of movement speed. This effect lasts until the end of your next turn. - **Void Form:** You force the creature to make a Charisma saving throw. On a failure, they reduce their damage reduction by an amount equal to your Proficiency bonus until the end of their next turn. **At Higher Ranks:** For each rank above D-Rank, increase the chakra cost by 3. At B-Rank, increase the AC bonus by +1, additionally the speed reduction and damage reduction last for one minute. ``` ```
#### Shattered Star **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM, W (Imperial Night)
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Void
**Description:** You shoot a powerful arrow made of starlight towards a creature within range. Make a Ninjutsu attack roll. On a hit, you deal 4d6 Force damage, regardless of a hit or miss the target must then make a Charisma saving throw. On a failure they become 1 Rank of Slowed until the end of their next turn. **At Higher Ranks:** Forc each rank above D-Rank, increase the chakra cost by 3, and the damage by 1d6. At B-Rank, increase the amount of Slowed ranks by 1. At S-Rank, the Slowed lasts for one minute. #### Constellation's Hope **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instant
**Components:** HS, CM
**Cost:** 4 Chakra
**Keywords:** Hijutsu, Ninjutsu, Medical
**Description:** You reach towards a creature within range, bestowing them the harrowing hope of the stars and the stories of heroes of the past. One creature you touch gains an amount of Temporary hit points equal to 3d6 + your Taijutsu or Ninjutsu Modifier. While a creature has these Temporary hit points, they gain advantage against saving throws to resist Charm or Feared/Demoralized. Additionally, the chosen creature gains an effect based on your choice of **Aether** or **Void**. - **Aether Form:** You increase the creatures movement speed by 20 feet while they have the Temporary hit points. - **Void Form:** The creature gains an amount of damage reduction equal to your Charisma or Intelligence modifier while they have the Temporary Hit Points. **At Higher Ranks:** For each rank above D-Rank, increase the chakra cost by 3. At B-Rank, increase the dice rolled by 2d6. At S-Rank, creatures gain Immunity to Charm and Feared/Demoralized for the duration of their THP. \page ### C-Rank #### Star's Imbuement **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Bonus Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, W (Treasured Birthright)
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** Summoning forth the constellations you fill your mind and spirit with the strength of heroes past. For the duration, increase the damage of **The Vault of Heaven** or **The Imperial Night** by 1 die. Also, you may choose a weapon property that your weapon doesn't have and add it for the duration. Additionally, you gain an an effect based on your **Aether** or **Void**. This jutsu's concentration cannot be lost as a result of damage. - **Aether Form:** Your weapon also gains the Deadly property, if it would already have it, increase the crit dice by an additional +1. - **Void Form:** Your weapon also gains the Blocking property, if it would already have it, increase the bonus to AC by an additional +1. **At Higher Ranks:** For each rank above C-Rank, increase the chakra cost by 3. At A-Rank increase the damage dice by 1, The crit dice by 1, and the Blocking bonus by +1. #### Vortex Swing **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** Self (30 foot radius)
**Duration:** Instant
**Components:** M, W (Vault of Heaven)
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Bukijutsu, Wind Release, Aether, Clash
**Description:** You spin your weapon around you in a circle, generating massive wind pressures. Each creature of your choice must make a Dexterity saving throw, on a failure they take 4d8 Wind damage and gain 2 Ranks of Bleed. You can spend an additional 5 chakra to attack a creature within your weapons range who had been given Bleed ranks as a result of this jutsu. If you hit, you deal your Weapon's damage, and the creature immediately suffers the damage of their Bleeding condition. **At Higher Ranks:** For each rank above C-Rank, increase the chakra cost by 3, At B-Rank when you would spend the additional chakra, you can target another creature effected by this jutsu. ``` ```
#### Point of Density **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet (30 foot radius)
**Duration:** Instant
**Components:** HS, CM, W (Imperial Night)
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu, Void
**Description:** You fire an arrow with the density of a black hole towards a point within range. Each creature of your choice with 30 feet of the point you chose must make a Constitution saving throw, on a failure, they take 5d8 Force damage, and gain 2 ranks of Weakened. On a success they take half damage and suffer no further effects. They can remake the saving throw at the beginning of each of their turns, removing the Weakened on a success. **At Higher Ranks:** For each rank above C-rank, increase the chakra cost by 3, and the damage die by 1. \page ### B-Rank #### Moon and Sky **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM, W (Treasured Birthright)
**Cost:** 14 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You pull together the aspects of the sky into a protective armor around yourself. Granting you protection and sanctuary. For the duration, you can calculate your AC using the following, 10 + Tai/Nin Modifier + Half your Constitution Modifier + Half Proficiency bonus. You also gain an amount of DR equal to your Proficiency bonus. You gain an additional effect based on your choice of **Aether** or **Void**. - **Aether Form:** The armor becomes a lightweight leather meant to keep you nimble and quick. When you take the attack action, you can make an additional attack. Additionally, creatures that would fail their saving throw as a result of a Wind Release jutsu spread 2 ranks of Bleed to every creature within 5 feet of them excluding yourself. - **Void Form:** The armor becomes a reinforced sheet of metal, meant to protect you from most phenomena. You increase the amount of DR you would receive from this jutsu by half your Ninjutsu modifier. Additionally, you gain amount of THP at the start of each of your turns equal to your Ninjutsu Save DC. #### Shepherd From the Stars **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Reaction, when you or an ally within range would take damage or fail a saving throw
**Range:** 60 feet
**Duration:** 1 Round
**Components:** HS, CM,
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu, Clash
**Description:** You summon a protective guardian from the stars to save you or your allies from harm others wish to impose. This Construct is 30 feet tall, 30 feet wide, and 10 feet thick. Roll 10d8 + your Treasured Birthrights weapon damage, the Construct has an AC equal to your Ninjutsu or Taijutsu modifier, Resistance to BPS, and Immunity to Wind and Force damage. This Construct lasts until the beginning of your next turn. Additionally, effects that would deal double damage to Constructs do not trigger against this Jutsu. **At Higher Ranks:** For each rank above B-Rank, increase the chakra cost by 3, and the rolled dice by 2d8. ``` ```
#### Typhoon's Rampage **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** Weapon's Range
**Duration:** Instant
**Components:** M, W (Vault of Heaven)
**Cost:** 12 Chakra
**Keywords:** Hijutsu, Bukijutsu, Finisher, Aether
**Description:** Charging your weapon with powerful energy from the Sky, you enhance your weapons striking speed. Moving as if a blur. Make two Taijutsu attack rolls against a creature within range. On a hit, you deal your Weapon's Damage + 3d8 Wind damage, and force the target to make a Constitution saving throw for each hit. Being dealt two ranks of Bleed per failed save. If both of these attacks hit, you can expel a powerful gust surge all around you. Each creature of your choice within 30 feet of you must make a Strength saving throw. On a failure they are thrown 60 feet back, if they collide with a surface more than 10 feet thick the remaining distance is converted to fall damage. If this jutsu is used as a **Finisher**, you instead make three attacks that each deal your Weapon's Damage + 4d8 Wind, and the saving throw they make for Bleed as a result of this jutsu is made at disadvantage. **At Higher Ranks:** For each rank above B-Rank, increase the chakra cost by 3, and the damage die by 1. \page ### A-Rank #### Vanguard's Mythos **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (30 foot radius)
**Duration:** Concentration, up to 1 minute.
**Components:** HS, CM, W (Treasured Birthright)
**Cost:** 18 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu
**Description:** Pulling forfth the might of the sky and stars, you exude an aura that allows your allies to fight as if their myths will carved into history forever. For the duration, each ally within range of this jutsu treat their weapon as if it were **The Vault of Heaven** or **The Imperial Night**, (Their choice). Depending on which they choose, they also gain access to the **Aether** or **Void** form respectively without any additional benefits from the keyword. Gaining access to your Hijutsu of C-Rank or lower for the duration of this jutsu. While in this aura, allies can an additional reaction per round to do the following, depending if you chose **Aether Form** or **Void Form**. - **Aether Form:** Creatures can use this Reaction when a creature within their Weapon's Range would gain a rank of Bleed to immediately make a Weapon attack. On a hit, you deal your Weapon's damage + The Vault of Heaven's damage dice, and the creature immediately suffers the damage of their Bleeding condition. - **Void Form:** Creatures can use this Reaction when an ally within 30 feet of them would take damage, you can make a Ninshou check using Intelligence or Charisma against the targets Charisma saving throw, on a failure stars immediately form together from the atmosphere to block the attack. The triggering attack and any associated condition are negated. \page ## Clan Feats #### Protection of Star and Sky **Category:** Clan **Prerequisite:** Tsukiyo Clan Your fate is foretold in the sky, and you have been given the tools to attack and defend. You gain the following benefits: - When you would select your Treasured Birthright feature, you can also choose Light, Medium, or Heavy Armor classification. You gain proficiency in that armor type if you don't already have it. Henceforth known as Treasured Armor. - When you would wear your Treasured Armor, you can calculate your AC using Strength, Intelligence or Charisma. If your chosen classification is Heavy Armor, you instead gain DR equal to half your Ninjutsu or Taijutsu modifier. - If your branch is **Aether**, you decrease your armors bulk by half. If your branch is **Void**, you do not suffer disadvantage on Stealth checks wearing your armor. #### Never Departed **Category:** Clan **Prerequisite:** Tsukiyo Clan, Level 4+ Even across the vast expanse of space and time, what is yours never remains very far. You gain the following benefits: - Increase an ability score of your choice by +1, to a maximum of 20. - As a Bonus action, if your Treasured Birthright isn't in your hands you can summon it to you. - Once per turn. When you would cast a jutsu that deals Wind or Force damage, you can add your Treasured Birthright as a W component. Removing the HS, and adding your Weapon's damage to the jutsu. #### Blessed by Night **Category:** Clan **Prerequisite:** Tsukiyo Clan, Level 8+ Throughout night and day, you and others who help you are candidates for a fate destined by the stars. You gain the following benefits: - Increase an ability score of your choice by +1, to a maximum of 20. - Once per turn, when a creature other than yourself within 30 feet of you would cast a jutsu that deals damage, you can bless their damage turning it into Wind damage if you chose **Aether**, or Force if you chose **Void**, and adding your Treasured Birthrights weapons damage - When would give a creature Temporary Hit Points as a result of a Tsukiyo clan Hijutsu, you can grant them Darkivsion of a range of 60 feet as long as they have that THP. ``` ```
#### Cleansing Stars and Powerful Light **Category:** Clan **Prerequisite:** Tsukiyo Clan, Level 12+ The eclpising light is most powerful when properly used and controlled. You gain the following benefits: - When you would cast a jutsu that causes a condition as an action, you can as a bonus action, cast a Tsukiyo clan hijutsu for double the cost. - While you are **Eclipsed**, you reduce the cost of your Tsukiyo clan Hijutsu by an amount equal to their rank (D-Rank - 2, C-Rank - 3) etc. - Once per turn, when you are **Eclipsed** and ally within 30 feet of you would gain a rank of any condition, you can roll a Chakra Control check against your highest save DC. On a success you nullify the condition, and give the target ally resistance to that condition until the end of their next turn. \page
##### Latent Tsukiyo | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Latent Moon or Sky** | 0 | Choose Aether or Void from the ***Moonlit Sky*** feature. You gain the ability to choose Hijutsu with the chosen branch, but you do not get any other benefits.| | **Latent Treasured Birthright I** | 2 | ***(You must have Latent Moon or Sky)*** You gain the **Treasured Birthright** feature, but it must be a Simple Weapon. Which is destructible and can be disarmed from you.| | **Latent Treasured Birthright II** | 2 | ***(You must have Latent Treasured Birthright I)*** At 3rd level, your weapon becomes indestructible, and cannot be disarmed from you. | | **Latent Treasured Birthright III** | 3 | ***(You must have Latent Treasured Birthright II)*** At 7th level, you gain the third level benefit of your **Treasured Birthright** and the object interaction. | | **Latent Two-Fold Structure I** | 3 | ***(You must have Latent Moon or Sky)*** At 7th level, when you cast a Tsukiyo clan hijutsu, if you chose Aether you can gain the benefit of the Dash or Disengage Action a number of times equal to half your Proficiency bonus per rest. Or if you chose Void, you can teleport up to half your movement speed. | | **Latent Two-Fold Structure II** | 3 | ***(You must have Latent Two-Fold Structure I)*** At 11th level, you can use Two-Fold Structure a number of times equal to your full Proficiency bonus per rest. | | **Latent Periodic Sight**| 3 | ***(You must have Latent Moon or Sky)*** You gain 30 feet of Dark Vision, and 15 feet of Chakra Sight while in total darkness. | | **Latent Eclipsed Masquerade I**| 4 | ***(You must have Latent Moon or Sky)*** At 15th level, once per full rest, you can gain the benefits of the **Eclipsed Masquerade** feature.| | **Latent Eclipsed Masquerade II **| 5 |***(You must have Latent Eclipsed Masquerade I)*** At 18th level, this becomes once per long rest. | | **D-Rank Hijutsu** | 2 | ***(You must have Latent Moon or Sky)*** You gain the ability to learn D-Rank Tsukiyo Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Tsukiyo Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Tsukiyo Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Tsukiyo Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Tsukiyo Clan as a prerequisite.
\page ## Urahara Clan ***Creator:*** *Kriothan*
*"Noooo, there's no way I, a mere handsome and sexy shopkeeper, could possibly have bankai!"* *                                                                       — Kisuke Urahara                                                                                Bleach* ### Urahara Flavor *Those of the Urahara clan are united as wandering exiles, for one reason or another. They come back to protect what threw them out as mentors, helpers, and background fighters that fill roles others don't want to do.* #### Urahara Traits **Ability Score Increase:** +2 to an ability score, +1 to any other ability score *(Recommended: +2 Int, +1 Cha)*
**Speed:** Your base walking speed is 30 feet. **Skill Proficiencies:** You gain 2 skill proficiencies of your choice. *(Recommended: Ninshou, Illusions.)* #### Urahara Features  **Urahara Clan Hijutsu:** The Urahara Clan has access to a separate list of jutsu unique to their clan. You can add these Jutsu to your jutsu list instead of selecting jutsu from the normal jutsu list(s).
**Master of Jutsu:** Becoming a Master of any style of combat starts with a single step. Beginning at 1st level, you reduce the cost to learn and create Ninjutsu without an elemental keyword by half. This does not stack with similar effects. Additionally, you reduce the cost of Ninjutsu that would apply conditions by an amount equal to their rank. *(D-Rank: 1, C-Rank: 2, B-Rank: 3, etc.)*
**Restructured and Refined:** Along with yourself, manipulating the energy of others jutsu is simply childs play. Also at 1st level, Whenever an ally other than yourself within 30 feet of you would cast a jutsu, you can spend 5 chakra to increase the damage dice by one, or if it doesn't deal damage, increase their save DC by +1. Additionally, if this would apply a condition, you can instead forgo the damage or save DC increase to give one creature affected by the jutsu disadvantage on their saving throw. At 3rd level, you can instead pay 5 chakra from your **Crimson Gauge**. ``` ``` **Red Princess:** Your chakra has always been in a volatile state of red since birth. Coming out when you need it the most to defend you. Beginning at 3rd level, you gain access to the **Crimson Gauge**. Whenever you cast a Jutsu with the Ninjutsu Keyword while in combat, increase the gauge by an amount equal to its rank to a maximum of 50. *(D-Rank: 5; C-Rank: 9; B-Rank: 13; A-Rank: 17; S-Rank: 21)* When you reach certain intervals you gain the following benefits. These effects do not stack, and instead replace one another when you reach a new milestone. - **10+:** Your maximum chakra is increased by 5, and increase your Ninjutsu attack and save DC by +1 - **20+:** Your maximum chakra is increased by 10, and increase your Ninjutsu attack and save DC by +2 - **30+:** Your maximum chakra is increased by 15, increase your Ninjutsu attack and save DC by +2, - **40+:** Your maximum chakra is increased by 20, increase your Ninjutsu attack and save DC by +3, and you ignore resistance and treat immunity as resistance to any conditions you would apply with Ninjtusu. - **50:** Your maximum chakra is increased by 30, increase your Ninjutsu attack and save DC by +3 you ignore resistance and treat immunity as resistance to any conditions you would apply with Ninjtusu, and you gain 1d4 bonus on any saving throw caused by a Ninjutsu. If you succeed the save, you do not take damage or suffer any effects. Your gauge amount resets to zero once all hostile creatures are defeated. At 11th level, you instead reduce your **Crimson Gauge** by 1/5 once combat is ended, and reduce it to zero when you would take a rest.
**Beyond the Norm:** Starting at 7th level, when your chakra would be reduced below half, you become **Unchained**, while **Unchained** you gain the following benefits. - Your unarmed damage die becomes 1d8, you can make these unarmed attacks with your Ninjutsu attack bonus. - You are under the effects of Dash and Disengage. - You gain 1d4 to Clash checks. - Increase your AC by an amount equal to half your Intelligence modifier. When your chakra is reduced below 25%, you become **Untethered**, while **Untethered** you gain the following benefits. - You gain the benefits of being **Unchained**. - Your Ninjutsu attack rolls can't be made at disadvantage, and creatures cannot gain dice based bonus' to saving throws against Ninjutsu you would cast. - You can cast Jutsu by spending an amount of Hit Die in place of chakra equal to the rank. *(D-Rank: 1, C-Rank: 2, B-Rank 4, A-rank: 6, S-Rank: 8.)* \page  **Bloodletting Tendencies:** Starting at 11th level, When a creature suffering from 5 ranks of Corroded would gain another rank of the condition they instead become **Deconstructed**, losing all ranks of Corroded and instead gaining 1 rank of **Deconstructed** to a maximum of 3. Such a creature is afflicted with a red hexagon on their neck and proceeds to suffer the following effects: - A creature that is **Deconstructed** is counted as Corroded for the purposes of interacting with jutsu, features, and traits, and cannot gain ranks of the Corroded condition while **Deconstructed**. - A creature that is **Deconstructed** reduces their DR by -5 for each rank they have. - A creature that is **Deconstructed** reduces their attack rolls by -2 for each rank they have. - A creature that is **Deconstructed** takes 4d6 Acid damage at the beginning of each of their turns. - If a creature that is **Deconstructed** would cast a jutsu that would give them dice based THP, DR, or an AC increase, reduce the effect by 2 dice, or the AC bonus by -2, per rank. - A creature can end the **Deconstructed** condition by spending their action making a Constitution ability check with a DC of 20. Removing all ranks of the condition on a success. **Background Assault:** Through time and practice you have learned that hiding your potential is the key to a successful sneak attack. Beginning at 15th level, when initiative would be rolled, you can lower yourself by two spaces, when you do so creatures cannot react and gain vulnerability to the next attack or saving throw you impose against them.
**Useful for Everything:** You always seem to know just what to do to avoid the worst outcome in a fight. Starting at 18th level, As an action, choose a number of allies equal to your Proficiency bonus that are unconscious within 60 feet of you. Lower your **Crimson Gauge** by five per ally you wish to use this feature on, increase their current Hit and Chakra points by an amount equal to double the chakra used from your **Crimson Gauge**. You can do this once per long rest.


> **Note:** This clan was created because of the last picture in Riyo's [Onmitsukidō](https://homebrewery.naturalcrit.com/share/y778RIPmlPFZ) Clan. Check that out as well. Thanks for the idea homie. \page ### D-Rank #### Chikasumi no Tate **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Reaction, when you would take damage.
**Range:** Self
**Duration:** 1 Round
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You raise your hand forward and create a hexagonal patterned shield to protect yourself from harm. Increase your AC by +4 against the triggering and any subsequent attacks until the beginning of your next turn. If you would take damage while this jutsu is active, reduce the damage by 4d6, once per turn. You can reduce your **Crimson Gauge** by 4 chakra to increase your AC by an additional +1, and the damage reduction dice by +1. **At Higher Ranks:** For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, at B-Rank, increase the AC bonus by +1, and the damage reduction by 1 dice. #### Kaidō **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Bonus Action
**Range:** 30 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Medical
**Description:** You condense your red chakra into a stream to heal others even from distance. Choose a creature within range. They regain hit points equal to 3d6 + your Ninjutsu modifier. If they are suffering from a Physical or Mental condition, you clear one rank of it. You can reduce your **Crimson Gauge** by 4 chakra to increase the amount of healing by 1d6, and the amount of ranks by an additional one. **At Higher Ranks:** For each rank your cast this above D-Rank, increase the cost of this jutsu by 3, and the healing by 1d6+3. ``` ```
#### Hōzuri **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** Special
**Range:** Weapon's Range
**Duration:** Instant
**Components:** M, W (Any Weapon)
**Cost:** 3 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu
**Description:** When would deal a lethal blow against a target, you can turn it into a grazing slash. The damage becomes nonlethal. #### Nake, Benihime **Classification:** Hijutsu
**Rank:** D-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 5 Chakra
**Keywords:** Hijutsu, Ninjutsu, Clash
**Description:** You slice your hand forward creatiing a red slash of chakra that screams as it travels through the air. Choose a creature within range, make a Ninjutsu attack roll, on a hit you deal 3d8 Necrotic or Slashing damage (Your choice), and the target must make a Constitution saving throw, on a failure they gain 2 ranks of Corroded. if you crit with this attack, the target has disadvantage on the saving throw. Additionally, you can choose to the delay the casting of this jutsu until the beginning of your next turn. When you do, increase the amount of damage dice by 2, and the Corroded ranks by +1. You can reduce your **Crimson Gauge** by 4 chakra to increase the amount of damage dice and Corroded ranks by +1 **At Higher Ranks:** For each rank your cast this above D-Rank, increase the cost of this jutsu by 3, and the damage dice by 1. \page ### C-Rank #### Kamisori, Benihime **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 90 feet (30 foot radius)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 9 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You flex your hand and unleash an arc of red chakra. Choose two points within range, each creature within 30 feet of that point must make a Constitution saving throw. On a failure, they take 3d10 Necrotic or Slashing damage (Your choice) and gain 2 ranks of Corroded. Or half as much on a success and no further effects. This damage deals double damage to Objects and Structures. A creature can only be affected by this jutsu once per casting. You can spend 7 chakra from your **Crimson Gauge** to increase the damage by 1 die, and instead deal triple damage to Objects and Structures. **At Higher Ranks:** For each rank your cast this above C-Rank, increase the cost of this jutsu by 3, and the damage by 1d10 #### Tsuppane, Benihime **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Reaction, when you would be targeted by a Nin, Tai, or Bukijutsu
**Range:** Self
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** You draw a red circle in the air with your fingertip, analyzing an opponent and readying a counter attack. When you would be targeted by a Ninjutsu, Taijutsu or Bukijutsu attack roll, make a Ninshou or Illusions check against the targets passive Deception. (10 + Deception bonus) On a success, the attack is dispelled before it makes contact with you. You can spend 7 chakra from your **Crimson Gauge** to gain advantage on the Ninshou or Illusions check. ``` ```
#### Shibari, Benihime **Classification:** Hijutsu
**Rank:** C-Rank
**Casting Time:** 1 Action
**Range:** 60 feet (20 foot radius)
**Duration:** Instant
**Components:** HS, CM
**Cost:** 8 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** Weaving your hands together, you thrust them forward to create a net. Choose a point within range, each creature within 20 feet of that point needs to make a Charisma saving throw. On a failure, they are restrained and gain 3 ranks of Corroded. A creature can remake the saving throw at the end of each of their turn, breaking out and losing their Corroded ranks from this jutsu on a success. You can spend 7 chakra from your **Crimson Gauge** to give creatures a -1d4 to their saving throw. **At Higher Ranks:** For each rank your cast this above C-Rank, increase the cost of this jutsu by 3, and the radius of the web by 5 feet. \page ### B-Rank #### Kirisaki, Benihime **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** Special
**Range:** Self
**Duration:** Instant
**Components:** HS, CM
**Cost:** 11 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** After forming your Hexagonal shield, you push your hand forward and create a prickling disaster for any enemy who dares to attack you. This jutsu can only be activated when you are under the effects of **Chikasumi no Tate**, and a creature would deal damage to you, you deal an amount of damage to them equal to double your rolled DR. **Chikasumi no Tate** effects then immediately end. You can spend 10 chakra from your **Crimson Gauge** to retain the effects of **Chikasumi no Tate** for its listed time. #### Hiasobi, Benihime, Juzutsunagi **Classification:** Hijutsu
**Rank:** B-Rank
**Casting Time:** 1 Action
**Range:** 60 feet
**Duration:** Instant
**Components:** HS, CM
**Cost:** 13 Chakra
**Keywords:** Hijutsu, Ninjutsu
**Description:** Choose a creature within range currently under the effects of **Shibari, Benihime**. You extend your pointer finger towards them and create an explosion of flame that circles their body. The creature must make a Charisma saving throw, on a failure they take 7d8 Fire or Necrotic damage (Your choice), and if they would be reduced to zero hit points they immediately die. You can spend 10 chakra from your **Crimson Gauge** to choose an additional target. **At Higher Ranks:** For each rank your cast this above B-Rank, increase the cost of this jutsu by 3, and the damage dice by 1. \page ### A-Rank #### Kyūjūrokkei Kakafūmetsu **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Full Turn Action
**Range:** 120 feet
**Duration:** Special
**Components:** HS, CM, CS
**Cost:** Special (20 Chakra)
**Keywords:** Hijutsu, Ninjutsu, Fuinjutsu
**Description:** **(This can only be used on Iconic enemies with the Solo Classification.)** Choose a target within range, you begin weaving handsigns and chanting under your breath. The target must make a Charisma saving throw with a -1 for each rank of **Deconstructed** they would have. On a failed saving throw, the next time the target would reach 25% Hit Points, they become Restrained, then at the beginning of their next turn are transported to a pocket dimension where they are Stunned and cannot Mold Chakra. The creature is sealed in the pocket dimension for a number of weeks equal to half your Proficiency bonus. On a success the target is Restrained until the end of their next turn. This jutsu can only be used on one target at a time. The conditions this jutsu imposes ignore Resistance and Immunity. **At Higher Ranks:** For each rank you cast this above A-Rank, increase the chakra cost by 3, and the penalty **Deconstructed** imposes increases to -2. #### Kannonbiraki Benihime Aratame **Classification:** Hijutsu
**Rank:** A-Rank
**Casting Time:** 1 Action
**Range:** Self (60 foot radius)
**Duration:** Concentration, up to 1 minute
**Components:** HS, CM
**Cost:** 18 Chakra
**Keywords:** Hijutsu, Ninjutsu, Bukijutsu
**Description:** You focus your chakra into a powerful aura of a women, accompanied by a sword made of red energy with hexagonal patterns named **Benihime**. This construct counts as an Odachi which you can use with your Ninjutsu attack bonus and when you cast a Ninjutsu you can add the W component and add your weapons damage, once per turn. This weapon deals 2d10 Necrotic or Slashing damage (Your choice), and has the following properties: Blocking, Critical, Deadly, Reach 1. While this jutsu is active you gain access to the following techniques which can each by used twice per casting, and can only affect creatures within 60 feet of you. Whenever you would use a following technique, increase your **Crimson Gauge** by 10.
**Decay:** When a hostile creature within range would cast a jutsu that creates a structure, construct or barrier, you can reduce the amount of HP it would have by 30.
**Reinforce:** When an ally within range would cast a jutsu that would increase their AC or grant them DR, they gain an additional amount by half your proficiency bonus, or if they would roll for the DR, increase the die step by 1.
**Empower:** When an ally within range would cast a jutsu that deals damage or imposes a condition, you can increase the damage die by one step, or the Save DC by +2. Additionally, the damage ignores resistance and treats immunity as resistance, or if it imposes a condition, the creature cannot gain Resistance or Immunity to it.
**Prohibit:** When a hostile creature within range would cast a Jutsu, you can use your Reaction to roll a Ninshou check vs a DC of 8 + their level, on a success you negate the casting of that jutsu, and they cannot cast that same jutsu again for one minute.
**Sanctuary:** When an ally within range would be reduced to zero hit points, you can spend your reaction to instead reduce them to 1 Hit Point, which cannot be lowered until the beginning of their next turn.
**Doors of Avalokiteśvara:** (This can only be used once per casting.) You slam your sword on the ground, and fill the area with an immense amount of crimson chakra. For three rounds, creatures cannot enter or exit your radius. Desginate a number of creatures within range equal to your proficiency bonus. They each gain 1 rank of **Deconstructed**.
**At Higher Ranks:** For each rank you cast this above A-Rank, increase the chakra cost by 3, and the damage dice of **Benihime** by 1. \page ## Clan Feats #### Paranoid Contigencies **Category:** Clan **Prerequisite:** Urahara Clan It's always good to have a plan incase something goes wrong. You gain the following benefits: - You gain access to the **Enhanced Resistance** E-Rank, which does not count against your jutsu known. You can cast this jutsu without spending a reaction a number of times equal to half your Proficiency bonus per rest. - You gain proficiency in Medicine which you can use with Intelligence, and you can use the **Administer Aid** Skill-Based Action as a Bonus Action. - When you would roll to escape the Grappled or Restrained conditions, you can roll with Intelligence, twice per rest. #### One with Jutsu **Category:** Clan **Prerequisite:** Urahara Clan, Level 4+ Your expertise with Ninjutsu has gone past prior limitations. You gain the following benefits: - Choose one Nature Release. (Fire, Wind, Lightning, Earth, Water, Medical,) You can add jutsu with that keyword to your list, and they gain the benefit of your **Master of Jutsu** feature. - When you would inflict the condition from the Nature you chose as the result of this feat, you can convert that elemental condition to Corroded. - You gain 1d4 to all Ninshou checks relating to identifying or finding information about your chosen Nature release. ``` ``` #### Unleashed Limitations **Category:** Clan **Prerequisite:** Urahara Clan, Level 8+ Even with all of your chakra, you still find a way to work in close combat. You gain the following benefits: - When you would be reduced below 75% Chakra, you become **Unchained**, and when you would be reduced below 50% you become **Untethered**. - Your unarmed damage die becomes 1d10 when you are **Unchained**. - When you are **Untethered**, you can roll a Chakra die at the beginning of each of your turns, gaining an amount of Temporary Chakra equal to half the rolled amount.
#### Unraveling Virus **Category:** Clan **Prerequisite:** Urahara Clan, One with Jutsu, Level 12+ You've learned that through the application of certain techniques, it's much easier to defeat your opponent. You gain the following benefits: - Increase your Intelligence or Constitution score by +1 to a maximum of 20. - When you would apply a rank of **Deconstructed** you can spend 10 Chakra from your **Crimson Gauge** to have them make a Charisma saving throw against your Ninjutsu save DC. On a failure, they gain an additional rank. - When you would apply five ranks of your Nature's condition as a result of the release you chose from the **One With Jutsu** feat, you can give the target 1 rank of **Deconstructed** and remove the Nature condition. - You reduce the **Crimson Gauge** effect cost from your Hijutsu by -1. \page
##### Latent Urahara | Bloodline Ability Name | Bloodline Point Cost| Ability Description | |:----|:---:|:----| | **Filler** | 0 | Filler | | **Filler** | 2 | Filler| | **Filler** | 2 | Filler | | **Filler** | 3 | Filler | | **Filler** | 3 | Filler | | **Filler** | 3 | Filler | | **Filler**| 3 | Filler | | **Filler**| 4 | Filler | | **Filler**| 5 |Filler | | **D-Rank Hijutsu** | 2 | You gain the ability to learn D-Rank Urahara Hijutsu. | **C-Rank Hijutsu** | 2 | *(You must have **D-Rank Hijutsu**)* You gain the ability to learn C-Rank Urahara Hijutsu. | **B-Rank Hijutsu** | 3 |*(You must have **C-Rank Hijutsu**)* You gain the ability to learn B-Rank Urahara Hijutsu. | **A-Rank Hijutsu** | 3 |*(You must have **B-Rank Hijutsu**)* You gain the ability to learn A-Rank Urahara Hijutsu. | **Clan Feats** | 5 | You gain the ability to learn Clan Feats, with Urahara Clan as a prerequisite.
\page \page ## The Grandmaster 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. Additinally 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 ## Criminalist Some Hunter-Nin excel at reading body language and searching for clues. Followers of this creed are taught by Uchiha, Kuru, and Tsuchigumo to read their enemies with perfect precision. Doing this allows you to take them down in the most efficient way possible. ### Analysis Proficiency When you choose this Creed at 3rd level, you gain proficiency in Insight and Acrobatics, you can use either of the afformention skills with Dexterity or Wisdom by reading the body language of those subjected to your gaze.
Also, you have trained with those who have the greatest eyes, including the Uchiha, Kuru, and Tsuchigumo. While others learn their voice in adolescence, you were always taught to use your eyes, people may speak lies, but the body can never hide the truth. You learn the **Detect Intent** Genjutsu, and can cast it for free when you roll initiative against the enemy you mark as your Primary Target. If cast in this way, the jutsu doesn't require hand signs or concentration and the range is changed to 120 feet. You may use Insight (Dexterity) in place of Illusions when casting this jutsu.
Additionally, when you successfully use **Detect Intent** on a creature, you gain an additional piece of information based on the **Psycho Analysis** technique table. Select one of the following techniques to increase your jutsu with, You can switch your **Psycho Analysis** Technique when you complete a rest of any type. You can select a second technique when you reach 10th level; ``` ``` ##### Psycho Analysis Technique Table | Analysis Technique | Effect | |:----:|:-------------| | Hand Motions | When you successfully cast **Detect Intent** you know the first classification of jutsu they'll cast on their next turn.| | Choice of Speech | When you successfully cast **Detect Intent** you learn their lowest Mental ability score. If tied, DM chooses. | | Posture | When you successfully cast **Detect Intent** you learn their Armor Class.| | Labored Breathing| When you successfully cast **Detect Intent** you learn their lowest Physical ability score. If tied, DM chooses.| | Facial Expressions | When you successfully cast **Detect Intent** you learn if they want to fight, or they're being forced to fight. | | Exhibited Efficiency| When you successfully cast **Detect Intent** you learn if they're being effected by any jutsu that would buff them. | | Social Mask | When you successfully cast **Detect Intent** the creature has Disadvantage on all Charisma based checks towards you. | | Pathological Liar | When you successfully cast **Detect Intent** for the next minute you know if they're lying or fabricating the truth. | | Stiff Motions | When you successfully cast **Detect Intent** you deduce if they are suffering from an injury or a recently traumatic event.| ### Adaptive Fighting Style Also at 3rd level, you're always prepared for your enemies to fight in ways you don't expect, and hit them right back. Your unarmed damage die becomes 1d6 and counts as chakra enhanced, this becomes a d8 at 7th level and a d10 at 14th. Also, if a creature teleports out of your reach, or uses a feature that would stop you from taking an attack of opportunity you may still make one, for all unarmed attacks of opportunity increase your damage die by 1 step (1d4>1d6>1d8>1d10>1d12)
Additionally, you gain exclusive access to the **Criminal Analysis** Exploit. This does not count against your Exploit Limit. #### Criminal Analysis **Skill**: Insight
**Requirements**: Criminalist Subclass
This Exploit has two situations it can work. Combat and Social. In both you read the body language of your target to strike at their vulnerable points. Be that their stance or pride. - **Combat:** When in combat with your Primary Target, you can make an Insight (Dexterity) check vs their passive Martial Arts. On a success, you read their body language and fighting style. Increase your unarmed attacks damage die by 1 against that target for one minute, or until you fall unconscious, or they die. - **Social:** In a social situation, make an Insight (Dexterity) check vs a targets passive Deception. On a success you learn their occupation, social standing, and if their name has any importance in the land you're in. \page ### Combat Inquisitiveness At 7th level, at this stage you can see the shallowest breath or the tiniest twitch of someones arms as they prepare for a strike. As a Bonus Action, choose on creature within 30 feet of you. Roll an Insight (Dexterity) vs their passive Martial Arts. On a success, if they're in a Stance you immediately gain the benefits of said stance. Your unarmed damage die becomes equal to the creatures unarmed damage die if yours is lower.
Additionally if they're not gaining the benefit of a Stance, allies may treat their AC as 2 lower for the first attack each turn that targets this creature until the beginning of your next turn. (This AC reduction does not stack.)
You gain the benefit of the stance for one minute or until you end it as a bonus action. ### Prying Socialite Also at 7th level, by reading someones body language, the way the speak, what words they use, what company they keep. You learn the exact buttons to press to get them to reveal everything to you. By spending at least 10 minutes talking to someone outside of combat, you learn a few things, their name, their general financial situation, what close relationships they have, what nature releases they can use (if any), and one of the three **unique** traits listed below. (You pick.) - You may learn, their preferred jutsu classification. (Gen, Nin, Tai, Buki.) - You learn what their most powerful jutsu is. - You learn if they are affiliated to any illegal groups. ``` ``` **A/N:** This subclass took inspiration from [Vengeance Hunter-Nin](https://drive.google.com/file/d/1yOwfNR52XRLh_edVV-IZc4IUWWQMO81k/view?usp=sharing) by Blasteroid. Check it out as well!






















### Intuitive Combatant Starting at 10th level, you can focus all of your attention on a single target in front of you. Becoming acutely aware of every single movement, breath, and action they *could* take against you. As an action, you may designate a target within 30 feet of you as your ***Full Focus Target***, for one minute, or until you are knocked unconscious, the creature who is targeted in this way have disadavantage on attack rolls against any creature other than you, whenever they attempt to hit you with an attack from a weapon or jutsu, or force you to make a saving throw you gain a special reaction to either, ***Read The Enemy*** if it's a saving throw or make an ***Attack of Opportunity*** if they are within your weapons range.
You can react this way up to an amount equal to your Dexterity modifier per round.
You may use this feature a number of times equal to your Dexterity Modifier per long rest. ### Analytical Mind Also at 10th level, repition and memory games are the path to always having a plan at the first sign of trouble.
When you walk into a building for the first time, make a Insight (Dexterity) check against a DC of 8 + your level. On a success you perfectly memorize the layout of the entire building and all of the faces you see inside.
When you succeed this check, you may choose one unique trait listed from your **Prying Socialite** feature and apply it to all creatures you see. You can hold all of this information for up to an amount of hours equal to your Intelligence modifier before you forget it.
You may use this feature an amount of times equal to your Intelligence Modfier per rest, any attempts to use this feature after you run out of uses will result in one rank of ***Dazzled*** as your mind is filled with sensory overload, this rank lasts until you take a rest. \page ### The Right Thing to Say Beginning at 14th level, stances, words, actions, details, people are easy to read. You've reached the pinnacle of reading body language in social situations. To the point you can convince someone of almost anything. When you've spoken to someone for at least 1 minute outside of combat or a hostile situation, you can fully convince them using vocal pressure points to make them believe you have their best interests at heart. For one hour after you use this feature, the target has 5 ranks of **Charmed** against you, ignoring immunity. Which is unable to be cleared by any person except the person who is charmed for the duration. You may charm a creature in this once per long rest.
You cannot use this feature against someone who holds hostility towards you in any fashion, knowing or otherwise. ### Veritable Weak Point At 17th level, memorizing styles, fighting, punches, kicks, tactics, all of it packed into your brain to destroy a singular target. When you designate an enemy as your **Full Focus Target** from your **Intuitive Combatant** feature. You know all of their, resistances, immunities, vulnerabilities, how many stances they know, and become aware of up to two offensive jutsu, and two defensive style jutsu they know. (DM's discretion)
Additonally, you gain a special reaction called a **Prediction** you may use this **Prediction** to dodge an attack roll, or automatically succeed a saving throw that your **Full Focus Target** uses, when you use this feature to pass a save, you suffer no effects, you can decide to use **Prediction** before or after you roll your save. You may use this a number of times equal to your Dexterity Modifier, per long rest. \page ## King's Blood **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. #### 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 ## Astrologist ***Creator:*** *Kriothan*
Medical-nin who follow the path of the Astrologist look to the skies for guidance in their lives and to save others. Calling upon Tarot and Constellations to buff allies, debuff enemies, and guide those to salvation. #### Knowledge of the Stars Starting at 2nd level, when healing a creature who is at zero hit points with a jutsu with the Medical keyword you can divine their immediate fate, giving them advantage on their next saving throw or attack roll. #### Draw/Redraw Also at 2nd level, calling upon the Arcanum to give strength. As a Bonus Action on your turn, you can roll a d8, comparing your roll to the table below, as part of the same Bonus Action used to roll your d8, you can apply the effect of the Arcana to an allied creature within 30 feet for one minute. You may use this feature a number of times equal to your Proficiency bonus per Long Rest. A creature cannot benefit from more than one Arcana at a time. At 5th level, you can spend one use of your chakra scalpel to reroll the Astrologian dice after seeing the result, taking the second effect, once per turn. ##### Arcana Table | Arcana Table | Effect | |:----:|:-------------| | The Balance |Increase the chosen allies damage rolls when using Melee Weapon attacks by your Intelligence (or Wisdom) modifier. | | The Arrow |Increase the chosen allies damage rolls when using Ranged Weapon attacks by your Intelligence (or Wisdom) modifier.| | The Spear | Increase the chosen allies attack bonus with Bukijutsu by half your Intelligence (or Wisdom) modifier.| | The Bole |Increase the chosen allies attack bonus with Ninjutsu by half your Intelligence (or Wisdom) modifier.| |The Ewer |Increase the chosen allies save DC for Ninjutsu or Genjutsu by half your Intelligence (or Wisdom) modifier.| |The Spire |Increase the chosen allies Damage Reduction vs all sources by your Intelligence (or Wisdom) modifier.| | Lord of Crowns |Choose a number of creatures equal to your Intelligence (or Wisdom) modifier within 60 feet of you. They are forced to make a Constitution saving throw against your Medical DC, taking Xd8 Fire damage, where X is your Intelligence (or Wisdom) modifier on a failed save, or half on a success.| | Lady of Crowns |Choose a number of creatures equal to your Intelligence (or Wisdom) modifier within 60 feet of you. Healing them an amount of dice equal to Xd6, where X is your Intelligence (or Wisdom) modifier.| ``` ``` #### Zodiac Medicine Starting at 5th level, your studies of the stars has granted knowledge and understanding beyond most others. You learn the following jutsu as you gain levels in this class according to the Astrologist Medicine Chart at the end of this class section. Each jutsu learned also grants you an additional feature pertaining to the jutsu. Learned jutsu do not count against your jutsu known as seen on your Medical-Nin Class Chart. #### Collective Unconsciousness Also at 5th level, as an action, you can take one of your cards, placing it on the ground and creating a 30 foot aura centered on yourself that moves with you. Allies in range of this aura gain a buff for one minute known as **Wheel of Fortune**, this buff allows allies to reroll their damage dice, taking the higher result. Once per turn. You can activate this effect a number of times equal to your proficiency bonus per short rest. #### Preserve Life: Tarot Spread At 6th level, as an action when using your Preserve Life feature, you can choose two creatures to gain the effect of any one ability listed on the Arcana Spread Table. Ending at the end of their next turn. \page
##### Astrologist-Nin Chart | Level | Jutsu Learned | Jutsu Feature | |:-----:|:-------------|:---------------| | 5th | Beast Senses| When using this jutsu, you do not have to touch a willing beast. Instead, you can call upon the senses you have seen any Beast used at any point in your life previously.| | 9th | Sealing Art: Commune| When casting this jutsu, you call to the stars before any other diety or creature. You may ask up to five questions, and you will recieve as truthful a response as possible in 15 words or less. You may use this jutsu once every week.| | 13th |Sealing Art: Shining Stars, Soaring Strike| This jutsu gains the Medical keyword, when summoned they additionally cast Healing Aura at B-Rank as if you had casted it, along with Hollow Stars. Prioritizing creatures with the lowest amount of HP.| | 17th |Sealing Art: Void| This jutsu gains the Medical keyword, when a creature fails the saving throw you can apply the inverse of any one effect on the Arcana Table. Once per casting, that lasts for one minute.|
#### Horoscope Starting at 9th level, when an ally gains the benefit of an effect from your Arcanum Table, you have the ability to read their **Horoscope**, only one creatures **Horoscope** may be read at one time. A creature under the effect of this buff, has all Arcanum effects on them last a number of additional minutes equal to your Intelligence (or Wisdom) modifier and if the chosen creature would gain an effect that states half, you instead apply the full bonus, (If your Intelligence or Wisdom is higher than +5, it is treated at +5 for this effect). Once this feature is used, you cannot use it again until you finish a long rest. Additionally, when would roll your Astrology die to decide your Arcanum effect, you can reroll twice per rest for free taking the second effect. ``` ``` #### Astrodyne At 13th level, after affecting allies with three unique effects from the Arcana Table, you can activate **Astrodyne** as a Bonus Action on your next turn. For 10 minutes, allies who are currently under the effects of your Arcana Table when you use this feature gain the following benefits. - Increase their Damage Reduction by 5. - When gaining HP, Temp HP, or Chakra from any source, increase the amount gained by your Proficiency bonus. - Reduce the cost of all jutsu by half your Proficiency bonus. Up to twice per turn. You may only use this feature once per long rest. #### Macrocosmos Starting at 17th level, as a Full Turn Action, you give all creatures of your choice within 90 feet of you a unique effect known as **Macrocosmos**. Creatures under the effect of **Macrocosmos** record all the damage they take each turn instead of immediately taking damage to their hit points for the next minute. Once this duration is finished they take half the amount of damage recorded, if this effect would knock them unconscious they instead are dropped to 1 hit point with two death saves taken that cannot be reset until a long rest is taken. You can only use this feature once per long rest. \page ## Bardic Scout ***Creator:*** *Kriothan*
The Scout who chooses to become a Bard focus primarily on keeping the spirits and morale of their allies high and well. Buffing them when able through the use of music, and performing incredible bouts of inspiration. #### Superior Music 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 Bardic Maneuvers section at the end of this subclass. You earn more at higher levels as shown in the “Maneuvers Known” column of the Bardic 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 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 short or long rest. > **All the Maneuvers from this subclass count as Genjutsu with the Auditory keyword only for the purpose of interacting with this subclass' features.** #### Bardic Instrumental Starting at 3rd level, you have hand created an item to channel your bardic abilities through. An **Instrument**, choose one instrument from the following list, you cannot use your maneuvers from this subclass unless you use this item. If you ever lose or your Instrument is destroyed, you can recreate it by spending 300 ryo over the course of a short rest. Additionally, when you cast a Genjutsu with the Auditory keyword you may replace any needed Handsign components with a Material (**Instrument**) component, and increase the damage dice used by +1, or if it doesn't have dice, add +1 to its save DC. This increases to +2 at 11th level.

**Bardic Instruments:** Flute, Violin, Guitar, Microphone, Drum, etc. #### Peloton Starting at 3rd level, while out of combat increase all allies movement speed by their base movement speed as long as they're within 60 feet of you. Additionally, If used during exploration or land travel, you treat normal travel pace as Fast travel pace, and you double Fast travel paces distances. ``` ``` #### Pitch Perfect Beginning at 6th level, when casting a Jutsu or using a Maneuver that has your **Instrument** as a component, you can apply an additional effect on a number of allies equal to your Genjutsu ability modifier known as **Inspired**, creatures who have this effect can add a dice to any Skill Check, Saving Throw, or Attack Roll equal to half the result of your superiority die without expending your dice, once per casting of this jutsu or maneuver. You can apply this condition a number of times equal to your Genjutsu ability modifier per rest. Additionally, when an ally who is **Inspired** uses your superiority dice and succeeds a saving throw or skill check as a result of the bonus, you regain one superiority dice. #### The Wanderer's Minuet Starting at 9th level, you can use two Maneuvers in one turn, and when you cast a Genjutsu with the **Song** prefix, allies gain additional benefits for the duration of the jutsu. You may only use this feature while concentrating on one jutsu with the **Song** at a time. - Increase critical threat range by +1 while within the aura. - You no longer have to spend a bonus action to keep concentration active, but must instead pay the chakra for concentration. - They may change one jutsu's casting time from an Action to a Bonus Action, once per casting of this jutsu. Additionally, all Genjutsu with the Auditory keyword has an amount of cost reduction equal to its rank. **(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5)**. \page #### Soul Voice Beginning at 14th level, continuing your practice with music, you have increased the buff of those who are affected by your song. Creatures who are **Inspired** may use the full result of your superiority dice when rolling for Skill Checks, Saving Throws, and Attack Rolls. Additionally they gain the following benefits while **Inspired.** - When effected by a jutsu that Heals, grants Temporary Hit Points, or Chakra, increase the amount gained by one Superiority Dice, once per turn. - When reduced to zero hit points, they may spend the Superiority Dice they have left to regain an amount of HP and Chakra equal to your Genjutsu Modifier, times your Proficiency. This effect can only activate once per long rest on each creature who is **Inspired**. #### Nature's Minne Starting at 17th level, for the duration of any jutsu you cast with the Auditory keyword or Maneuver you use in this subclass, you may apply the inverse effects to an amount of creatures equal to your Genjutsu modifier within the radius. #### Radiant Finale Finally at 20th level, as an action, for the next minute you can begin the performance of your **Final Ballad**, you gain an additional Bonus Action used for only casting Maneuvers. You may cast any Maneuver in this subclass without spending a superiority die using it's listed action economy. Each Maneuver must have a unique name to use this feature. You may use this feature a number of times equal to your Genjutsu Modifier per long rest. ``` ``` ##### Superior Music 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 ### Bardic Maneuvers #### Song of Anti-Charm As a Bonus Action you begin to play a calming melody, expend and roll a superiority dice, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet of you become immune to the **Charmed** condition, #### Song of Mages As a Bonus Action you begin to play a mystical melody, expend and roll a superiority die, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet gain a bonus to their Ninjutsu and Genjutsu attack rolls equal to your Genjutsu ability modifier, but subtract the attack bonus of their Taijutsu and Bukijutsu by the same number. #### Song of Fighters As a Bonus Action you begin to play a heroic melody, expend and roll a superiority die, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet gain a bonus to their Taijutsu and Bukijutsu attack rolls equal to your Genjutsu ability modifier, but subtract the attack bonus of their Ninjutsu and Genjutsu by the same number. #### Song of Strength As a Bonus Action you begin to play a strong of inspiration, expend and roll a superiority die, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet gain a bonus to their Taijutsu ability scores equal to half your Genjutsu ability modifier. But subtract the same bonus from their Genjutsu ability score. #### Song of Mind As a Bonus Action you begin to play a melody of meditation, expend and roll a superiority die, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet gain a bonus to their Ninjutsu ability scores equal to half your Genjutsu ability modifier. But subtract the same bonus from their Taijutsu ability score. ``` ``` #### Song of The Dragon As a Bonus Action you begin to play a rallying melody, expend and roll a superiority dice, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet of you become immune to the **Fear** condition, additionally, allies gain 20 Temporary Hit Points at the start of each of their turns. #### Song of Defense As a Bonus Action you begin to play a reinforcing melody, expend and roll a superiority dice, for a number of rounds equal to the result, all willing creatures of your choice within 60 feet of you gain resistance to an elemental damage type of your choice, additionally, allies gain damage reduction equal to double your Genjutsu modifier against all other sources of damage. #### Song of the Sloth As a Bonus Action you begin to play a drowsy melody, expend and roll a superiority dice, for a number of rounds equal to the result, all creatures of your choice within 60 feet of you must make a Intelligence saving throw against your Genjutsu save DC, on a failed saving throw, each creature gains 1 rank of Slowed, and increases the cost of all jutsu they cast until the end of their next turn by +3. #### Song of Hate As a Bonus Action you begin to play a melody of antagonism, expend and roll a superiority dice, for a number of rounds equal to the result, all creatures of your choice within 60 feet of you must make a Wisdom saving throw against your Genjutsu save DC. On a failed save, they can no longer exclude allies from aoe jutsu, instead doing their best to gain the maximum amount of people in the radius. The affected creature can remake this save, ending Song of Hate on them at the end of their turns. #### Song of Shame As a Bonus Action you begin to play a melancholic melody, expend and roll a superiority dice, for a number of rounds equal to the result, all creatures of your choice within 60 feet of you must make a Charisma saving throw against your Genjutsu DC. On a failed save, at the start of each of their turns, they increase each rank of a condition they have by +1. If they are at the max number of ranks for that condition, they instead gain 1 rank of Exhaustion. The affected creature can remake this save, ending Song of Shame on them at the end of each of their turns. \page ### Oath of The Voidsent ***Creator:*** *Kriothan*
Slayers who follow the Oath of the Voidsent have brushed so close with death they cannot imagine their lives without it, becoming consumed with feeding the afterlife visitors. To the point of becoming a walking corpse themselves without ever drawing their last breath. #### Voidsent Tools As you begin to follow this Oath at 3rd 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. ___ - ***Hell's Ingress/Egress (3 Chakra):*** A chain that dangles off the hilt of your weapon of choice, overflowing with malice. As a Bonus Action on your turn, increase your AC and Dexterity Saves by +2 until the beginning of your next turn. if this bonus would cause an attack to miss, or you to succeed a Dexterity saving throw, you can choose to teleport to a point within 30 feet of you, upon landing all creatures within 15 feet of your landing point must succeed a Constitution saving throw against your Taijutsu save DC, taking Xd6 Necrotic damage, where X is your Proficiency bonus on a failure, or half on a success. Once per turn. This damage ignores DR.
- ***Arcana Crest (5 Chakra):*** A small crest, crafted from the blood and ashes of your enemies. As a Reaction to taking damage, you can create a shield around yourself, whenever you would take damage, you reduce the amount taken by 1d10 + your proficiency bonus. until the beginning of your next turn. At 6th level, this increases to 2d10. At 11th level, this increases to 3d10. #### Blood Stalk At 3rd level, as part of taking the attack action, or casting a Bukijutsu that deals damage, you can enhance your weapon by spending 3 Chakra, when you do so, you deal damage to their Temporary Hit Points (if any) and Hit Points simultaneously. Also, you gain the **Heir** Caryll Rune, which does not count against your known runes. Finally, you can ignore the Heavy and Two-handed property when wielding a Scythe. #### The Gallows Starting at 3rd level, when you would successfully land an attack against a bloodied creature you can turn that attack into a critical hit by spending 5 Chakra, if this would kill the target you gain half the amount of damage you dealt from the critical hit as Temporary Hit Points. (This THP does not stack) You can use this feature a number of times equal to your Taijutsu ability modifier per short rest. Additionally, while you have these temporary hit points, increase the attack and damage rolls of your weapons by +1. ``` ``` #### Arcana Circle Starting at 6th level, As a Bonus action, you may summon a 30 foot aura centered on yourself that moves with you for 10 minutes. Whenever an enemy is reduced to zero hit points while they are in the circles radius, you gain a stack of **Immortal Sacrifice.** You may gain up to two stacks per turn. When you gain five stacks of **Immortal Sacrifice** you can spend all of them to transform your Arcana Circle into a **Circle of Sacrifice** for one minute. Every time you kill an enemy within your **Circle of Sacrifice** you or an ally within the radius gain a +1 to attack and damage rolls with Weapon attacks, unarmed attacks, and Taijutsu attack rolls, stacking up to +3. Or 10 Hit Points to a total max of 50 Hit Points per ally You may only use this feature once per long rest. But killing an enemy with hostile intent reduces the cooldown by half an hour. #### Gluttony Starting at 11th level, while your **Arcana Circle** is activated and you have **Immortal Sacrifice** stacks, you can use them in a variety of ways depending on how many you have. - You may expend up to five stacks making an number of Weapon attacks equal to the expended amount. - You may expend two stacks to cast a Bukijutsu using your Bonus Action. - You may expend up to five stacks, regaining an amount of your current Hit Points equal to the expended stacks x10. Additionally, you may continue to gain stacks of **Immortal Sacrifice** using the same listed conditions in the Arcana Circle feature while your **Circle of Sacrifice** is activated. \page #### Enshroud Starting at 15th level, as a Full Turn Action, you become a vessel to the Avatar of Death for one minute. You gain the Berserked condition, without the penalties to Intelligence or Wisdom, you gain an additional action, which you may only use to take the attack action, or cast a damaging jutsu, when a creature provokes an Opportunity Attack while you are Berserked in this way it does not cost your reaction, and you do not suffer the effects of Exhaustion. Additionally, you cannot be hindered by effects that would reduce the amount of attacks that you can make or reduce the damage you deal. (Ex. Slowed, Weakened, etc.) You may use this feature once per long rest. Or expend five stacks of **Immortal Sacrifice** to use it again, activating this feature using **Immortal Sacrifice** stacks gives you three ranks of Exhaustion that cannot be cleared until a rest. #### Plentiful Harvest Lastly at 20th level, when you would activate your **Circle of Sacrifice** you can instead delay the activation to gain more stacks of **Immortal Sacrifice**, up to a new maximum of 10, and becoming able to gain up to five stacks in one turn. When you gain 10 stacks, you can spend your action to expend all stacks and activate the **Harvest Moon Festival** which lasts for 1 minute. While the **Harvest Moon Festival** is activated, you have advantage on all attack rolls and saving throws, when you succeed a saving throw, you take no additional effect, and you may give yourself one rank of Exhaustion to cast a Bukijutsu, or do two Weapon attacks. You may give yourself up to two ranks of Exhaustion per turn. You may only activate this feature once per long rest. \page ### Oath of Restriction ***Creator:*** *Kriothan*
Slayers who follow the Oath of Restriction have had most of their abilities sealed at birth. Only being able to finally unleash their potential once they have committed to the path before them. This is what it feels like to unleash your shackles. #### Restriction Tools As you begin to follow this Oath at 3rd level, each tool requires a specific amount of resources 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. ___ - ***Speed Restriction (2 Chakra Die):*** A tattoo on your leg that has been a part of you since birth, humming with power.
As a Bonus Action, you can spend 2 Chakra die to triple your movement speed and jump height for 10 minutes. While you have this movement speed your movement speed can benefit from three multiplicative effects. Additionally, whenever you move more than 50 feet before making a weapon attack, increase your weapons dice by +2
- ***Raw Strength (2 Hit Die):*** A Restriction placed on you since birth to limit your strength. As an Action, you can spend 2 Hit Die, for the next minute, increase all damage with weapon or unarmed attacks by your Strength Modifier, up to three times per turn, and if you succeed a Strength saving throw, you take no damage and suffer no effect. While this is active, you cannot cast any jutsu with the CM component. - ***No Cursed Energy (Special):*** You lack presence, nurtured through trial and practice. By spending 10 minutes in meditation, you can decrease your maximum chakra by four times your proficiency bonus to hide your presence from any creature with special sight. For 8 Hours after this meditation, increase all of your Stealth (Dexterity) checks by 2d4, and you are unable to be seen by Chakra Sight by any means, after the full 8 Hours your maximum is returned to normal. At 7th level, this increases to 2d6, and cannot be seen by Tremor sense, at 14th level, this increases to 3d6, and you cannot be seen by True Sight. #### Hand or Blade At 3rd level, you have incredible prowess when it comes to combat at the cost of chakra coils. You cannot cast any Ninjutsu or Genjutsu of B-Rank or higher. However, increase the die step of all Weapon and Unarmed attacks you make using Strength by 1 (1d4>1d6>1d8>1d10>1d12>2d6). Also, you gain access to the **Scourge** Caryll rune, which does not count against your known runes. Finally, you gain proficiency in Improvised Weapons. #### Click, Clique, Bang Starting at 3rd level, When it comes to ranged weapons, the principle will be the same, especially if the weapon can't recoil in response to being fired. All Ranged and Thrown weapons you wield gain the Finesse property. Additionally, Ranged weapon attacks from Stealth do not reveal your position, whether you hit or miss, once per turn. \page

















#### Hunt or be Hunted Starting at 6th level, those who can match your strength and pride need to be exterminated at all cost. At the end of a long rest, you can designate one Adversary Clan, or Affiliation. Until your next long rest, you have advantage on all checks to research, track, or learn about creatures of that Adversary Clan or about the village they are affiliated with. Additionally, increase your Critical Threat range by +1 against your chosen Clan, or Affiliation. #### Adapt on the Fly Starting at 11th level, sometimes to get the upper hand on your opponents you have to adapt and attack in ways they won't expect. While wielding your **Trick** weapon, you can attach an Improvised weapon and fuse them as an Object Interaction. Doing so gives your **Trick** weapon an additional weapon property that would be appropriate of the Improvised weapon according to your DM. (Ex: Long chain for Ranged.) The next three weapon attacks you make gain +1 damage die. Additionally, you can attack three times, instead of twice, whenever you take the Attack action on your turn. ``` ```

















#### Cursed Tools of Heaven Starting at 15th level. You gain access to three unique seals that you can apply to your **Trick** weapon over the course of a long rest, which last until your next long rest. You can only have one Seal on your **Trick** weapon at a time. - ***Playful Cloud:*** While applied to your **Trick** weapon, increase your weapons damage dice by half your Strength modifier rounded up, if your modifier is higher than +5, it is treated as +5 for this Seal. - ***Inverted Spear of Heaven:*** While applied to your **Trick** weapon, you can forgo rolling damage on a weapon attack to automatically end any concentration effect a creature is under, while removing their ability to mold chakra, for a number of rounds equal to half your Proficiency bonus. A creature can only be effected by this once per rest. - ***Split-Soul:*** While applied to your **Trick** weapon your weapon attacks treat all DR as halved, and ignore Resistance and Immunity. #### Heavenly Restriction Lastly at 20th level, Once per long rest as a Full Turn Action, reduce your maximum chakra to 0 for 1 minute. For the duration all of your Weapon and Unarmed attacks crit on 14 or higher, and you treat your target as vulnerable to your damage type. \page ### Oath of au Andromedus ***Creator:*** *Kriothan*
Slayers who follow the Oath of au Andromedus were born into nothing with the shared goal of achieving everything. Poverty from birth, orphan, beaten, anything of the sort. All of you share the same tenacity to become the pinnacle of perfection. As a leader, a warrior, a Gold. #### Golden Tools As you begin to follow this Oath at 3rd level, each tool requires a specific amount of resources 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. ___ - ***Wolf Pelt (5 Chakra):*** Pelt of a wolf you've slain. Signyfing your connection to the predator. As an Action when you and allies within 30 feet are attempting to hide. You set the pace, giving them a bonus to Stealth checks equal to your Charisma modifier, and Darkvision up to 30 feet, for 1 hour. - ***Pegasus Pendant (1 Chakra Die):*** A Pendant gifted to you by a loved one, filled with hopes for a better future. As an Action, you clutch your pendant and hope instills your mind. Choose one Mental, Sensory, or Physical condition you are under, you immediately clear all ranks of that condition and gain resistance to it until the end of your next turn. #### Helldiver's Tenacity Raised in the mud, your body has adapted to the worst of natural diseases and circumstances. Giving you an iron will. At 3rd level, you increase your Hit Point total by 1. Every level thereafter each time you gain a level, increase your hit point total by 1 and whenever you would make a saving throw against a jutsu, or effect, that deals Necrotic, Poison, or Acid damage, increase your save by 1d4. At 9th level, this increases to 1d6, at 15th level, this increases to 1d8. Additionally, you must now fail 4 Death saving throws before dying. ``` ``` #### Unmatched Blade Additionally at 3rd level, your training and perseverance has led to an unparrelled training regime in the form of your own style of fighting. You gain the following stance.
**THE WILLOW WAY**
This fighting style was hand crafted and trained for by yours truly, through extensive trials you have learned an almost ancient sub-form of fighting known as **Kravat** or **The Silent Dance**, while in this stance you gain the following benefits. - As an Action, you begin **The Silent Dance**, for a number of rounds equal to your Taijutsu ability modifier. (Max of +5) Once per turn, whenever you would take the Attack Action, you can attack an additional time. - As a Bonus action, when you would miss an attack, you can choose to Disengage and immediately move up to half your movement speed in any direction. - As a Reaction, when you would be hit with a weapon attack, you can brace yourself and make an opposing attack roll, if your attack hits, you reduce that creatures attack roll by -2, potentially turning a hit into a miss, and all subsequent attacks by -2 until the beginning of your next turn. - You can gain the benefit of this stance, while gaining the benefit of another stance. #### Wrath of Mars Through countless battles you have learned that momentum controls the speed and casualties of battle. Sometimes it's better to attack first and plan later. Starting at 6th level, Twice per turn, whenever you make a weapon attack, you can reduce your AC by -2, to gain +2 to your attack rolls until the beginning of your next turn, when you do this, increase your base movement speed by 15 feet. Additionally, you gain proficiency in Heavy Armor, if you already have proficiency, you gain an amount of damage reduction equal to half your Proficiency modifier rounded up. \page #### Peerless Scarred Speeches, rallies, and leadership are the base foundations for a revolution and becoming golden by societal standards. You must go beyond that and lead armies. Starting at 11th level, you gain a unique proficient action for Persuasion known as **Call to Arms**. You must use this feature on a minimum of 5 people at once. You can use this feature once per long rest. ### **Call to Arms** As an Action, you deliver a speech over the course of a minute meant to inspire others to fight for your cause and look to you for leadership and guidance during trying times. Make a Persuasion check against a DC of 20 + 1 for every additional 5 creaturs you wish to use this proficient action on. On a success, each creature you inspire gain the following benefits unti the end of their next long rest. - Gain a number of Temporary Hit Points equal to the users Charisma score times half your proficiency bonus rounded up. - Increase attack rolls by half your Charisma modifier rounded up. - Increase your AC by +2 If you fail this Persuasion check, creatures you attempted to use this on will have more hesitance when looking to you for guidance in the future until you regain their trust.
#### Golden Physique Your blood has adapted to most dire circumstances, the progress of Gold. Starting at 15th level, you gain immunity to Poison Damage, Diseases, and Afflictions as a result of a jutsu, feature, or natural causes. #### Rage Knight Lastly at 20th level, as an Action for a number of rounds equal to your Charisma modifier, decrease your AC by -3, increase your Damage Reduction by twice your Charisma modifier, and you gain advantage on all Weapon Attacks, and Strength, Dexterity, and Constitution saving throws. Additionally, each ally within 60 feet of you gain an additional benefit when casting a jutsu depending on the Keyword. - **Ninjutsu:** Whenever an ally within range would cast a Jutsu with the Ninjutsu keyword, increase the damage dealt or saving throw DC by half your Charisma modifier. (They pick.) - **Taijutsu:** Reduce the Chakra cost to cast Taijutsu by half your Charisma modifier. - **Genjutsu:** Increase the save DC of Genjutsu by half your Charisma modifier, or make the affected creatures unable to resave out of a Condition if the Genjutsu inflicts one. - **Bukijutsu:** Allies do not need to use a Combo to gain access to the Finisher text on a jutsu, and may cast a Finisher up to three times on their turn. \page ## Punch/Kick Merchant ***Creator:*** *Kriothan*
Taijutsu Specialists who denounce any special techniques or abilities and choose to fight purely with hands and kicks are known as Punch/Kick Merchants. #### Buy 1 Get 1 When you choose this Style starting at 3rd level, by spending 1 **Martial Die** for a minute you gain the benefit of of a technique known as **Time Lag**, while this is active, when you would deal unarmed damage with a Taijutsu that does more than one attack, you can spend your Bonus Action to immediately deal half the total amount of damage again to the same target. Additionally, reduce the cost of Taijutsu that do more than one attack roll equal to it's rank. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5). #### Hands for Free Also, at 3rd level, while your peers or enemies have begun adapting unique or family techniques to help them in combat, you have nothing of the sort, instead you've learned to just hit things harder. You learn to accomplish this through a series of ***Martial Techniques***, unique to you and your style of combat. You learn the following ***Martial Techniques***.
***Offense:*** You begin to fall into the zone, attacks hit harder but your defense falters. As a Bonus action, you can spend 1 **Martial Die** to add your ability modifier to Taijutsu that do more than one attack roll that would normally not allow it for one minute, and increase your attack rolls by 1d4. While this ability is active, reduce your AC by -2, and all of your Saving Throw modifiers by -1.
***Defense:*** You forego attacking to protect yourself against all incoming damage. As a Bonus action, you can spend 1 **Martial Die**, for one minute you gain an amount of Damage Reduction equal to twice your Constitution modifier, and increase your Saving Throw Modifiers by +1. But all of your attacks have a penalty equal to 1d4, and reduce your Saving Throw DC's by -2. ``` ``` #### Black Flash Starting at 6th level, a move that can only happen when your attack lands within 0.000001 seconds of a physical blow. By spending 1 **Martial Die** whenever you cast a Taijutsu that does more than one hit, you can forego all the additional attack rolls and condense them into one single hit. When you do this, roll a d100, on a 90-100, you perform a **Black Flash**, roll all of the damage as if you had landed all attacks simultaneously and mulitply them by 2.5x, if you do not land a **Black Flash**, only one attack hits and you take the damage as well as the target. Upon landing a **Black Flash** you are officially in **The Zone** while in **The Zone** you gain the following benefits for one minute. - Increase the ability score used to land the **Black Flash** by two, to a maximum of 24. - Increase your Movement Speed by 30 feet. - Reduce the cost of jutsu you cast by 1d4, up to twice per turn. If you land a **Black Flash** increase the range to hit another one by 5 until you miss one. (Ex. 85, 80, 75, etc.) You can choose to attempt this a number of times equal to your Proficiency bonus per short rest. #### My Brother! You've always had a stronger impact in combat with a good tag team partner! Starting at 9th level, when you spend a **Martial Die** to activate your Martial Techniques, you can designate one creature to also gain the same benefits from that Technique for one minute. Additionally, every time you take the Attack Action while a creature is gaining the benefit of **Offense**, they can also take the Attack Action as a Reaction against the same creature. #### Cheap Shots Beginning at 14th level, without the use of techniques, you have to fight a little dirty. Whenever you would inflict a Physical condition on a creature you can attack twice, dealing your unarmed damage on a hit. Twice per turn. Additionally, as a Bonus action you can gain the benefits of both Martial Techniques without the detriments for one minute. You can do this once per rest. #### Absolute Inner Focus Beginning at 17th level, you reached the near pinnacle of your physical capabilities through excessive training and drive. Increase your Strength, Dexterity, and Constitution score maximums to 24. #### Punch and Kick Finally, at 20th level, as an Action you can enter **Flow State**, for a minute, once per turn, you can Black Flash on command without having to roll. But at the end of the minute, you gain 3 ranks of Exhaustion and take 10d10 Necrotic damage that cannot be reduced or ignored by any means.